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Act Two: Difference between revisions
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To first reach the Shadow-Cursed Lands, the party must find an entrance; by {{Quest|Travel through the Mountain Pass|travelling through the Mountain Pass}} or {{Quest|Travel through the Underdark|through the Underdark}}. Once there, they discover the scope of the cult's plans, and the considerable danger they pose. | To first reach the Shadow-Cursed Lands, the party must find an entrance; by {{Quest|Travel through the Mountain Pass|travelling through the Mountain Pass}} or {{Quest|Travel through the Underdark|through the Underdark}}. Once there, they discover the scope of the cult's plans, and the considerable danger they pose. | ||
The party will also find a small resistance gathered at the [[Last Light Inn]], protected by the Selûnite cleric {{CharLink|Isobel}}, and led by a group of Harpers and [[Flaming Fist]]s. | The party will also find a small resistance gathered at the [[Last Light Inn]], protected by the Selûnite cleric {{CharLink|Isobel Thorm|Isobel}}, and led by a group of Harpers and [[Flaming Fist]]s. | ||
After the Absolute's presence departs from the Shadow-Cursed Lands, the party's travels will lead them towards [[Baldur's Gate]], beginning [[Act Three]]. | After the Absolute's presence departs from the Shadow-Cursed Lands, the party's travels will lead them towards [[Baldur's Gate]], beginning [[Act Three]]. | ||
== Point of no return == | == Point of no return == | ||
Travelling to the Shadow-Cursed Lands or [[Rosymorn Monastery Trail]] from Act One before resolving the [[Rite of Thorns]] will cause it to be completed, automatically ending most quests involving the tiefling refugees, and the goblin/druid conflict. Otherwise, the player will still be able to return to the [[Wilderness]] and [[Underdark]] and complete the majority of lingering quests at any point. | Travelling to the Shadow-Cursed Lands or [[Rosymorn Monastery Trail]] from Act One before resolving the [[Rite of Thorns (ritual)|Rite of Thorns]] will cause it to be completed, automatically ending most quests involving the tiefling refugees, and the goblin/druid conflict. Otherwise, the player will still be able to return to the [[Wilderness]] and [[Underdark]] and complete the majority of lingering quests at any point. | ||
The point of no return in Act Two takes place much later, inside the [[Gauntlet of Shar]]. Another alert will trigger, and after this point it becomes impossible to return to the Wilderness; all of its [[Waypoint|waypoints]] will be inaccessible, and all incomplete quests will automatically end. | The point of no return in Act Two takes place much later, inside the [[Gauntlet of Shar]]. Another alert will trigger, and after this point it becomes impossible to return to the Wilderness; all of its [[Waypoint|waypoints]] will be inaccessible, and all incomplete quests will automatically end. | ||
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[[File:Grand Mausoleum Vestibule.jpg|200px|thumb|Entrance to the Grand Mausoleum.]] | [[File:Grand Mausoleum Vestibule.jpg|200px|thumb|Entrance to the Grand Mausoleum.]] | ||
{{main|Grand Mausoleum}} | {{main|Grand Mausoleum}} | ||
The Grand Mausoleum is a location north-west of [[Reithwin Town]], found just beyond the graveyard in the northern part of town. It is the Thorm family mausoleum, and final resting place of | The Grand Mausoleum is a location north-west of [[Reithwin Town]], found just beyond the graveyard in the northern part of town. It is the Thorm family mausoleum, and final resting place of {{CharLink|Ketheric Thorm|Ketheric Thorm's}} wife, Melodia. | ||
{{clear}} | {{clear}} | ||
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[[File:Gauntlet of Shar Lobby.jpg|200px|thumb|The entrance to the Gauntlet of Shar.]] | [[File:Gauntlet of Shar Lobby.jpg|200px|thumb|The entrance to the Gauntlet of Shar.]] | ||
{{main|Gauntlet of Shar}} | {{main|Gauntlet of Shar}} | ||
The '''Gauntlet of Shar''' is the major dungeon of Act Two, featuring many puzzles and combat encounters. It also acts as a major step in the quest | The '''Gauntlet of Shar''' is the major dungeon of Act Two, featuring many puzzles and combat encounters. It also acts as a major step in the quest {{Quest|Find the Nightsong}}, and has great significance to {{CharLink|Shadowheart}} and her personal quest. | ||
Entering the Shadowfell takes the party into the final stages of Act Two, locking off areas from Act One.{{clear}} | |||
{{clear}} | ===Mind Flayer Colony=== | ||
[[File:Rick-van-den-berg-rick-vdberg-larian-bg3-act2-mindflayercolony-01.webp|thumb|200x200px|The entrance to the Mind Flayer Colony.]] | |||
{{main|Mind Flayer Colony}}The '''Mind Flayer Colony''' is located under the [[Moonrise Towers Prison]] in the [[Shadow-Cursed Lands]]. It is only accessible by | |||
defeating {{CharLink|Ketheric Thorm}} on top of Moonrise Towers.{{clear}} | |||
===Astral Plane=== | |||
[[File:Screen Astral Plane South East A.jpg|thumb|200x200px|The entrance to the Astral Plane]] | |||
{{main|Astral Plane}} | |||
The '''Astral Plane''' is a [[region]] in [[Baldur's Gate 3]]. The Astral Plane is a location inside the {{SmRarityItem|Mysterious Artefact}}, accessible only during specific moments in the story. | |||
Act Three begins after having dealt with the Astral Plane, and leaving the [[Campsite|camp]] location, Wyrm's Lookout, for Rivington. | |||
==Notes== | ==Notes== |
Latest revision as of 19:48, 8 November 2024
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Act Two of Baldur's Gate 3 takes place after Act One, as the player enters the Shadow-Cursed Lands to reach Moonrise Towers and find the heart of the Cult of the Absolute.
