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[[File:Investigate the Beach Quest.jpg|thumb|{{noexcerpt|The beach holds a sinister secret.}}]]
[[File:Investigate the Beach Quest.jpg|thumb|{{noexcerpt|The beach holds a sinister secret.}}]]


'''Investigate the Beach''' is a [[Quest]] in [[Act One]] of Baldur's Gate 3. It can be started by approaching the [[Secluded Cove]] at the North-Eastern region of the [[Druid Grove]].
'''Investigate the Beach''' is a [[Quest|quest]] in [[Act One]] of ''Baldur's Gate 3''. It can be initiated by approaching the [[Secluded Cove]] at the north-eastern region of the [[Emerald Grove]].
==Objectives==
 
== Objectives ==
''Objectives and journal entries may vary pending player decisions and outcomes.''
''Objectives and journal entries may vary pending player decisions and outcomes.''
{{Quest objective|Investigate the music.|
{{Quest objective|Investigate the music.|
Line 40: Line 41:


== Walkthrough ==
== Walkthrough ==
The Secluded Cove is north-east of the druidic ritual circle in the Emerald Grove area of the Druid Grove. Strange singing is heard on approach (X:271, Y:523). Near the water, a child, {{CharLink|Mirkon}}, is enchanted by the singing (X:327, Y:549). The party can either tell Mirkon to get back to shore or try to focus on the singing. If the latter is chosen, a successful Nature check (DC 10) reveals that the singing is a {{CharLink|Harpy|Harpies}}' song. If the check fails, the party can also use a Wisdom check (DC 5) to resist against the song's pull ([[Bard|Bards]] have the option to make a Performance check instead (DC 5). They can continue the song for another Performance check (DC 10), which results in the lead harpy continuing to sing for each round of combat while the entire party resists it). In this instance, Mirkon can be warned to stay away.
The Secluded Cove is north-east of the druidic ritual circle in the Emerald Grove. Upon approach, strange singing can be heard at {{Coords|271|523}}. Near the water, a child {{CharLink|Mirkon}} is enchanted by the singing of [[Harpy|harpies]] {{Coords|327|549}}. The party can try to focus on the singing or tell Mirkon to return to shore.
 
If the party focus on the singing, they can try to resist the song:
* {{Dialogue option|''Struggle against the music's pull.''|roll=Wisdom|dc=5}}
* {{Dialogue option|''Struggle against the music's pull.''|roll=Wisdom|dc=5|advantage=y}} (if passive DC 10 Nature roll passed)
* {{Dialogue option|''Foul creatures - mere carrion birds compared to your bloodline. Focus the will of the dragon against their song.''|tags=Draconic Bloodline|roll=Charisma|dc=5}}
* {{Dialogue option|''Focus your will. Improvise a magical shell to dampen the music.''|tags=Sorcerer|roll=Charisma|dc=5}}
* {{Dialogue option|''Focus by singing: 'There once was a lady who met with a merrow, and tried to disclose it to her foolish fellow...'''|tags=Bard|roll=Performance|dc=5}}
 
If the party successfully resist the song, they can attempt to overpower or distract Mirkon:
* {{Dialogue option|''Focus by singing: 'There once was a lady who met with a merrow, and tried to disclose it to her foolish fellow...'''|tags=Bard|roll=Performance|dc=5}}
* {{Dialogue option|'' '... Her man would not listen, he thought it tall tales, until he rubbed up against all of her scales!' ''|tags=Bard|roll=Performance|dc=10|advantage=y}}
* {{Dialogue option|'''''ROAR. OVER. THE VOICE.'''''|tags=Berserker|roll=Performance|dc=10|advantage=y}}
* {{Dialogue option|''Drown out the harpies with a '''ROAR.'''''|tags=Barbarian|roll=Performance|dc=10|advantage=y}}
 
Regardless of what the party tells Mirkon, he attempts to move closer to the harpies.
 
The harpies utilize a combination of the terrain and their {{SAI|Luring Song}} to bring Mirkon and the party into close range. One harpy always remains at a distance to perform the song, which can cause party members to waste their combat turns if they fail to resist. Meanwhile, the other harpies fly close to attack the party. Any attempts to approach distant harpies will be slowed because of the area's [[Difficult Terrain]]. The harpies can {{SAI|Fly}} over the distance and terrain, which allows them to easily {{SAI|Multiattack}}.
 
It is recommended to use ranged attacks and spells on the singing harpy to break their [[Concentration]]. If successful, it is suggested to fight aggressively before another harpy sings again.
 
In preparation for combat, it is possible to {{Cond|Bless|bless}} the party before speaking with Mirkon to improve the party's resistance to Luring Song. Using [[Gnome|gnomes]], [[Elf|elves]], or [[Half-Elf|half-elf]] characters with [[Advantage]] on saves can improve the likelihood of resisting the song. It may also be helpful to utilize the high ground flanking Mirkon.
 
A viable yet violent strategy to protect Mirkon involves throwing or shoving him away from the shoreline and the harpies. Tossing him provides more distance from the enemies to reduce his likelihood of being killed.
 
