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Campsite

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The Campsite is a region in Baldur's Gate 3. It is a special location the party discovers when their first Long Rest is initiated, and can subsequently be travelled to via the right menu, long resting or fast travel.
Ah, fine. I'll be here eating dirt or whatever.
Karlach, when asked to stay in camp

Overview[edit section | visual editor]

The Magic Mirror

The campsite provides a location which serves several purposes. Among them: swapping or speaking to party members, storing or retrieving items from the Traveller's Chest, changing classes or reviving fallen Companions via Withers, and taking a Long Rest. Through interacting with the Magic Mirror, Custom, Dark Urge, and Hireling characters (not Origins) can change their appearance. In Multiplayer, Withers' Wardrobe of Wayward Friends spawns near him when player characters are dismissed.

When travelling to camp, all attached party members travel also move there provided they are close enough to the traveller.

Travel[edit section | visual editor]

The campsite 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 section | visual editor]

Main article: Camp Events

During Baldur's Gate 3, many story-related events happen at the campsite. These are almost always triggered upon starting a partial or long rest, though some of them automatically happen upon activating specific triggers. In some cases, 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 might otherwise be missed.

Most story-related events which occur at the campsite are largely cinematic, there are a few events which allow party members to wander the camp like normal and interact with different characters:

Item persistence[edit section | visual editor]

Items and containers can be placed on the ground in camp. These objects remain in place as long as the party only visits 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[verify]
  • 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 include:

  • Destroying Crèche Y'llek – Optional, locks out access to the Crèche campsite
  • Entering the Shadowfell – Locks out access to all Act One campsites
  • Leaving Act Two – Locks out access to all Act Two campsites
  • Leaving the Wyrm's Lookout campsite – Locks out access to it
  • Setting sail for the Morphic Pool – Locks out access to all campsites and, consequently, the Traveller's Chest

Instances[edit section | visual editor]

The appearance of the campsite (tents, furniture, characters, etc.) changes as the story progresses, particularly as the player character gathers companions and allies. Campsites are often visually distinct between regions and particular locations. They may vary greatly in layout and expanse. It is possible to loot containers and take items from the campsite which can be used or sold. Each variant has separate items which can be looted.

Time of day[edit section | visual editor]

The Wilderness Campsite at night

The daytime version of camp is accessed whenever a party member chooses to go there and is accomplished through fast travel. Active party members also move here once a long rest is started. It is also possible to invite companions to join the party from here. The nighttime version of camp serves as the sole location for long resting. It is also a key location to progress Origin and companion stories through camp cut-scenes and their conversations. Party composition can be changed in either.

Act One[edit section | visual editor]

Wilderness[edit section | visual editor]

Underdark[edit section | visual editor]

  • Underdark Campsite: WLDUND – The primary campsite for the Underdark region
  • Grymforge Campsite: WLDDUNSHA – The campsite for Grymforge

Rosymorn Monastery[edit section | visual editor]

Act Two[edit section | visual editor]

  • Shadow-Cursed Lands Campsite: SCLMAIN – The primary campsite for the Shadow-Cursed Lands region and its outdoor locations
  • Gauntlet of Shar Campsite: SHARTEMPLE – The campsite for the Gauntlet of Shar
  • Last Light Inn Campsite: HAVEN – The campsite for Last Light Inn
  • Moonrise Towers Campsite: MOONRISE – The campsite for Moonrise Towers

Act Three[edit section | visual editor]

Galleries[edit section | visual editor]

Related quests[edit section | visual editor]

Characters[edit section | visual editor]

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

Companions[edit section | visual editor]

Main article: Companions

Other characters[edit section | visual editor]

Main article: Camp followers

Easter Eggs[edit section | visual editor]


Notes and references[edit section | visual editor]

  1. There is a bug that can be exploited to prevent the party from progressing from the Wyrm's Lookout Campsite to Rivington as intended, allowing the party to return to Act Two: BG3's Bizarre "Time Travel" Glitch ExplainedBG3's Bizarre "Time Travel" Glitch Explained – SlimX
  2. The Elfsong campsite unique in that it is the only campsite not reached automatically by traveling to camp from a given region.