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'''Chapter One''' of Baldur's Gate 3 begins immediately after the events of the [[Prologue]], with the crash landing of the [[Nautiloid]] and the [[Player Character]] waking up on the [[Ravaged Beach]]. The entirety of the Early Access takes place in '''Chapter One''', and as of Patch 9, consists of three major areas: the [[Over-world]], the [[Underdark]], and [[Grymforge]].  
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'''Act One''' of ''Baldur's Gate 3'' begins immediately after the events of the [[Prologue]], with the crash landing of the [[Nautiloid]] and the [[Character creation|player character]] waking up on the [[Ravaged Beach]].  


== Main Quest ==
While the player gathers allies and searches for a cure from their [[illithid]] tadpole, a conflict is building between the [[Emerald Grove]] and a goblin army gathering under the banner of the [[Absolute]]. Tensions are also high between the [[tiefling refugees|tieflings]] who have sought refuge at the Grove, and its druidic protectors, who believe the refugees' presence will bring outside threats.
As mentioned above, the main quest of '''Chapter One''' is [[Remove the Parasite]]. This main quest serves as a wrapper and is comprised of multiple sub-quests, which will become available to the Player Character once they begin interacting with the world and various [[Non-Player Characters]].


* [[Helping Omeluum investigate the parasite]]
It is up to the player who to side with and who to side against, or whether to ignore it all and head straight towards Baldur's Gate.
* [[Get Help from Healer Nettie]]
* [[Ask the Goblin Priestess for Help]]
* [[Get Help from Auntie Ethel]]
* [[Rescue the Druid Halsin]]
* [[Find the Githyanki Crèche]]
* [[Reach Moonrise Towers]]


== Companions ==
== Companions ==
As of Patch 9 of Early Access, the following companions are available to the Player in Chapter One, with each of them also having an associated quest.
The following companions can be recruited in Act One, with each of them also having an associated quest.


* [[Shadowheart]] ([[Daughter of Darkness]])
* {{CharLink|Shadowheart}} ([[Daughter of Darkness]])
* [[Wyll]] ([[The Blade of Frontiers]])
* {{CharLink|Karlach}} ([[Our Fiery Friend]])
* [[Lae'zel]] ([[The Githyanki Warrior]])
* {{CharLink|Wyll}} ([[The Blade of Frontiers]])
* [[Astarion]] ([[The Pale Elf]])
* {{CharLink|Lae'zel}} ([[The Githyanki Warrior]])
* [[Gale]] ([[The Wizard of Waterdeep]])
* {{CharLink|Astarion}} ([[The Pale Elf]])
* {{CharLink|Gale}} ([[The Wizard of Waterdeep]])


== Side Quests ==
== Summary ==
As the first act of the game, Act One sets the scene for ''Baldur's Gate 3''. The main quest at the beginning of Act One is [[Find a Cure]]. This quest tracks the search for ways to remove the Mind Flayer Parasite. As the player interacts with the world around them, more subquests will open up. These subquests will lead to characters with unique insights into the party's condition.


* [[Defeat the Duergar Intruders]]
While finding a cure is the focus of Act One, the party is likely to become embroiled in the main conflict of the area. Goblin search parties canvas the [[wilderness]] in search of the Emerald Grove and survivors of the Nautiloid Crash. It appears that they are all gathering under the banners of a supposed new god called "the Absolute".
* [[Free True Soul Nere]]
 
* [[Rescue the Gnomes in Moonrise Towers]]
The druidic circle at the Emerald Grove are experiencing internal trouble as well. Their First Druid [[Halsin]] has gone missing after joining a party of adventurers to search for an ancient relic. In his absence, self-appointed First Druid [[Kagha]] has started the [[Rite of Thorns]], a dangerous ritual that will seal the Grove off from the outside world and expel the [[tiefling refugees]] currently seeking shelter with the Druids.
* [[Rescue the Grand Duke]]
 
