The release date of the game ” Baldur’s Gate 3 ” is October 6, 2020.
Developer: Larian Studios . Publisher: Larian Studios .
100% game completion time is 120 hours.
Baldur’s Gate 3 System Requirements: When was it released?
| Characteristic | Minimum requirements | Recommended requirements |
| CPU | Intel i5-4690 AMD FX 4350 |
Intel i7 4770k AMD Ryzen 5 1500X |
| RAM | 8 GB RAM | 16 GB RAM |
| Video card | Nvidia GTX 780 AMD Radeon R9 280X DirectX 11, Vulkan 1.1 |
Nvidia GTX 1060 6GB AMD RX580 DirectX 11, Vulkan 1.1 |
| Hard disk space | 150 GB | 150 GB |
| operating system | Windows 32-bit: 7, 8, 10 | Windows 64-bit: 7, 8, 10 |
How damage is calculated in
Baldur’s Gate 3. Rules
All weapons display damage numbers, not just numerical damage, but dice with probabilities, such as 2d6. The breakdown is: 2d is the number of dice (d stands for dice), 6 is the number of sides on the die, from 1 to 6. This gives a damage total of (1..6) + (1..6) = 2..12. The minimum damage is 2 and the maximum is 12. Dice are rolled automatically in combat. A few other examples to help you understand the logic:
1d6 = 1..6
1d8 = 1..8
2d6 = (1..6)+(1..6) = 2..12
2d8 = (1..8)+(1..8) = 2..16
Walkthrough
Baldur’s Gate 3 Prologue Guide
A tentacled “Illithid” creature has captured the heroes and infected them with Illithid larvae. These parasites will awaken mysterious, terrifying abilities within us.
Choose your main character . There are seven story heroes, plus the option to create your own. To get all the achievements in a single playthrough , you need to start with the “Dark Seduction” hero on the “Tactical” difficulty level. There are 10 races available, six main stats, several starting skills, and focuses (starting spells). Later, you choose who you want to dream about—your girlfriend or boyfriend.
The illithid went to gather new people for infestation, right above the city. His airship was attacked by dragon-riding warriors, who set a fire inside, and after that, we were able to escape the cocoon.
At the fire site, we examine the bodies and collect small items; they can be highlighted with the Alt key. In the center, we can examine a reservoir [intelligence 10]; it’s very fragile. To the east, we can climb to the second floor and examine two cartilaginous chests.
In the next room, in the center, there’s a neural device that takes the elevator to the second floor. Upstairs, we speak with an infected named Mirnat. (If we choose the skill check option in the dialogue, success will depend on the die roll.) Using [intelligence / strength / dexterity], we can extract the brain, which will transform into an independent being called “We,” and ask us to deliver it to the ship’s control room. The being will follow us like a pet and can assist us in battle.
We’ll walk along the airship and use the jump across the chasm. We’ll meet a companion, the githyanki warrior Lae’zel . Together, we’ll engage in a turn-based battle against three flying imps . We can only perform one normal and one special action per turn. After defeating them, we’ll emerge onto the surface, search the bodies on the floor, and climb up the slime ladders.
In the upper hall, we’ll see a control panel with three round buttons and three seals above them. With [magic skills], we can read the buttons on them. The left button is for raising slaves and releasing them, the middle button is for aggression, and the right button is for killing slaves. If we press the middle button, we’ll engage in combat with two cultists . A girl is trapped in one of the capsules until it’s opened (the “Rescue the Illithid Captive” quest). To the right is a locked chest. To open it, right-click on it, select “Open,” and take the gold and gem .
At the fork, we first go to the eastern room. Search the two bodies of women to find items: a golden key and an otherworldly rune . There ‘s a slave mind on the table nearby ; you can take it with you; it will be useful much later. Use the key to unlock the chest in the previous room. To free the girl from the capsule, use the rune you found on the control panel nearby. You’ll need to pass a [Magic 10] and [Wisdom 2] check. If successful, you’ll gain 5 experience and free Shadowheart .
Captain’s cabin. We’re heading to the southern hall. Mind flayers are fighting demons . The monster will order us to connect the ship’s nerves to steer the ship out of danger. We need to do this within 15 turns. We’re fighting two imps and one boar. We can try to kill the demon leader, Commander Zhalk ; he has 150 health and a lot of armor. If we succeed, we’ll take the “Eternal Flame” blade and scale armor from him , and earn the “Pestering Devil” achievement . Killing the mind flayer won’t do anything. On the contrary, it deals a lot of damage to the enemy, and to win, we need to constantly heal and protect it. But to achieve this, we need to deal the final blow to the enemy ourselves. A little later, two more demons, slightly weaker, will run out. We need to run past, kill two more imps and one boar, and activate the ship’s nerves.
