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Campsite

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The Campsite is a region in Baldur's Gate 3. This is a special location that the party discovers when they first initiate a Long Rest, and can subsequently be traveled to similarly or through fast travel.
Ah, fine. I'll be here eating dirt or whatever.
Karlach, when asked to stay in camp

Purpose and usage[edit | edit source]

The Magic Mirror

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 will spawn there when player characters are dismissed.

When travelling to camp, all attached party members will travel also if they are not too far away from the traveller. Fleeing combat will also move the fleeing character to camp.

Day and Night Versions[edit | edit source]

Day-Time Version[edit | edit source]

The day-time version of the camp is accessed whenever the party chooses to go to it through fast travel. The party may also appear here instead of in the World Map after resting if certain camp cutscenes that don't trigger automatically are available. It is also possible to reform the party composition here.

Night-Time Version[edit | edit source]

The night-time version of the campsite serves as the mandatory location for Long Resting. It is also a key location to progress the main and companion stories through camp conversations. The party composition can reformed here in the same way as in the day-time version.

Waypoints[edit | edit source]

This location does not contain any waypoints, but can be fast travelled to at any point when fast travel in general is allowed. Arriving at the campsite this way will show the daytime version of the location.

Events[edit | edit source]

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 reaching certain triggers. Sometimes, several events can be queued if all of their requirements are met. If multiple camp nights have been unlocked, 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 | edit source]

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 has several instance variants that are used when travelling to camp from certain game locations. Like the open world it is possible to loot containers and take items to be sold. These can be looted from each instance.

Act One[edit | edit source]

Act Two[edit | edit source]

  • Gauntlet of Shar Campsite: This campsite is visited when resting in the Gauntlet of Shar.
  • Last Light Inn Campsite: This campsite is visited when resting while in the Last Light Inn location of the Shadow-Cursed Lands.
  • Moonrise Towers Campsite: This campsite is visited when resting in Moonrise Towers.
  • Shadow-Cursed Lands Campsite: This campsite is visited when resting while in many of the areas within the Shadow-Cursed Lands.

Act Three[edit | edit source]

  • Baldur's Gate Alley Campsite: This campsite is visited when resting 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 via a dialogue check. Once unlocked the room will be available on rest, and replaces the Alley Campsite as the main camp while resting in Baldur's Gate.
  • Rivington Campsite: This campsite is 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 | edit source]

Items and containers can be placed on the ground in camp. These objects will remain in place as long as the party only visits that 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 camp site. 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[1] are always collected
  • Player placed containers containing items are usually collected
  • 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 loosing items not placed in, or collected by, the camp chest. These are:

  • Destroying Crèche Y'llek - Optional, looses access to the Crèche campsite
  • Entering the Shadowfell - Looses access to all Act One campsites
  • Leaving Act Two - Looses access to all Act Two campsites
  • Leaving the intermezzo camp - Looses access to the intermezzo campsite
  • Setting sail for the Morphic Pool - Looses access to all campsites and the Traveller's Chest

Galleries[edit | edit source]

Campsites are often visually distinct between regions.

Individual campsites may vary greatly in layout and expanse - Adamantine Forge Camp.

Individual campsites may vary greatly in layout and expanse - Rosymorn Monastery Trail Campsite.

The Campsite may also host additional characters and animals

Related quests[edit | edit source]

Characters[edit | edit source]

The presence of any of the below characters is dependent upon story choices made by the party.

Companions[edit | edit source]

Other characters[edit | edit source]

Easter Eggs[edit | edit source]

  • 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:

Notes and references[edit | edit source]

  1. except set dressing that spawned with the camp