A party member can cast {{SAI|Calm Emotions}} to protect Mirkon and all party members within its casting radius from being affected by Luring Song, which significantly reduces combat difficulty. (The game log will still show a saving throw being rolled, but the characters are unaffected on failures.) Alternatively, the party can use {{SAI|Silence}} and keep their entire party within the silenced area. In both cases, the party should be careful to prevent the caster's Concentration from being broken. If the party member casting Calm Emotions or Silence is a [[Cleric|cleric]], they can cast {{SAI|Sanctuary}} on themselves to prevent broken Concentration.
 
However, note that casting Silence over Mirkon before speaking with him immediately triggers the fight and skips all dialogue. If the player character decides on this strategy, it is advised to cast Silence over Mirkon and the entire party.


After this, a group of Harpies fly down, ready for their next meal. They attack and are able to enchant party members with their song. Once the Harpies are defeated, speak to Mirkon and they thank the party for the help. Before running off, Mirkon says to tell {{CharLink|Doni}} to let them into the "Dragon's Den" so that {{CharLink|Mol}}, the leader of the tiefling children, can properly thank them for their help.
Once the harpies are defeated, Mirkon informs the party that he needs to get back because {{CharLink|Mol}} will be mad at him. Before leaving, he tells them to find {{CharLink|Doni}} and tell him that they want to see the "Dragon's Lair".


The tiefling child will die if the party long rests after triggering the quest. Additionally, resolving {{Quest|Save the Refugees}} - either with the Rite of Thorns completed or the goblin attack evaded, leads to the child dying.
If the party trigger this quest and long rest, Mirkon will die. Mirkon will also die if the party resolve {{Quest|Save the Refugees}} by completing the Rite of Thorns or evading the [[Goblin|goblin]] attack.


== Quest Rewards ==
== Quest rewards ==
* Entrance into the "Dragon's Lair" - the Tiefling children's hideout
* Entrance into the tiefling children's hideout, the "Dragon's Lair"


== Notes ==
== Notes ==
* The quest is triggered when crossing X:299 Y:542.
{{notebegin}}
* Helping Mirkon is an easy way to gain favor with Mol, and start the {{Quest|Steal the Sacred Idol}} quest.
* This quest is triggered when crossing {{Coords|299|542}}.
* Although he has no notable possessions, pickpocketing Mirkon while he is entranced will grant [[Inspiration]] for characters with the [[Criminal]] background.
* Helping Mirkon is an easy way to gain favor with Mol and initiate {{Quest|Steal the Sacred Idol}}.
* Saving Mirkon grants [[File:Inspiration Icon.png|20x20px|link=]] [[Inspiration|Slaying the Piper]] for the [[Urchin|urchin]] background.
* Although he has no notable possessions, pickpocketing Mirkon while he is entranced will grant [[File:Inspiration Icon.png|20x20px|link=]] [[Inspiration|The Allure of Coin]] for the [[Criminal|criminal]] background.
* Long rests will not fail the quest after discovery.
* Long rests will not fail the quest after discovery.
* Killing the three goblin leaders before completing this quest will result in its failure.
* Killing the three goblin leaders before completing this quest will result in its failure.
* The Bard's ability to use Performance against the Harpies is a reference to the Bard's ability in past editions called "Counter Song".
* The [[Bard|bard's]] ability to use Performance against the harpies is a reference to the bard's ability in past editions called "Counter Song".
* While talking to Mirkon, using [[Improvised Melee Weapon]] with another character and moving him away from the beach actually breaks him from the harpies' trance and completes the quest without requiring to fight them. The harpies will be revealed in the map after that.
{{noteend}}
{{NavQuests}}
{{NavQuests}}
[[Category:Quests]]
[[Category:Quests]]
[[Category:Druids' Grove Quests]]
[[Category:Druids' Grove Quests]]
[[Category:Time-Sensitive Quests]]
[[Category:Time-Sensitive Quests]]

Latest revision as of 12:42, 28 November 2024

Investigate the Beach is a quest in Act One of Baldur's Gate 3. It can be initiated by approaching the Secluded Cove at the north-eastern region of the Emerald Grove.

Objectives[edit | edit source]

Objectives and journal entries may vary pending player decisions and outcomes.

Investigate the music.
  • We heard strange music on the beach. Where is it coming from?
Help the child.
  • We discovered a tiefling child in a strange trance.
Speak with the child.
  • We rescued the child from the harpies. He is alive and well.
Find Doni.
  • The child said we should pay a visit to Mol. We should tell a child named Doni that we want to see the 'Dragon's Lair'.
Find Mol.
  • Doni revealed a hatch and opened it for us - the 'Dragon's Lair' must be below.
  • Doni won't be able to show us how to get into the 'Dragon's Lair'. We'll need to find a way to Mol ourselves.
  • Doni disappeared somewhere. We'll need to find another way to get to Mol - or maybe Doni will be back eventually?
  • We know where Mol is hiding. Time to pay her a visit.
Quest Complete
  • We found Mol. She was more than happy to meet us since we rescued one of her people.
  • Safe from the harpies, the child left the area.
  • The tiefling child died.
  • We weren't able to investigate the beach.
  • We heard strange music on the beach, but didn't investigate further.
  • We left the region without discovering what happened to the child.
  • We won't be having any conversations with Mol any time soon.
  • The situation has changed in the grove. Mol is busy dealing with other matters.

