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Act One: Difference between revisions

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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]].  


The main quest of Act One is [[Find a Cure]], however the party is quickly embroiled in the conflict of the area. Goblin search parties canvas the [[Wilderness]] in search of the Emerald Grove, as well as survivors of the Nautiloid Crash.
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.
 
The druidic circle at the [[Emerald Grove]] are experiencing troubles of their own. 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 expell the [[Tiefling Refugees]] currently seeking shelter with the Druids.  


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* [[Gale]] ([[The Wizard of Waterdeep]])
* [[Gale]] ([[The Wizard of Waterdeep]])


== Main Quest ==
== Summary ==
As mentioned above, the main quest of '''Act One''' is [[Remove the Parasite]]. This main quest serves as a wrapper and is comprised of multiple sub-quests, which will become available to the Player Character once they begin interacting with the world and various [[Non-Player Characters]].
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


* [[Help Omeluum investigate the parasite]]
* [[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]]

Revision as of 12:49, 21 September 2023

Act One of Baldur's Gate 3 opening on the Crashed Nautiloid - Baldur's Gate 3 Wiki

Act One of Baldur's Gate 3 begins immediately after the events of the Prologue with the crash landing of the Nautiloid and the 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.

Companions

The following companions are available to the player in Act One, with each of them also having an associated quest.

Summary

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

Side Quests


Locations

Act One is limited to the Wilderness, the Underdark, Grymforge, and their constituent zones. Leaving these zones will advance time to Act Two, causing several events to be resolved based on the player's progress. For example, if the player did not stop the Rite of Thorns, the ritual will be successful and The Grove will become inaccessible.

Wilderness

A region map showing most of the locations in the Wilderness.

For more information see: Wilderness

The Wilderness is a region comprised of multiple locations in Act One of Baldur's Gate 3. In-game, it is also the name of one of the largest locations on the Act One main map; an area that connects most of the other locations in this region.

Emerald Grove

The Sacred Pool of the Emerald Grove, and the ritual site of the Rite of Thorns.
The Sacred Pool of the Emerald Grove, and the ritual site of the Rite of Thorns.

For more information see: Emerald Grove

The Emerald Grove, also known as Silvanus' Grove and Druid's Grove, is an area and location in the Wilderness of Act One of Baldur's Gate 3. It encompasses the large cavern known as the The Hollow and the Sacred Pool.

The Druids of the Emerald Grove are led by Kagha who serves as the leader of the druids in First Druid Halsin's absence. They are providing a temporary refuge for the Tiefling Refugees from Elturel, though tensions are high. The Grove is on high alert due to the aggression of nearby goblins. Kagha has ordered the Rite of Thorns be preformed to shut the grove off, which would displace the Tieflings.

Goblin Camp

For more information see: Goblin Camp

Underdark

For more information see: Underdark

Trivia