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editsAct One: Difference between revisions
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expanded upon the major quests
(fleshed out the description, moved locations down, expanded on some stuff) |
(expanded upon the major quests) |
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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]]. | '''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]]. | ||
While the main quest might be focused on the search for a cure, Act One revolves around the conflict between the Goblin Army gathering under the banner of the [[Absolute]] and the [[Emerald Grove]], and the tension between the [[Tiefling Refugees]] and Druids in the [[Emerald Grove]]. 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. | |||
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* [[Gale]] ([[The Wizard of Waterdeep]]) | * [[Gale]] ([[The Wizard of Waterdeep]]) | ||
== | == Summary == | ||
As | 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 players condition. | ||
While the main quest of Act One is [[Find a Cure]], 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, as well as 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 heading out alongside adventurers in search of 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 and expel the [[Tiefling Refugees]] currently seeking shelter with the Druids. | |||
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. | |||
=== Main Quests === | |||
The main quests in '''Act One''' are | |||
* [[ | * [[Find a Cure]] | ||
* [[Get Help from Healer Nettie]] | ** [[Get Help from Healer Nettie]] | ||
* [[Ask the Goblin Priestess for Help]] | ** [[Ask the Goblin Priestess for Help]] | ||
* [[Get Help from Auntie Ethel]] | ** [[Get Help from Auntie Ethel]] | ||
* [[Rescue the Druid Halsin]] | ** [[Rescue the Druid Halsin]] | ||
* [[Find the Githyanki Crèche]] | ** [[Find the Githyanki Crèche]] | ||
** [[Help Omeluum investigate the parasite]] | |||
* [[Reach Moonrise Towers]] | * [[Reach Moonrise Towers]] | ||
* [[Find the Nightsong]] | |||
* [[Gather Your Allies]] | |||
== Side Quests == | === Side Quests === | ||
* [[Defeat the Duergar Intruders]] | * [[Defeat the Duergar Intruders]] |