Walkthrough[edit | edit source]

The Secluded Cove is north-east of the druidic ritual circle in the Emerald Grove. Upon approach, strange singing can be heard at X: 271 Y: 523. Near the water, a child Mirkon Mirkon is enchanted by the singing of harpies X: 327 Y: 549. The party can try to focus on the singing or tell Mirkon to return to shore.

If the party focus on the singing, they can try to resist the song:

  • [WISDOM] Struggle against the music's pull. (DC 5)
  • [WISDOM] Struggle against the music's pull. (DC 5 Advantage Icon.png) (if passive DC 10 Nature roll passed)
  • [DRACONIC BLOODLINE] [CHARISMA] Foul creatures - mere carrion birds compared to your bloodline. Focus the will of the dragon against their song. (DC 5)
  • [SORCERER] [CHARISMA] Focus your will. Improvise a magical shell to dampen the music. (DC 5)
  • [BARD] [PERFORMANCE] Focus by singing: 'There once was a lady who met with a merrow, and tried to disclose it to her foolish fellow...' (DC 5)

If the party successfully resist the song, they can attempt to overpower or distract Mirkon:

  • [BARD] [PERFORMANCE] Focus by singing: 'There once was a lady who met with a merrow, and tried to disclose it to her foolish fellow...' (DC 5)
  • [BARD] [PERFORMANCE]  '... Her man would not listen, he thought it tall tales, until he rubbed up against all of her scales!'  (DC 10 Advantage Icon.png)
  • [BERSERKER] [PERFORMANCE] ROAR. OVER. THE VOICE. (DC 10 Advantage Icon.png)
  • [BARBARIAN] [PERFORMANCE] Drown out the harpies with a ROAR. (DC 10 Advantage Icon.png)

Regardless of what the party tells Mirkon, he attempts to move closer to the harpies.

The harpies utilize a combination of the terrain and their Luring Song Luring Song to bring Mirkon and the party into close range. One harpy always remains at a distance to perform the song, which can cause party members to waste their combat turns if they fail to resist. Meanwhile, the other harpies fly close to attack the party. Any attempts to approach distant harpies will be slowed because of the area's Difficult Terrain. The harpies can Fly Fly over the distance and terrain, which allows them to easily Multiattack Multiattack.

It is recommended to use ranged attacks and spells on the singing harpy to break their Concentration. If successful, it is suggested to fight aggressively before another harpy sings again.

In preparation for combat, it is possible to bless bless the party before speaking with Mirkon to improve the party's resistance to Luring Song. Using gnomes, elves, or half-elf characters with Advantage on saves can improve the likelihood of resisting the song. It may also be helpful to utilize the high ground flanking Mirkon.

A viable yet violent strategy to protect Mirkon involves throwing or shoving him away from the shoreline and the harpies. Tossing him provides more distance from the enemies to reduce his likelihood of being killed.

A party member can cast Calm Emotions Calm Emotions to protect Mirkon and all party members within its casting radius from being affected by Luring Song, which significantly reduces combat difficulty. (The game log will still show a saving throw being rolled, but the characters are unaffected on failures.) Alternatively, the party can use Silence Silence and keep their entire party within the silenced area. In both cases, the party should be careful to prevent the caster's Concentration from being broken. If the party member casting Calm Emotions or Silence is a cleric, they can cast Sanctuary Sanctuary on themselves to prevent broken Concentration.

However, note that casting Silence over Mirkon before speaking with him immediately triggers the fight and skips all dialogue. If the player character decides on this strategy, it is advised to cast Silence over Mirkon and the entire party.

Once the harpies are defeated, Mirkon informs the party that he needs to get back because Mol Mol will be mad at him. Before leaving, he tells them to find Doni Doni and tell him that they want to see the "Dragon's Lair".

If the party trigger this quest and long rest, Mirkon will die. Mirkon will also die if the party resolve Save the Refugees Save the Refugees by completing the Rite of Thorns or evading the goblin attack.

Quest rewards[edit | edit source]

  • Entrance into the tiefling children's hideout, the "Dragon's Lair"

Notes[edit | edit source]

  • This quest is triggered when crossing X: 299 Y: 542.
  • Helping Mirkon is an easy way to gain favor with Mol and initiate Steal the Sacred Idol Steal the Sacred Idol.
  • Saving Mirkon grants Inspiration Icon.png Slaying the Piper for the urchin background.
  • Although he has no notable possessions, pickpocketing Mirkon while he is entranced will grant Inspiration Icon.png The Allure of Coin for the criminal background.
  • Long rests will not fail the quest after discovery.
  • Killing the three goblin leaders before completing this quest will result in its failure.
  • The bard's ability to use Performance against the harpies is a reference to the bard's ability in past editions called "Counter Song".
  • While talking to Mirkon, using Improvised Melee Weapon with another character and moving him away from the beach actually breaks him from the harpies' trance and completes the quest without requiring to fight them. The harpies will be revealed in the map after that.