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My Ultimate Baldur's Gate 3 Act 1 Quest Guide

Baldur's Gate 3 Act 1 guide offers essential quest tips and beginner strategies for a thrilling, immersive adventure experience.

Wow, let me tell you, stepping into the world of Baldur's Gate 3 for the first time was absolutely overwhelming—in the best way possible! There's just so much to do, and it's easy to get lost. I've spent countless hours exploring every nook and cranny of Act 1, and I'm here to share my journey with you. Think of this as my personal travelogue, a guide to help you navigate the chaos and not miss any of the amazing quests that make this game so special.

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My adventure started, as yours did, on that terrifying Nautiloid ship. Talk about a wild ride! The first big choice I faced was with Shadowheart. She was trapped in a weird pod, and I had to figure out how to free her. Let me tell you, having her by my side early on was a game-changer. Then there was the whole deal with the "Talking Brain"—yeah, you read that right. I won't spoil it, but think carefully before you decide to help it! The biggest challenge on the ship, though, was definitely Commander Zhalk. I mean, taking on a devil right at the start? It seemed crazy, but with some clever tactics, it's totally possible and the rewards are so worth it.

After crashing onto the beach, the world really opened up. The first thing I did was scour the Nautiloid Crash Region. My advice? Don't rush! There's a dying Mindflayer nearby… deciding what to do with it is a pretty significant moral and practical choice. This area is packed with smaller but super important quests.

  • Blighted Village: A great starting point with its own secrets.

  • Search The Cellar: This leads to some fantastic early-game loot.

  • Rescue The Gnome: A classic heroic moment that feels great.

  • Rescue The Grand Duke: This one gets you invested in the main story early.

  • Rescue The Trapped Man: A quick but satisfying rescue.

  • Auntie Ethel's Lair: Oh boy, this one is a trip. She seems sweet, but... just be prepared for anything.

  • Githyanki Patrol: This encounter is TOUGH. Make sure you're leveled up before you try to talk (or fight) with them.

Next up was the Emerald Grove, the heart of early Act 1. This place is a quest hub! I spent ages here helping everyone out.

  • Investigate The Beach: A simple start that gets you exploring.

  • Find Your Belongings: Super useful for gearing up your character.

  • Steal The Sacred Idol: This one is tricky and can have major consequences with the Druids. Save before you try it!

  • Save Arabella: A really emotional quest that shows how your actions directly affect the world.

  • Investigate Kagha: This questline goes deeper than you think and is crucial for the Grove's fate.

  • Rescue Sazza: Deciding to rescue a goblin? Yeah, that leads to some interesting options later on.

One of my favorite random discoveries was the Owlbear Nest. It's such a cool, hidden spot. You'll have to face the mother Owlbear, which is a seriously challenging fight. But the payoff? You can get an adorable Owlbear Cub to join your camp! There's also a tricky Gilded Chest to open and even an Owlbear Egg. I won't tell you what to do with it, but let's just say it's a valuable commodity.

Of course, you can't talk about Act 1 without mentioning the Goblin Camp. This is a major story crossroads. Do you side with the Tieflings and Druids, or the Goblins? I went for the heroic route, which involves:

  • Rescuing the Druid Halsin: He's a key ally and a powerful companion.

  • Defeating The Goblins: A massive, epic battle that feels incredible to win.

  • Rescuing Volo: The famous bard is in trouble, as usual.

  • Rescuing Liam: Another prisoner who needs your help.

  • Asking The Goblin Priestess For Help: If you're feeling deceptive, this is a wild way to infiltrate the camp.

  • Unlocking The Moon Door: Leads to some great loot and secrets.

When I thought I'd seen it all, I found my way into the Underdark. This sprawling underground realm is like a whole second game! There are multiple entrances, so keep your eyes peeled. Down there, I experienced some of the most unique quests.

  • Freeing True Soul Nere: A tense situation with the Duergar.

  • Finding The Mushroom Picker: A sad but rewarding side story.

  • Exploring the Myconid Colony: These fungal folks are strangely peaceful and have their own quests.

  • The Adamantine Forge: This is a huge deal! You can craft some of the best weapons and armor in Act 1 here.

  • Saving The Kuo-Toa: A weird and wonderful religious encounter.

  • Saving The Poisoned Gnome: A classic fetch-quest with a nice payoff.

Finally, my journey in Act 1 led me to the Rosymorn Monastery. This area is heavily tied to Lae'zel's personal story and the Githyanki.

  • Stealing A Githyanki Egg: A morally questionable task with far-reaching consequences.

  • Finding The Githyanki Creche: This is a major story beat that you really shouldn't miss.

  • Exploring the Githyanki Creche Infirmary: You can learn a lot about your tadpole problem here... in a very painful way.

  • Finding The Blood Of Lathander: This is a legendary quest for a legendary weapon. It's well-hidden and protected by traps, but oh my god, it is so powerful and absolutely worth the effort.

Phew! Looking back, Act 1 is just packed with content. My biggest tip is to talk to everyone, explore every corner, and don't be afraid to save often and try different things. This game rewards curiosity. Good luck out there, and may your rolls be critical!

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