Ad placeholder
Act One: Difference between revisions
(minor typos) |
mNo edit summary |
||
Line 8: | Line 8: | ||
{{ up to date | 2023-09-21 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. --> | {{ up to date | 2023-09-21 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. --> | ||
'''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]]. | ||
While the player gathers allies and searches for a cure from their [[illithid]] tadpole, a conflict is building between the [[Emerald Grove]] and a goblin army gathering under the banner of the [[Absolute]]. Tensions are also high between the [[tiefling refugees|tieflings]] who have sought refuge at the Grove, and its druidic protectors, who believe the refugees' presence will bring outside threats. | While the player gathers allies and searches for a cure from their [[illithid]] tadpole, a conflict is building between the [[Emerald Grove]] and a goblin army gathering under the banner of the [[Absolute]]. Tensions are also high between the [[tiefling refugees|tieflings]] who have sought refuge at the Grove, and its druidic protectors, who believe the refugees' presence will bring outside threats. | ||
Line 14: | Line 14: | ||
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. | 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 == | == Companions == | ||
The following companions can be recruited in Act One, with each of them also having an associated quest. | The following companions can be recruited in Act One, with each of them also having an associated quest. | ||
Line 26: | Line 25: | ||
== Summary == | == 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 party's condition. | 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 party's condition. | ||
While finding a cure is the focus of Act One, 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 and survivors of the Nautiloid Crash. It appears that they are all gathering under the banners of a supposed new god called "the | While finding a cure is the focus of Act One, 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 and 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 | The druidic circle at the Emerald Grove are experiencing internal trouble as well. Their First Druid [[Halsin]] has gone missing after joining a party of adventurers to search for 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 from the outside world and expel the [[tiefling refugees]] currently seeking shelter with the Druids. | ||
'''Deciding the Fate of the Emerald Grove''' | '''Deciding the Fate of the Emerald Grove''' |
Revision as of 02:11, 6 February 2024
Acts |
---|
End |
Overview | Approval |
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 player gathers allies and searches for a cure from their illithid tadpole, a conflict is building between the Emerald Grove and a goblin army gathering under the banner of the Absolute. Tensions are also high between the tieflings who have sought refuge at the Grove, and its druidic protectors, who believe the refugees' presence will bring outside threats.
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 can be recruited 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 party's condition.
While finding a cure is the focus of Act One, 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 and 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 joining a party of adventurers to search for 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 from the outside world and expel the tiefling refugees currently seeking shelter with the Druids.
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.
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
Main quests
Locations
Act One consists of the Wilderness, Underdark, Grymforge, and Rosymorn Monastery. Entering Rosymorn Monastery concludes the Rite of Thorns, meaning if Kagha is not dealt with the Tiefling Refugees are expelled and the Emerald Grove becomes inaccessible to the player. Entering the Shadow-Cursed Lands advances time to Act Two, causing several events to be resolved based on the player's progress.
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.
Running through the Wilderness is the Risen Road, a long track connecting Baldur's Gate and Elturel, which is parallel to the River Chionthar. Notable settlements in the region include the Emerald Grove, the former village of Moonhaven and Waukeen's Rest.
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
The Goblin Camp is an old, re-purposed temple, now filled with goblins and cultists (and a captive Volo), who are searching the area for something. Inside the camp is the Shattered Sanctum, where the goblin leaders reside: Minthara, Dror Ragzlin and Priestess Gut.
Underdark
The Underdark is a region in Act 1. It is a vast series of caverns and tunnels devoid of sunlight but full of dangerous creatures and even more dangerous mushrooms, but also contains a multitude of alchemical ingredients that are hard to find elsewhere. There are multiple areas to discover and the Drow, Duergar and Deep Gnomes are native to the Underdark.
Rosymorn Monastery
The Rosymorn Monastery is a location that can be found in the northeast of the Rosymorn Monastery Trail region. The original occupants, the Lathanderian clergy, were slaughtered by a group of githyanki, who now claim the underground area of the monastery as their Crèche Y'llek.
Around the monastery, several groups of creatures have also taken up residence, including a group of kobold looters, some gremishkas, and two giant eagles.
Notes
- Early Access took place entirely in Act One, excluding Rosymorn Monastery.[Needs Verification]