Act 1. Emerald Grove
1-1.
Baldur’s Gate 3’s Broken Shore. What is this game?
We’ll be transported to another reality, and we’ll be ejected from the ship during the fall. Someone will magically stop us just before we hit the ground, and we’ll survive. The living brain will perish during the fall, and Laezel will remain in the ship.
We examine the bodies on the shore; there’s a backpack and a book on the pier. We’ll meet a girl at the gate; she’s also infected, and we’ll sense a telepathic connection. We can recruit a companion— a warrior named Shadowheart —to join our party . Together, we head north along the shore, collecting herbs and searching the bodies of the dead fishermen.
Overgrown ruins . The ancient door can’t be unlocked, so head west. At the shipwreck, three “intellect devourer” brains will attack . If you haven’t reached level 2 yet, it’s best to keep the enemies at bay, attack them with magic or arrows, and retreat. After defeating them, we’ll learn how to use rest to level up. While we’re sleeping, we can chat with our companions.
Secret. On the western shore, south of the ship, you can jump onto a stone path (use the standard “jump” skill). Examine the stone; you need [Nature 10]. After that, move the stone with a [strong] character. Underneath you’ll find an ornate chest containing a notebook, a harpist’s map, gold, and a ruby (1600 gold) . The map describes a cache near the Moon Tower in the forest.
In the southwest, we’ll encounter an infected elf hunting a boar. He’ll offer to kill the boar if we approach, and he’ll put a knife to its neck. We can fight back with any strength/dexterity we can muster [14 Strength/Dexterity]. The elf will agree to help us. His companion is the elf rogue Astarion . The boar will disappear into a dead end below; we can kill or tame it.
A little further north, we’ll see a dying illithid, a survivor of the shipwreck. To break its hypnosis, we’ll need [Intelligence 10 / Wisdom]. If we try to maintain contact with [Intelligence], the monster will eat us. Finally, we choose whether to finish off the illithid or let it live. If we kill it, we’ll loot its items: 2 Void Tuber .
Cliffs by the road . To the northwest, we’ll find the second “rune circles,” marked on the map by yellow swirls. They act as portals, allowing us to quickly travel to any other circle. The mage Gale will appear from this teleporter ; we can extract him [Strength/Charisma 7]. He’ll offer to find a healer together to get rid of the illithid parasites.
Entrance to the chapel
We’ll encounter four bandits in the ruins . We can use [Persuasion, Deception 12, Intimidation 10] or fight them. Two bandits are on the rise, and two more are standing on a slab onto which we can drop a hanging rock (choose a bow shot and aim for the rope above the rock). Outside, behind the wall, on the eastern slope, there’s a mound of earth [Survival 15]; you can dig it up if you have a shovel.
There’s a door below, through which Gimblibok speaks, awaiting the bandits’ response. We can [roleplay, deceive 5]. If we can’t enter through the door, we can descend into the pit left by the fallen cargo. Or we can return south to the Ancient Door; there’s a chance the rogue Astarion can break it open.
Refectory, Bedroom
If we jump, we’ll find ourselves in a side room. A squad of five will attack through the door . It’s best to defend ourselves behind the door, throwing bottles of oil into the crowd and then setting them on fire. We’ll hide in different corners to avoid the archers behind the door.
After defeating him, examine the book shelves and chests . To the south, behind the statue on the wall, there’s a lever [Attention 1 / Wisdom 9] that opens the front door with torches on the other side. There’s a locked door with no lock; to open it, light the two torches on either side. Further north, unlock the door; behind it is an enemy ; he’ll give you a Bandit Key . Collect the food from the tables. Head through the western doors.
Dark Crypt
Finding this hidden location will reward you with 10 experience. Inside the trap are gas pits; their round openings can be closed by dragging a crate onto them. It’s dark, so use night vision or a torch to light the candle stands.
First, we explore the side crypts. Examine the sarcophagus in the center; it contains a weapon and a key . A trap will trigger, and fireballs will fly out of the side walls. Run back. There’s a shut-off button on the right central column .
