Ad placeholder

Campsite

From bg3.wiki
(Redirected from Wyrm's Lookout)
Jump to navigation Jump to search
The Campsite is a region in Baldur's Gate 3. It is a special location that the party discovers when they first initiate a Long Rest, and can subsequently be travelled 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 spawns near Withers when player characters are dismissed.

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

Day and Night Versions[edit | edit source]

Daytime Version[edit | edit source]

The daytime version of the camp is accessed whenever the party choose to go there through fast travel. The party members also appear here after long resting. It is also possible to invite companions to join the party from here.

Nighttime Version[edit | edit source]

The nighttime version of the campsite serves as the sole location for long resting. It is also a key location to progress the main and companion stories through camp conversations. The party composition can be changed here, just as in the daytime version.

Waypoints[edit | edit source]

This location 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 | 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 activating specific triggers. Sometimes, 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 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 also has several instance variants that are used when travelling to camp from different locations. It is possible to loot containers and take items from the campsite to be sold. Each instance has separate items that can be looted.

Act One[edit | edit source]

Act Two[edit | edit source]

Act Three[edit | edit source]

  • Baldur's Gate Alley Campsite: The primary campsite for the party 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 through a dialogue check. Once unlocked, the room replaces the Alley Campsite as the main camp while resting in Baldur's Gate
  • Rivington Campsite: 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 remain in place as long as the party members only visit 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.[Needs Verification]
  • 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 are:

  • Destroying Crèche Y'llek – Optional, loses access to the Crèche campsite.
  • Entering the Shadowfell – Loses access to all Act One campsites.
  • Leaving Act Two – Loses access to all Act Two campsites.
  • Leaving the Wyrm's Lookout campsite – Loses access to the Wyrm's Lookout campsite.
  • Setting sail for the Morphic Pool – Loses 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 following 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: