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Act One
| Acts |
|---|
| End |
| Overview | Approval | Inspiration |
Act One of Baldur's Gate 3 begins immediately after the events of the Prologue, following the Nautiloid crash and the player character waking up on the Ravaged Beach.
While the player character gathers allies and searches for a cure from their Illithid tadpole, a conflict is building between the Emerald Grove and a goblin army that is gathering under the banner of the Absolute. Within the Grove, tensions are high between the tieflings who have sought refuge and the Grove's druidic protectors, who believe the refugees' presence is attracting external threats.
It is up to the party who to side with and against, or whether to ignore the local conflicts and head directly for Baldur's Gate.
Summary[edit | edit source]
Find a Cure is the main quest at the beginning of Act One. This quest tracks any leads to remove the mind flayer parasite. As the player character interacts with the world, more subquests are added. 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 are likely to become embroiled in the main conflict of the area. Goblin parties canvas the Wilderness in search of Emerald Grove and the survivors of the Nautiloid crash. The goblins appear to be gathering under the banners of a supposed new god known as "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 initiated the Rite of Thorns, a dangerous ritual that will seal the Grove from the outside world and expel the tiefling refugees seeking shelter.
Deciding the Fate of the Emerald Grove

The Emerald Grove is sealed with the Rite of Thorns if...
- The party provoke the druids by attacking/killing a druid or attempting to complete Steal the Sacred Idol
- The party enter the Mountain Pass or Shadow-Cursed Lands before ending the Rite of Thorns
- Zevlor and a large number of other tieflings have been killed
The Rite of Thorns will be cancelled if...
- The party complete Investigate Kagha and expose her allegiances
- The party complete Save the First Druid and help Halsin return to the Emerald Grove
If Minthara learns of the Grove's location, the goblins will Raid the Grove. The party can assist Minthara and betray the Grove or defend the area with the tieflings.
Investigations into a cure will eventually direct the party toward Moonrise Towers. This will open another main quest: Reach Moonrise Towers. Traveling into the Mountain Pass or Shadow-Cursed Lands before resolving the conflict in the Emerald Grove may lead to the Grove being sealed off.
Companions[edit | edit source]
The following companions can be recruited in Act One, with each of them also having an associated quest.
- Astarion (The Pale Elf)
- Gale (The Wizard of Waterdeep)
- Karlach (Our Fiery Friend)
- Shadowheart (Daughter of Darkness)
- Lae'zel (The Githyanki Warrior)
- Wyll (The Blade of Frontiers)
Quests[edit | edit source]
Main quests[edit | edit source]
Companion quests[edit | edit source]
Personal quests[edit | edit source]
Side quests[edit | edit source]
- Avenge Glut's Circle
- Blind the Absolute
- Cure the Poisoned Gnome
- Defeat the Duergar Intruders
- Defeat the Goblins
- Deliver Nere's Head
- Destroy the Ancient Tome
- Explore the Ruins
- Find Doni
- Find Explosives
- Find the Blood of Lathander
- Find the Missing Boots
- Find the Missing Shipment
- Find the Mushroom Picker
- Free True Soul Nere
- Find Your Belongings
- Finish the Masterwork Weapon
- Free Lae'zel
- Free the Artist
- Get Past the Rubble
- Help the Spirit of the Amulet
- Hunt the Devil
- Investigate Kagha
- Investigate the Beach
- Kill Kagha
- Raid the Emerald Grove
- Reclaim the Blue Jay's Nest
- Rescue the Gnome
- Rescue the Grand Duke
- Rescue the Trapped Man
- Rescue Volo
- Return the Locket
- Save Arabella
- Save Mayrina
- Save the First Druid
- Save the Goblin Sazza
- Save the Grymforge Gnomes
- Save the Refugees
- Search the Cellar
- Steal a Githyanki Egg
- Steal the Sacred Idol
- The Adamantine Forge (Quest)
- Unlock the Ancient Tome
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, then the tiefling refugees are expelled and the Emerald Grove becomes inaccessible to the party. Entering the Shadow-Cursed Lands advances time to Act Two, causing the resolution of several events based on the party's progress.
Wilderness[edit | edit source]

The Wilderness is a region comprising 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, connecting most of the other locations in this region.
Risen Road is a long track connecting Baldur's Gate and Elturel, running parallel to the River Chionthar through the Wilderness. Notable settlements in the region include the Emerald Grove, the former village of Moonhaven, and Waukeen's Rest.
The Wilderness also contains several entrances to the Underdark.
Underdark[edit | edit source]

The Underdark is a Region in Act One. It is a vast series of caverns and tunnels devoid of sunlight but full of dangerous creatures and even more dangerous mushrooms. This area contains a multitude of alchemical ingredients that are hard to find elsewhere. The drow, duergar and deep gnomes are native to the Underdark.
The Underdark also contains four transition points to the Wilderness.
Grymforge[edit | edit source]

The remains of an ancient underground fortress built around the legendary Adamantine Forge. It can be accessed by traversing the Ebonlake using a skiff at the Underdark beach.
Built by worshippers of the goddess Shar in time immemorial, this long-abandoned crumbling fortress has been recently given a resemblance of new life once more. The duergar of Clan Flameshade have been hired by the forces of the Absolute to seek an incursion point to the ancient temple deeper below the fortress. The duergar are commanding a group of enslaved Ironhand gnomes, captured from the Decrepit Village on the opposite shore of the Ebonlake.
Rosymorn Monastery[edit | edit source]

The Rosymorn Monastery is a location that can be found in the region northeast of the Rosymorn Monastery Trail. 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 taken up residence, including a group of Kobold looters, some Gremishkas, and two Giant Eagles.
Notes[edit | edit source]
- Early Access took place entirely in Act One, excluding Rosymorn Monastery.[verify]