To the north is a locked gate; to break it open, you need thieves’ tools, [Dexterity 10]. In the hall beyond the gate are buried scribes; one of them on the left has a heavy key . In the center of the hall is a huge statue [Religion 15]. In the corner, we’ll find the Book of Dead Gods; we can open it with [Magic, Strength, Charisma]. If we open it, we’ll get a page from the book, which we can read with [Religion skill]. We learn that the book describes deceased and resurrected deities.
In the northwestern dead end of the hall, on the wall with a column, we’ll find a button [Attention 7]. Pressing it will open the tomb, but we’ll be attacked by five resurrected buried scribes . After defeating them, we open the main sarcophagus. The Withered One will rise from it and ask, “What is a single life worth to mortals?” He’ll say we’ll meet again and leave (we’ll complete the quest: Explore the Ruins). At the bottom of the sarcophagus are gold, potions , and a mysterious coin . A nearby chest contains the “Conversation with the Dead” amulet . In the right cave, there’s a lever and a ladder to the surface. This path leads back to the “Chapel Entrance.”
The Emerald Grove area . We continue up the forest and to the north, we’ll see Lae’zel locked behind bars by two tiefling demons . We can use [Deception, Persuasion] or engage in combat. During the conversation, we can also pass a [Persuasion check], which will reveal that Nettie, the healer, lives in the northwest. Alone with Lae’zel, we pick up a bow and shoot the bottom of the cage, causing the prisoner to fall out. Her people know a cure for the parasites; we need to follow her. The companion is the githyanki warrior Lae’zel . Shadowheart and Lae’zel will immediately clash; it’s best not to team them up.
A little to the west there’s a pile of dirt and a shovel . Take them and immediately dig a hole there, uncovering a chest of gold . With the shovel, we can return to the chapel to dig up another pile. To the northeast are three runestones.
Further north, we’ll see a squad of goblins pinning down the humans; the allies haven’t managed to open the gates for them. We join the battle. The enemy has five warriors in the clearing and four archers on the hills . But we have five allies to assist us. It’s best to clear the hills first, occupy these high grounds, and then fire on the rest. After victory, we search the bodies, but leave the dead allies alone—that would be a crime. We remove the Gauntlets of Power from the main enemy . We enter the settlement.
1-2. Emerald Grove
Baldur’s Gate 3. Walkthrough gamesisart.ru
Inside the grove, a tiefling will begin to scold a group of humans for failing to protect the druid. We can stop the conflict [attack / strength / persuasion 15]. If we don’t intervene, the tiefling will beat the humans. Afterwards, we speak with the tiefling, Zevlor, and he will ask us to “save the refugees” who are being evicted by the druids who sheltered them.
We head southeast of the camp, to the hill with the telescope. Here, one of the girls will be attacked by the remaining Bugbear Killer . After defeating her, we learn that Nadira has a special coin. We can use [Deception/Intimidation] to obtain the Mysterious Coin (2) item . If you have the [Magic] skill, we’ll see that the coin contains a soul.
Stone Hall (Cavity)
Arron is a halfling merchant, we sell him all the unnecessary things.
A pair of tieflings are about to leave the grove; they can be persuaded to stay [persuasion 10]. Nearby is a tiefling farmer with two oxen.
To the west, under the canopy, you can open a chest [Sleight of Hand 10]; inside are some small change and a book, part 4. There are a couple more tieflings on the second floor; we can tell them about Baldur’s Gate [Baldurian].
Mattis, a boy, will offer to buy a lucky ring. With [Attention / Wizard / Intelligence / Dexterity 15] skill, we can expose his deception. We can buy a thief’s manual and a treasure hunting shovel from him, but all the rings are useless. Nearby, a pickpocket [Insight 5 / Athletics / Detect Thoughts] will hide in a secret hatch nearby. There’s a ladder going down, with a hole [Attention 5] next to it. But both of these entrances are too small for adults.
In the center, a tiefling is teaching children how to fight. Adult Hex is learning to strike a dummy; we can train him [Athletics / Insight / Detect Thoughts 10 / Rogue]. We’ll receive a battle axe as a reward. A human swordsman named Will is also standing here ; we can add him to our party.
Dammon, a tiefling blacksmith, is in a tent with a furnace. Buy or steal items.
Okta is a tiefling grandmother at the cauldron who will offer you free food .