* [[Save the Refugees]]
'''Deciding the Fate of the Emerald Grove'''
** [[Investigate Kagha]]
{{SpoilerBox|act=1|
** [[Defeat the Goblins]]
[[File:Rite of Thorns.jpg|thumb|The Ramparts of the Emerald Grove after the Rite of Thorns has been completed.|alt=The Ramparts of the Emerald Grove after the Rite of Thorns has been completed.]]
** [[Raid the Grove]]
The Emerald Grove is sealed with the Rite of Thorns if...
** [[Save the First Druid]]
* The party provokes the Druids (by attacking/killing a Druid, or attempting to [[Steal the Sacred Idol]])
* [[Avenge Glut's Circle]]
* The party enters the [[Mountain Pass]] or [[Shadow-Cursed Lands]] before ending the Rite of Thorns
* [[Deliver Nere's Head]]
* [[Zevlor]] and a large number of other Tieflings have been killed.
* [[Find the Missing Shipment]]
 
* [[Find the Explosives]]
The Rite of Thorns will be cancelled if...
* [[Find the Missing Boots]]
* The party completes [[Investigate Kagha]] and exposes her allegiances.
* [[Find the Mushroom Picker]]
* The party completes [[Save the First Druid]] and helps Halsin return to the Emerald Grove.
* [[Find the Nightsong]]
 
* [[Free the Artist]]
If [[Minthara]] learns about the location of the Grove, the goblins will [[Raid the Grove]]. The party can assist Minthara and betray the Grove, or help the tieflings fight them off.
* [[Hunt the Devil]]
}}
* [[Rescue the Gnome]]
 
* [[Save Maryina]]
Investigations into a cure are likely to eventually point the player towards Moonrise Towers. This will open up another main quest: [[Reach Moonrise Towers]]. Travelling into the [[Mountain Pass]] or [[Shadow-Cursed Lands]] before resolving the conflict in the Emerald Grove may lead to the Grove being sealed off.
* [[Save the Goblin Sazza]]
 
* [[Save the Grymforge Gnomes]]
== Quests ==
* [[Cure the Poisoned Gnome]]
{{hatnote|Main article: [[Quests#Act One|Act One quests]].}}
* [[Explore the Ruins]]
 
* [[Finish the Masterwork Weapon]]
===Main quests===
* [[Rescue Volo]]
* [[Find a Cure]]
* [[Search the Cellar]]
* [[Travel to Moonrise Towers]]
* [[The Adamantine Forge]]
 
* [[Investigate the Beach]]
== Locations ==
* [[Rescue the Trapped Man]]
Act One consists of the [[Wilderness]], [[Underdark]], [[Grymforge]], and [[Rosymorn Monastery]]. Entering [[Rosymorn Monastery]] concludes the [[Rite of Thorns]], meaning if [[Kagha]] is not dealt with the [[Tiefling Refugees]] are expelled and the [[Emerald Grove]] becomes inaccessible to the player. Entering the [[Shadow-Cursed Lands]] advances time to [[Act Two]], causing several events to be resolved based on the player's progress.
* [[Save Arabella]]
 
* [[Steal the Sacred Idol]]
=== Wilderness ===
* [[Help the Cursed Monk]]
[[File:Wilderness.jpg|200px|thumb|Alt=A region map showing most of the locations in the Wilderness.|A region map showing most of the locations in the Wilderness.]]
[[Category:Chapter One]]
{{main|Wilderness}}
 
The Wilderness is a [[region]] comprised of multiple locations in Act One of Baldur's Gate 3. In-game, it is also the name of one of the largest locations on the Act One main map; an area that connects most of the other locations in this region.
 
Running through the Wilderness is the [[Risen Road]], a long track connecting Baldur's Gate and Elturel, which is parallel to the [[River Chionthar]]. Notable settlements in the region include the [[Emerald Grove]], the former village of [[Blighted Village|Moonhaven]] and [[Waukeen's Rest]].
 
{{clear}}
 
=== Emerald Grove ===
[[File:Sacred Pool.png|200px|thumb|alt=The Sacred Pool of the Emerald Grove, and the ritual site of the Rite of Thorns.|The Sacred Pool of the Emerald Grove, and the ritual site of the Rite of Thorns.]]
{{main|Emerald Grove}}
 
The '''Emerald Grove''', also known as ''Silvanus' Grove'' and ''Druid's Grove'', is an area and location in the Wilderness of Act One of Baldur's Gate 3. It encompasses the large cavern known as the [[The Hollow]] and the [[Sacred Pool]].
 
