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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 discover when their first Long Rest is initiated, 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 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 or Companions) 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.

Day and Night Versions[edit section | visual editor]

Daytime Version[edit section | visual editor]

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

Nighttime Version[edit section | visual editor]

The nighttime version of camp (also referred to as 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 cut-scenes and their conversations. The party composition can be changed here, just as in the daytime version.

Waypoints[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]

During Baldur's Gate 3, many story-related events happen at the campsite. These are almost always triggered upon taking a 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 that happen at the campsite are largely cinematic, there are a few events which allow the party to wander the camp like normal and interact with different characters:

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. The campsite appearance and layout has numerous variants which change when the party travel to camp from different locations. 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.

Act One[edit section | visual editor]

Act Two[edit section | visual editor]

Act Three[edit section | visual editor]

  • 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 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 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[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, 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 section | visual editor]

Campsites are often visually distinct between regions and particular locations. They may vary greatly in layout and expanse.

Act One Layouts[edit section | visual editor]

Act Two Layouts[edit section | visual editor]

Act Three Layouts[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]

Gallery of "Singing" Locations[edit section | visual editor]