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Investigate the Beach
Investigate the Beach is a quest in Act One of Baldur's Gate 3. It can be initiated by approaching the Secluded Cove at the north-eastern region of the Emerald Grove.
Objectives[edit | edit source]
Objectives and journal entries may vary pending player decisions and outcomes.
Walkthrough[edit | edit source]
The Secluded Cove is north-east of the druidic ritual circle in the Emerald Grove. Upon approach, strange singing can be heard at X: 271 Y: 523. Near the water, a child Mirkon is enchanted by the singing of harpies X: 327 Y: 549. The party can try to focus on the singing or tell Mirkon to return to shore.
If focusing on the singing, the party may try to resist the song:
- [WISDOM] Struggle against the music's pull. (DC 5)
- [WISDOM] Struggle against the music's pull. (DC 5 ) (if passive DC 10 Nature roll passed)
- [DRACONIC BLOODLINE] [CHARISMA] Foul creatures - mere carrion birds compared to your bloodline. Focus the will of the dragon against their song. (DC 5)
- [SORCERER] [CHARISMA] Focus your will. Improvise a magical shell to dampen the music. (DC 5)
- [BARD] [PERFORMANCE] Focus by singing: 'There once was a lady who met with a merrow, and tried to disclose it to her foolish fellow...' (DC 5)
If successfully resisting the song, the party may attempt to overpower or distract Mirkon:
- [BARD] [PERFORMANCE] Focus by singing: 'There once was a lady who met with a merrow, and tried to disclose it to her foolish fellow...' (DC 5)
- [BARD] [PERFORMANCE] '... Her man would not listen, he thought it tall tales, until he rubbed up against all of her scales!' (DC 10 )
- [BERSERKER] [PERFORMANCE] ROAR. OVER. THE VOICE. (DC 10 )
- [BARBARIAN] [PERFORMANCE] Drown out the harpies with a ROAR. (DC 10 )
Regardless of what he is told, Mirkon attempts to move closer to the harpies.
The harpies utilize a combination of the terrain and their Difficult Terrain. However, pre-combat castings of (in conjuntion with high Strength and ) as well as strategic high-ground positioning of melee characters may alleviate this issue. The harpies can over the distance and terrain, which allows them to easily .
to bring Mirkon and the party into close range. One harpy always remains at a distance to perform the song, causing party members to waste their turns if they fail to resist. Meanwhile, the other harpies fly close to attack the party. Most attempts to approach distant harpies will be slowed because of the area'sShould melee combat be delayed or unavailable, ranged attacks and spell use on the singing harpy can also be used to break its Concentration. If broken, another harpy will likely sing once able, if not currently engaged in melee.
Additional preparation for combat may involve the party before speaking with Mirkon to improve resistance to Luring Song. Using gnomes, elves, or half-elf characters with Advantage on saves can improve the likelihood of resisting the song.
An aggressive yet viable strategy to protect Mirkon involves throwing or shoving him away from the shoreline and the harpies. Tossing him provides more distance from the enemies and may reduce his likelihood of being killed.
Casting
will protect Mirkon and all party members within its radius from being affected by Luring Song, significantly reducing combat difficulty (the game log will still show a saving throw being rolled, but the characters are unaffected on failures).Alternatively, the party can use cleric, they may first cast on themselves to prevent broken Concentration.
and remain within the silenced area. In both cases, the party should be careful to prevent the caster's Concentration from being broken. If the party member casting Calm Emotions or Silence is aBe aware that casting Silence over Mirkon before speaking with him immediately triggers the fight, skipping all dialogue. If deciding on this strategy, it is advised to cast Silence over Mirkon and the entire party.
Once the harpies are defeated, Mirkon informs the party he needs to get back because Mol will be mad at him. Before leaving, he tells them to find Doni and tell him that they want to see the "Dragon's Lair".
If triggering this quest and then long resting, Mirkon dies. He also dies if is resolved by completing the Rite of Thorns or evading the goblin attack.
Quest rewards[edit | edit source]
- Entrance into the tiefling children's hideout, the "Dragon's Lair"
Notes[edit | edit source]
- This quest is triggered when crossing X: 299 Y: 542.
- Helping Mirkon is an easy way to gain favor with Mol and initiate .
- Saving Mirkon grants Slaying the Piper for the urchin background.
- If Mirkon is killed by a third party during the battle with the Harpies, the quest gets bugged oddly, both ending in success and teleporting a now-revived Mirkon away from the beach. This is easy to trigger by summoning Lump and his ogre band during the battle; they attack a Lured Mirkon, killing him, triggering the bug in the process.
- Although he has no notable possessions, pickpocketing Mirkon while he is entranced grants The Allure of Coin for the criminal background.
- Long rests do not fail the quest after discovery.
- Killing the three goblin leaders before completing this quest results in its failure.
- The bard's ability to use Performance against the harpies is a reference to the bard's ability in past editions called "Counter Song".
- While talking to Mirkon, using Improvised Melee Weapon with another character and moving him away from the beach actually breaks him from the harpies' trance and completes the quest without requiring to fight them. The harpies are be revealed in the map after that.