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Investigate the Beach

From bg3.wiki

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.

Objectives

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

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, Mirkon 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, the party 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 resists the song, the party can then 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)

Simply telling Mirkon to get back will not be enough, and he will move closer to the harpies. Alternatively, the dialogue options can be skipped simply by casting Silence Silence over Mirkon.

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 Doni Doni to let them into the "Dragon's Den" so that Mol Mol, the leader of the tiefling children, can properly thank them for their help.

Mirkon will die if the party long rests after triggering the quest. Additionally, resolving Save the Refugees Save the Refugees - either with the Rite of Thorns completed or the goblin attack evaded, leads to the child dying.

Quest Rewards

  • Entrance into the "Dragon's Lair" - the Tiefling children's hideout

Notes

  • The quest is triggered when crossing X:299 Y:542.
  • Helping Mirkon is an easy way to gain favor with Mol, and start the Steal the Sacred Idol Steal the Sacred Idol quest.
  • Although he has no notable possessions, pickpocketing Mirkon while he is entranced will grant Inspiration for characters with 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.