Campsite
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Purpose and usage edit

The campsite provides a location to swap or speak to party members, store or retrieve items from the Traveller's Chest, change class or revive fallen Companions via Withers, or take a Long Rest. Through interacting with the Magic Mirror, Custom, Dark Urge, and Hireling characters (not Origins or Companions) can change their appearance. In Multiplayer, Withers' Wardrobe of Wayward Friends spawns near Withers when player characters are dismissed.
When travelling to camp, all attached party members travel as well if they are not too far away from the traveller. Fleeing combat also moves the fleeing character to camp.
Day and Night Versions edit
Daytime Version edit
The daytime version of the camp is accessed whenever the party choose to go there through fast travel. The party members also appear here after long resting. It is also possible to invite companions to join the party from here.
Nighttime Version edit
The nighttime version of the campsite serves as the sole location for long resting. It is also a key location to progress the main and companion stories through camp conversations. The party composition can be changed here, just as in the daytime version.
Waypoints edit
This location does not contain any waypoints, but can be fast-travelled to from any point where fast travel is allowed. Fast-travelling to the campsite shows the daytime version of the location.
Events edit
During Baldur's Gate 3, many story-related events happen at the campsite. These are almost always triggered upon taking a long rest, but some of them automatically happen upon activating specific triggers. Sometimes, several events can be queued if all of their requirements are met. If multiple camp events are queued, they play in order of priority. Partial Rests trigger camp events without expending resources; a useful mechanic in areas with densely packed story events that may otherwise be missed.
Instances edit
The appearance of the Campsite (tents, furniture, characters, etc.) may change as the story progresses, provided the player character gathers companions and allies. The campsite also has several instance variants that are used when travelling to camp from different locations. It is possible to loot containers and take items from the campsite to be sold. Each instance has separate items that can be looted.
Act One edit
- Basement Campsite: Visited when in the basement or cellar of any home in the Blighted Village or in the basement of the Risen Road Toll House
- Cavern Campsite: Visited when resting in the Whispering Depths or in the Cavernal Antechamber in the Apothecary's Cellar
- Crèche Y'llek Campsite: Visited when resting inside Crèche Y'llek
- Overgrown Chapel Campsite: Visited when in the interior of the Overgrown Ruins or inside the Shattered Sanctum of the Goblin Camp
- Rosymorn Monastery Trail Campsite: Visited when resting in the main area of Rosymorn Monastery Trail
- Underdark Campsite: Visited when in the primary Underdark region
- Underdark (Grymforge) Campsite: Visited when in the Grymforge area of the Underdark
- Underground Campsite: Visited when in underground caves not part of the Underdark, such as the Zhentarim Basement or the Underground Passage
- Wilderness Campsite: The primary campsite for the party when in the Wilderness or its outdoor locations
Act Two edit
- Gauntlet of Shar Campsite: Visited when resting in the Gauntlet of Shar
- Last Light Inn Campsite: Visited when resting while in the Last Light Inn location of the Shadow-Cursed Lands
- Moonrise Towers Campsite: Visited when resting in Moonrise Towers
- Shadow-Cursed Lands Campsite: The primary campsite for the party while in many of the areas within the Shadow-Cursed Lands
Act Three edit
- Baldur's Gate Alley Campsite: The primary campsite for the party while in the Lower City
- Elfsong Tavern Suite: This campsite is different from the others in that it is not automatically obtained by resting. Instead, the party must speak to Alan Alyth in the Elfsong Tavern and unlock the option to stay at the inn, either by paying gold or through a dialogue check. Once unlocked, the room replaces the Alley Campsite as the main camp while resting in Baldur's Gate
- Rivington Campsite: Visited when resting while in Rivington or Wyrm's Rock
- Wyrm's Lookout Campsite: A one-time campsite visited during an intermission after completing Act Two
Item persistence edit
Items and containers can be placed on the ground in camp. These objects remain in place as long as the party members only visit that particular campsite. Upon visiting a new campsite, some of these objects are transferred to the Traveller's Chest and remain there even on later visits to the original campsite. The following list is to be taken as guidance born of experimentation, not definitive rules based on in-game documentation or examination of game files:
- Loose items are always collected, except set dressing that spawned with the camp.
- Player-placed containers containing items are usually collected.[Needs Verification]
- Player-placed empty containers are sporadically collected.
- Items placed in containers that spawn as part of the camp's set dressing are not collected.
- Corpses are not collected.
Certain story events can render previous camps permanently inaccessible, which carries the risk of losing items not placed in, or collected by, the camp chest. These are:
- Destroying Crèche Y'llek – Optional, loses access to the Crèche campsite.
- Entering the Shadowfell – Loses access to all Act One campsites.
- Leaving Act Two – Loses access to all Act Two campsites.
- Leaving the Wyrm's Lookout campsite – Loses access to the Wyrm's Lookout campsite.
- Setting sail for the Morphic Pool – Loses access to all campsites and the Traveller's Chest.
Galleries edit
Campsites are often visually distinct between regions.
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Basement Campsite
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Grymforge Campsite
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Underdark Campsite
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Underground Campsite
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Wilderness Campsite
Individual campsites may vary greatly in layout and expanse - Adamantine Forge Camp.
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Adamantine Forge Campsite
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Adamantine Forge Campsite
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Adamantine Forge Campsite
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Adamantine Forge Campsite
Individual campsites may vary greatly in layout and expanse - Rosymorn Monastery Trail Campsite.
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Rosymorn Monastery Trail Campsite
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Rosymorn Monastery Trail Campsite
The Campsite may also host additional characters and animals.
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Wilderness Campsite at night
Related quests edit
Characters edit
The presence of any of the following characters is dependent upon story choices made by the party.
Companions edit
Other characters edit
- (only while a Paladin is Oathbroken)
Easter Eggs edit
- Some campsites contain Easter Eggs in the form of "singing spots," locations where a character can stand and hear alternate music. The known singing spots include:
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"Singing" rock above Astarion's tent in the Wilderness camp at X: -643 Y: -199. Plays a fully orchestrated and vocalised version of "I Want To Live."
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"Singing" vista overlooking Wyrm's Rock at the Wyrm's Lookout camp at X: 363 Y: 51. Plays a fully orchestrated and vocalised version of "I Want To Live."
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"Singing" cliff overlooking a canyon in the Rosymorn Monastery Trail camp at X: -389 Y: -1031. Plays a fully orchestrated and vocalised version of "I Want To Live."
- The Elfsong Tavern camp also features unique music, "Song of Balduran", though it is not necessary to stand in any particular spot to hear it.