Summary
- Act 1 of Baldur's Gate 3 is where players create characters, recruit Companions, and set up storylines that shape the game.
- Side quests offer action, gear, and new abilities, like saving a Tiefling child or investigating a mysterious ox in the Druid Grove.
- Exploring the Underdark for Sussur bark, uncovering Shadow Druid plots, or discovering Zhentarim hideouts are key quests in Act 1.
Baldur's Gate 3 is an RPG in three acts, with lots of players staying for an extended time in Act 1 just for the fun of creating new characters, exploring a new area, and recruiting exciting and varied Companions. This is where most storylines begin and last throughout the whole game, and how these main and side quests are completed (or not completed) determines how the rest of the protagonist's story unfolds.
Baldur's Gate 3: 10 Most Beginner Friendly Classes
Some of the easiest classes in Baldur's Gate 3 will help players new to the series and genre have a leg up in the world.
The side quests in Act 1 of Baldur's Gate 3 do more than just set up future events that will unfold later in the game. They provide diverting action, entertaining exposition, and introduce players to the friends that can be made along the way. Some of them also award decent gear, even for this level, while others can give a character new and useful abilities.
Updated July 20, 2024, by Kristy Ambrose: Many of the awards for BG3 that are now crammed in Larian Studio's closet are for writing, and the quests are a big part of those accolades. Although the studio won't provide DLC content or a sequel, regular updates and maintenance will continue, regarding small details like gear, weapons, and even new companions. Though there is a lot to do throughout all three Acts, the first Act does a great job of setting the tone, especially thanks to the many side quests it provides.
10 Find The Blood Of Lathander
A Handy Weapon For Travelers To The Underdark
- Location: Accessible via the Grand Inquistor's room in Crèche Y'llek
It's hard to resist a quest that involves the dying words of a holy man, a puzzle made of stained-glass, and a magical weapon imbued with the power of a god.
The Blood of Lathander has all of the above, and fighting through the Crèche means the party will walk out with a lot of nice gear and loot, including Baldur's Gate 3's best mace.
There are several ways to start and finish this quest. Players might get into the Monastery via the top floor, in which case, they'll find the stained-glass window puzzle first. Should they visit the Githyanki first, they'll find the secret passage with the two statues. If it's the latter, and they decide to take the mace without the Dawnmaster's Crest, this will trigger a trap that destroys the whole Monastery.
9 Save The Owlbear Cub
Rescue Him, And He Can Join The Camp
- Location: Avoid killing him in the Owlbear Cave and make sure he escapes from the Goblin Camp
Saving the Owlbear Cub is really more about surviving the encounter with the Owlbear's angry mother, and the good news is that one way to do this is to ignore her completely. The Goblins take care of her eventually if the protagonist doesn't, which results in the Owlbear taking the chicken's place in the Goblin's sordid party game.
Baldur's Gate 3: Characters You Should Not Kill
Player decisions in Baldur's Gate 3 have a lot of power and can determine the fate of certain characters. The following should be kept alive.
The Owlbear has to survive long enough to either escape the Goblins or survive long enough for the "victory party" that happens after either leading Minthara to the Druid Grove or destroying the Goblin Camp and their three leaders. Should the Owlbear live through both, he'll show up at the camp a few nights later and one more time, which will see players having to pass a check for either Animal Handling or Medicine to convince him to stay.
8 The Adamantine Forge
Battle A Mechanical Beast & Obtain A Powerful Weapon/Armor
- Location: Look for molds and mithral
Players will first start coming across clues about the Adamantine Forge when they encounter a Beholder in the Underdark. The mage that summoned it is carrying a special crystal that gamers can loot from his body, and it has some information about this mysterious place. The mage near the Sussar Bark waypoint is also carrying a cryptic note that has a clue regarding how to destroy Grym, its fearsome guardian. There are a few more clues in various places in the Underdark, most of them in or near Grymforge.
There are a few types of armor and weapons that players can build to complete this quest, but they need the correct mold, a chunk of
Mithral Ore, and to defeat Grym. Grym is the steel construct that is released when players use the Forge for the first time, and he's immune to virtually every type of damage there is.
7 Investigate The Beach
Save A Child And Access Mol's Underground
- Location: Follow the path next to Volo talking to the Bear, stay to the left, and follow the singing
The Druid Grove is one of the first places players will visit in Act 1, but not every adventurer strolls down to the beach on the southeastern side to find the Harpies. It's an easy quest to miss, and it doesn't start until players walk down to the beach and see a wayward Tiefling child huddled by the water.
His name is Mirkon, and if players save him from the Harpies, he'll give them the password to the thieves' hideout, also known as the Dragon's Lair. If players have also saved Arabella, Mol will be happy to see Tav and the party, and will offer to Trade. He'll also provide another tempting side quest: Steal the Sacred Idol.
6 The Strange Ox
Investigate A Strange Ox That Is Anything But An Ox
- Location: Standing casually with the other oxen north of the center of the Grove
Someone in the party has to pass a Perception check to get this quest going, and then it's essential to have
Speak with Animals to ask the Strange Ox about its secret plans. Then, players have to pass a Deception, Intimidation, or Persuasion check to coax him into revealing more, which he won't anyway. He'll mention that he's going to Baldur's Gate, which was already obvious, before telling Tav to move along.