Leaving the Wilderness, the party discovers the devastating impact of the Shadow Curse, twisting the land and turning any who linger in it into shadow-cursed beings and shadows. While searching for Moonrise Towers, they can find help from either a caravan of Absolutists, a group of Harpers, or simply brave the curse alone.
Companions[edit | edit source]
Three additional companions can be recruited in Act Two, if they survived the events of Act One and the player completes their requisite quests.
Summary[edit | edit source]
Act Two continues the party's quest to rid themselves of their illithid tadpoles. Their search leads them to Moonrise Towers, located somewhere in the Shadow-Cursed Lands, and the Cult of the Absolute whose activities are based there.
To first reach the Shadow-Cursed Lands, the party must find an entrance; by
or . Once there, they discover the scope of the cult's plans, and the considerable danger they pose.The party will also find a small resistance gathered at the Last Light Inn, protected by the Selûnite cleric Isobel, and led by a group of Harpers and Flaming Fists.
After the Absolute's presence departs from the Shadow-Cursed Lands, the party's travels will lead them towards Baldur's Gate, beginning Act Three.
Point of no return[edit | edit source]
Travelling to the Shadow-Cursed Lands or Rosymorn Monastery Trail from Act One before resolving the Rite of Thorns will cause it to be completed, automatically ending most quests involving the tiefling refugees, and the goblin/druid conflict. Otherwise, the player will still be able to return to the Wilderness and Underdark and complete the majority of lingering quests at any point.
The point of no return in Act Two takes place much later, inside the Gauntlet of Shar. Another alert will trigger, and after this point it becomes impossible to return to the Wilderness; all of its waypoints will be inaccessible, and all incomplete quests will automatically end.
Quests[edit | edit source]
Main quests[edit | edit source]
The main quest of Act Two is Characters.
. This quest serves as a wrapper and is composed of multiple sub-quests, which will become available to the party once they begin interacting with the world and variousSide quests[edit | edit source]
Locations[edit | edit source]
Ruined Battlefield[edit | edit source]
The Ruined Battlefield is the entry point and first location visited in the Shadow-Cursed Lands. This huge, devastated area is the aftermath of a war that took place more that a century ago, fought by Dark Justiciars against Selûnites, Harpers and druids from the Emerald Grove.
Last Light Inn[edit | edit source]
The Last Light Inn is an old, somewhat rundown building which operated as an inn in its heyday. Found by Isobel, she now protects the inn, and its current occupants of Harpers and Flaming Fists, from the curse with a Selûnite moon shield.
If the Tiefling Refugees survived the attack on Emerald Grove, some will have found shelter here.
Reithwin Town[edit | edit source]
Reithwin Town is an old Selûnite town that straddles the River Chionthar, the through-road leading towards Baldur's Gate. It was a wealthy town, as evidenced by its extensive stonework and elaborate architecture, now home only to cursed creatures and shadows.
Exploring the town reveals the influential presence the Thorm family had during its day; from their expansive Grand Mausoleum to the remnant Thisobald, Gerringothe and Malus Thorm still performing their jobs in the town's empty buildings.
Moonrise Towers[edit | edit source]
Moonrise Towers is one of the main locations in Act Two, and the centre-point of many quests. In the distant past, the Towers used to be a temple to Selûne, a monument for the Selûnites of Reithwin Town.
All traces of Selûne now gone, and Shar's dark curse covering the land, Moonrise now acts as the base of operations for the Cult of the Absolute, lead by the immortal Ketheric Thorm.
Grand Mausoleum[edit | edit source]
The Grand Mausoleum is a location north-west of Reithwin Town, found just beyond the graveyard in the northern part of town. It is the Thorm family mausoleum, and final resting place of Ketheric Thorm's wife, Melodia.
Gauntlet of Shar[edit | edit source]
The Gauntlet of Shar is the major dungeon of Act Two, featuring many puzzles and combat encounters. It also acts as a major step in the quest Shadowheart and her personal quest.
Entering the Shadowfell takes the party into the final stages of Act Two, locking off areas from Act One. , and has great significance toMind Flayer Colony[edit | edit source]
Astral Plane[edit | edit source]
The Astral Plane is a region in Baldur's Gate 3. The Astral Plane is a location inside the Mysterious Artefact, accessible only during specific moments in the story.
Act Three begins after having dealt with the Astral Plane, and leaving the camp location, Wyrm's Lookout, for Rivington.
Notes[edit | edit source]
- Act Two was not available during Early Access.