The Druids of the Emerald Grove are led by [[Kagha]] who serves as the leader of the druids in First Druid [[Halsin]]'s absence. They are providing a temporary refuge for the [[tiefling refugees]] from [[Elturel]], though tensions are high. The Grove is on high alert due to the aggression of nearby goblins. Kagha has ordered the Rite of Thorns be preformed to shut the grove off, which would displace the Tieflings.
{{clear}}
=== Goblin Camp ===
[[File:Goblin Camp Overview.jpg|200px|thumb|Alt=Overview of the goblin camp.|Overview of the goblin camp.]]
{{main|Goblin Camp}}
The '''Goblin Camp''' is an old, re-purposed temple, now filled with goblins and cultists (and a captive [[Volo]]), who are searching the area for something. Inside the camp is the [[Shattered Sanctum]], where the goblin leaders reside: [[Minthara]], [[Dror Ragzlin]] and [[Priestess Gut]].
 
{{clear}}
 
=== Underdark ===
[[File:Underdark.jpg|200px|thumb|alt=The caverns of the Underdark.|The caverns of the Underdark]]
{{main|Underdark}}
The '''Underdark''' is a [[region]] in [[Act 1]]. It is a vast series of caverns and tunnels devoid of sunlight but full of dangerous creatures and even more dangerous mushrooms, but also contains a multitude of [[alchemy|alchemical]] ingredients that are hard to find elsewhere.
There are multiple areas to discover and the [[Drow]], [[Duergar]] and [[Gnome|Deep Gnomes]] are native to the Underdark.
{{clear}}
 
=== Rosymorn Monastery ===
[[File:Screen View South Building Rosymorn Monastery.jpg|200px|thumb|alt=The building and courtyard on the south side of the Rosymorn Monastery.|The building and courtyard on the south side of the Rosymorn Monastery]]
{{main|Rosymorn Monastery Trail|Rosymorn Monastery}}
The '''Rosymorn Monastery''' is a location that can be found in the northeast of the Rosymorn Monastery Trail region. The original occupants, the Lathanderian clergy, were slaughtered by a group of [[githyanki]], who now claim the underground area of the monastery as their [[Crèche Y'llek]].
 
Around the monastery, several groups of creatures have also taken up residence, including a group of [[kobold]] looters, some [[gremishka]]s, and two [[Giant Eagle|giant eagles]].
{{clear}}
 
== Notes ==
{{notebegin}}
* [[Early Access]] took place entirely in Act One, excluding [[Rosymorn Monastery]].{{verify}}
{{noteend}}
 
{{anchor|navbox}}
{{NavQuests/Main Quests}}
{{NavQuests/Act One}}

Latest revision as of 16:26, 9 March 2024

Act One of Baldur's Gate 3 begins immediately after the events of the Prologue, with the crash landing of the Nautiloid and the player character waking up on the Ravaged Beach.

While the player gathers allies and searches for a cure from their illithid tadpole, a conflict is building between the Emerald Grove and a goblin army gathering under the banner of the Absolute. Tensions are also high between the tieflings who have sought refuge at the Grove, and its druidic protectors, who believe the refugees' presence will bring outside threats.

It is up to the player who to side with and who to side against, or whether to ignore it all and head straight towards Baldur's Gate.

Companions[edit | edit source]

The following companions can be recruited in Act One, with each of them also having an associated quest.

Summary[edit | edit source]

As the first act of the game, Act One sets the scene for Baldur's Gate 3. The main quest at the beginning of Act One is Find a Cure. This quest tracks the search for ways to remove the Mind Flayer Parasite. As the player interacts with the world around them, more subquests will open up. These subquests will lead to characters with unique insights into the party's condition.

While finding a cure is the focus of Act One, the party is likely to become embroiled in the main conflict of the area. Goblin search parties canvas the wilderness in search of the Emerald Grove and survivors of the Nautiloid Crash. It appears that they are all gathering under the banners of a supposed new god called "the Absolute".