Baldur's Gate 3: What to Do Before the End of Act One
Getting the best ending in Baldur's Gate 3 can come down to making sure nothing gets missed in Act One, and that can be tough with so much to do.
This seems like it goes nowhere, but this is no ordinary ox, and he can make an appearance at the Last Light Inn within Act 2, where players can further press him for information about his true identity. Whilst this is indeed a curious case, and some players might want to draw a blade and force this strange creature out of hiding, it's perhaps best to let the events unfold naturally, rather than brutally murdering a potential would-be ally.
5 The Secret Of The Sussur Bark
Explore The Underdark & Craft A Weapon That Can Silence Enemies
- Location: Craft a sickle, a dagger, or a broadsword that can silence enemies
To obtain Sussur bark in Baldur's Gate 3, one can visit the Underdark, a dangerous and expansive area that will have players battling all sorts of enemies that could spell their demise, especially so early in their journey. It's best to take this on later in Act One, even if players can get there fairly easily through a few different ways, like finding the Zhentarim hideout. These brave smugglers are wise enough to have an elevator that takes them fairly close to the Sussur Tree and other dangerous Underdark oddities. The Sussur Tree is located in the northwestern corner of the Underdark and has a Waypoint close by.
Walk along the branch to tear the bark from the main trunk, and now, players simply need to travel to the abandoned village's forge and fan the flame to craft a weapon of their choice, all with unique masterwork properties thanks to the Sussur Bark. It's a useful weapon to have in the early-game thanks to its Silence potential, and it's quite rare since players can craft but one.
4 Investigate Kagha
Uncover The Shadow Druid Plot To Take Over The Grove
- A secret that leads into the Sunlit Marsh, found by reading a note addressed to Kagha in her secret Grove chest
Halsin's choice for a replacement was a poor one, and if players finish the Investigate Kagha Quest, they'll discover that the Rite of Thorns wasn't half of her evil plan. Characters keen on Sleight of Hand and sneaking can break into her chest and read her diary, which indicates she has some connection to a local Shadow Druid enclave.
Baldur's Gate 3: 15 Best Rings You Can Get In Act 1, Ranked
Enchanted rings in Baldur's Gate 3 can provide players with handy perks, and there are plenty to pick up, even in Act 1.
More hard evidence can be found in the Sunlit March, or the Putrid Swamp, if players have seen through the Hag's incantation. One should be prepared to move through some difficult terrain in the form of mud and water, but if the party makes it to the southwestern corner of the map, they can find the evidence to expose Kagha as someone manipulated by Shadow Druids or someone willing to commit to evils unspeakable.
3 Find The Missing Shipment
Discover The Local Zhentarim Hideout
- Location: Follow the trail of gnoll corpses north on the road to find the lone survivors
There are a few ways to find the cave where a few desperate Zhentarim smugglers are making their last stand against some marauding gnolls. Whether or not players come through the booby traps or walk in the front door, if Rugan survives, he'll invite them to the nearby Zhentarim hideout.
What's great about this side-quest is the variations it can have depending on how players deal with Rugan. If Tav accepts his invitation and doesn't try to get the shipment, the quest leads them to the hideout but ends there. It's also possible to con Rugan out of the shipment, or kill him, and carry the mysterious and expensive prize, but there's a reason that the smugglers have been warned not to open it.
2 Rescue The Artist
A Quest That Continues In Act 3
- Location: Buy his freedom in the Zhentarim Hideout
If the player decides to follow Rugan to the hideout and become an ally and trading partner of the Zhentarim, they'll likely meet Oskar. A painter of some renown from Baldur's Gate, famous for his work as well as the related gossip. Oskar has a rich patron who can compensate the main character if they invest a few thousand gold in his freedom.
Players can pass a Charisma or Intimidation roll to bargain the price down somewhat, but it's always going to be high. He even asks for some extra money to help him get home, which players have the option of refusing. This quest continues into Act 3 at the Jannath Estate when the story concludes with a long chapter that includes poltergeists, possession, undead minions, and a Mummy Lord living by the docks.
1 Search The Cellar
Read Through A Book Bound With A Face & Obtain Speak With Dead As A Cantrip
- Location: Find a cellar containing The Apothecary in the Blighted Village
There are all kinds of mysteries waiting to be discovered in and beneath the Blighted Village, and the Necromancy of Thay is one of them. It's behind several locked doors, traps, and a magic mirror, so unless player characters have decent Sleight of Hand and Deception, it might not be worth it.
Should players decide to brave these tests and take the book, it requires that they descend into the Whispering Depths to find an amethyst stone to unlock it, then pass some tense Wisdom checks to read it successfully. The rewards for this are learning
Speak with Dead as a ritual spell, and should players carry the book into Act 3, the completed volume will teach them how to summon undead minions.
Baldur's Gate 3
- Released
- August 3, 2023
- Developer(s)
- Larian Studios
- Platform(s)
- PlayStation 5, Xbox Series X, Xbox Series S, PC, macOS
- Genre(s)
- RPG