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Act One
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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 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.
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.
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)
Main Quest
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.
- Help Omeluum investigate the parasite
- Get Help from Healer Nettie
- Ask the Goblin Priestess for Help
- Get Help from Auntie Ethel
- Rescue the Druid Halsin
- Find the Githyanki Crèche
- Reach Moonrise Towers
Side Quests
- Defeat the Duergar Intruders
- Free True Soul Nere
- Rescue the Gnomes in Moonrise Towers
- Rescue the Grand Duke
- Save the Refugees
- Avenge Glut's Circle
- Deliver Nere's Head
- Find the Missing Shipment
- Find the Missing Boots
- Find the Mushroom Picker
- Find the Nightsong
- Free the Artist
- Hunt the Devil
- Rescue the Gnome
- Save Mayrina
- Save the Goblin Sazza
- Save the Grymforge Gnomes
- Cure the Poisoned Gnome
- Explore the Ruins
- Finish the Masterwork Weapon
- Rescue Volo
- Search the Cellar
- The Adamantine Forge
- Investigate the Beach
- Find Doni
- Return the Locket
- Rescue the Trapped Man
- Save Arabella
- Steal the Sacred Idol
- Talk to the Sentient Amulet
- Help the Cursed Monk
- Find the Blood of Lathander
- Steal a Githyanki Egg
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.
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
Underdark
For more information see: Underdark
Trivia
- Early Access took place entirely in Act One.