The druidic circle at the Emerald Grove are experiencing internal trouble as well. Their First Druid Halsin has gone missing after joining a party of adventurers to search for an ancient relic. In his absence, self-appointed First Druid Kagha has started the Rite of Thorns, a dangerous ritual that will seal the Grove off from the outside world and expel the tiefling refugees currently seeking shelter with the Druids.

Deciding the Fate of the Emerald Grove

Ico knownSpells lvl 01.png Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.

The Ramparts of the Emerald Grove after the Rite of Thorns has been completed.
The Ramparts of the Emerald Grove after the Rite of Thorns has been completed.

The Emerald Grove is sealed with the Rite of Thorns if...

The Rite of Thorns will be cancelled if...

If Minthara learns about the location of the Grove, the goblins will Raid the Grove. The party can assist Minthara and betray the Grove, or help the tieflings fight them off.

Investigations into a cure are likely to eventually point the player towards Moonrise Towers. This will open up another main quest: Reach Moonrise Towers. Travelling into the Mountain Pass or Shadow-Cursed Lands before resolving the conflict in the Emerald Grove may lead to the Grove being sealed off.

Quests[edit | edit source]

Main article: Act One quests.

Main quests[edit | edit source]

Locations[edit | edit source]

Act One consists of the Wilderness, Underdark, Grymforge, and Rosymorn Monastery. Entering Rosymorn Monastery concludes the Rite of Thorns, meaning if Kagha is not dealt with the Tiefling Refugees are expelled and the Emerald Grove becomes inaccessible to the player. Entering the Shadow-Cursed Lands advances time to Act Two, causing several events to be resolved based on the player's progress.

Wilderness[edit | edit source]

A region map showing most of the locations in the Wilderness.
Main article: Wilderness

The Wilderness is a region comprised of multiple locations in Act One of Baldur's Gate 3. In-game, it is also the name of one of the largest locations on the Act One main map; an area that connects most of the other locations in this region.

Running through the Wilderness is the Risen Road, a long track connecting Baldur's Gate and Elturel, which is parallel to the River Chionthar. Notable settlements in the region include the Emerald Grove, the former village of Moonhaven and Waukeen's Rest.

Emerald Grove[edit | edit source]

The Sacred Pool of the Emerald Grove, and the ritual site of the Rite of Thorns.
The Sacred Pool of the Emerald Grove, and the ritual site of the Rite of Thorns.
Main article: Emerald Grove

The Emerald Grove, also known as Silvanus' Grove and Druid's Grove, is an area and location in the Wilderness of Act One of Baldur's Gate 3. It encompasses the large cavern known as the The Hollow and the Sacred Pool.

The Druids of the Emerald Grove are led by Kagha who serves as the leader of the druids in First Druid Halsin's absence. They are providing a temporary refuge for the tiefling refugees from Elturel, though tensions are high. The Grove is on high alert due to the aggression of nearby goblins. Kagha has ordered the Rite of Thorns be preformed to shut the grove off, which would displace the Tieflings.

Goblin Camp[edit | edit source]

Overview of the goblin camp.
Main article: Goblin Camp

The Goblin Camp is an old, re-purposed temple, now filled with goblins and cultists (and a captive Volo), who are searching the area for something. Inside the camp is the Shattered Sanctum, where the goblin leaders reside: Minthara, Dror Ragzlin and Priestess Gut.

Underdark[edit | edit source]

The caverns of the Underdark.
The caverns of the Underdark
Main article: Underdark

The Underdark is a region in Act 1. It is a vast series of caverns and tunnels devoid of sunlight but full of dangerous creatures and even more dangerous mushrooms, but also contains a multitude of alchemical ingredients that are hard to find elsewhere. There are multiple areas to discover and the Drow, Duergar and Deep Gnomes are native to the Underdark.

Rosymorn Monastery[edit | edit source]

The building and courtyard on the south side of the Rosymorn Monastery.
The building and courtyard on the south side of the Rosymorn Monastery

The Rosymorn Monastery is a location that can be found in the northeast of the Rosymorn Monastery Trail region. The original occupants, the Lathanderian clergy, were slaughtered by a group of githyanki, who now claim the underground area of the monastery as their Crèche Y'llek.

Around the monastery, several groups of creatures have also taken up residence, including a group of kobold looters, some gremishkas, and two giant eagles.

Notes[edit | edit source]