Ad placeholder
Act One: Difference between revisions
(→Wilderness: marked section as stub) |
(→Underdark: marked section as stub) |
||
Line 74: | Line 74: | ||
=== Underdark === | === Underdark === | ||
''For more information see: [[Underdark]]'' | ''For more information see: [[Underdark]]'' | ||
{{Stub|section}} | |||
== Trivia == | == Trivia == |
Revision as of 14:33, 21 September 2023
This page is in the process of being constructed or reformatted. You are welcome to contribute as well. Last edited on 2023-09-21. If multiple days have passed since, this template should be removed. |
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.
- Shadowheart (Daughter of Darkness)
- Karlach (Our Fiery Friend)
- Wyll (The Blade of Frontiers)
- Lae'zel (The Githyanki Warrior)
- Astarion (The Pale Elf)
- Gale (The Wizard of Waterdeep)
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.
Quests
For a full list of Act One Quests see: Act One Quests
Main Quests
Major Quests
Deciding the Fate of the Emerald Grove
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
The Emerald Grove is sealed with the Rite of Thorns if...
- The party provokes the Druids (by attacking/killing a Druid, or attempting to Steal the Sacred Idol)
- The party enters the Mountain Pass or Shadow-Cursed Lands before ending the Rite of Thorns
- Zevlor and a large number of other Tieflings have been killed.
The Rite of Thorns will be cancelled if...
- The party completes Investigate Kagha and exposes her allegiances.
- The party completes Save the First Druid and helps Halsin return to the Emerald Grove.
If Minthara learns about the location of the Grove, the goblins will Raid the Grove. The party can assist Minthara and betray the Grove, or help the tieflings fight them off.
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
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.
This section is a stub and in need of expansion. See the editing manual for how to contribute or the style manual for guidelines. |
Emerald Grove
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
This section is a stub and in need of expansion. See the editing manual for how to contribute or the style manual for guidelines. |
Underdark
For more information see: Underdark
This section is a stub and in need of expansion. See the editing manual for how to contribute or the style manual for guidelines. |
Trivia
- Early Access took place entirely in Act One.