Ethel is an aunt who sells ointments and decoctions and will give you a healing potion .
Zorru is a tiefling warrior, near the wooden platform with the children, under the stairs. The githyanki, Lae’el, is supposed to speak with him for the quest, but we can talk to him instead. Zorru will tell us he saw other githyanki at the pass and point us to the location on the map. We can use [Insight, Wisdom] in conversation with Lae’el.
Tiefling Refuge
Doni is a boy in the Stone Hall. He’ll hide during the conversation, so we can search for him with [Attention/Intelligence]. If we can’t find him, move away, then return and use [Insight, Persuasion/Thought Detection] during the conversation. On the second try, he’ll show us a lever; we’ll notice a secret entrance in the stones. We’ll go down there.
There is a large chasm inside the shelter, we can only jump over it with the help of a jump increase spell (Laezel has it by default), on the other side in the chest there is 20 gold, fire amber .
Mol is the one-eyed girl in the center. She’ll praise us for helping any other child on the surface. We can invest 20 coins in developing her Thieves’ Guild. Mol will give us the task of stealing the druid statuette in the center of the pond—the quest “Dubious Connections.”
In the south there is a rocky crevice – an exit into a grove, onto a ledge with a waterfall.
Storage . If we break open the door to the north of the camp, we’ll enter the storage. You can also enter by going around the rock behind the prison. Inside the building, a girl named Pandirna is sitting and asking us to leave. We can persuade her [Insight / Persuasion 10 / Deception / Intimidation]. She can’t get up because of the potion she drank. We can remove her paralysis with the “Lesser Restoration” spell. As a reward, we can take something from the storage .
Secluded Chambers . Near the tents, behind a stone door, is a descent to the basement, where the refugee leader, Zevlor, lives, along with a family of tieflings whose child was tried for theft. The leader will offer to infiltrate the goblin lair and kill their leaders so the refugees can safely leave the grove (the quest “Helping the Refugees”). Alternatively, he will offer to kill the druid leader, Kaga.
From the chambers, we climb the stairs to the top floor of the Emerald Grove. The drow Lacrissa is here; she’ll offer us a wager that we can kill all the Oblins.
A temporary prison . In the prison, the tiefling Arka wants to shoot the goblin Sazza, who’s sitting in a cage. But she’s blocked. If we don’t intervene, Sazza will die. We can protect the prisoner [persuasion/intimidation] to later lead her out of the grove and earn the achievement . Afterwards, we can talk to Sazza, the prisoner; she’ll tell us about the priestess of her tribe. There’s nothing of interest behind the dilapidated door. At the cliff edge, jump down to the right and find a stone door leading underground [note 5].
Underground passage
There’s a fire trap—a guardian statue—on the way. Destroy it or press the “Bear Rune” and run past. A little further on, there’s a squad of four goblins ; engage them in battle. Afterwards, examine the dying Findal; you can heal him with a spell. If he dies, take his Mystic Circlet . Another body lies on a separate rock to the right. Kill one hero, jump onto the rock, and descend, dodging the second fire statue. Turn off the “Wolf Rune” and take the Burnt Key from the body . Return. Upstairs, to the east, there’s a heavy chest with a trap [Attention 10]. It’s a fire trap, so first, move the barrels away. Inside the chest is gold and a staff of Nature’s Snare . Further on is the third rune and more fire statues. Behind the far door is the exit back into the forest, behind the other door is a secret path to the Library. It’s best to turn back.
Sacred Pond
Two druids and a bear guard the entrance to the square. All the druids are performing a ritual at the pond. Nearby is a man named Volo, a writer; he’ll ask us for details of the battle at the gate. He’s heading to the goblin camp to record their side of the story.
The next gate is guarded by a sleeping bear named Gorka. If we wake him up [training], he’ll move away, opening the elevator back up. To the right of the entrance is a bird; you can steal gold items and a shiny key from near it . If you have the animal talk skill, you can persuade the bird named Topaz [deception/intimidation/bard].
The Idol of Silvanus stands in the center of the pond . A thief can steal it, even though druids are standing around (the “Idol Stealing” quest). However, this will trigger a bloodbath between the druids and tieflings.
Emerald Grove (basement)
Next to the druid ring, we enter the stone door. Below, the druid Kaga is judging a little tiefling girl, Arabella, for stealing an idol. It’s best not to interrupt at first, but we can intervene later [Nature / Persuasion / Bard 15 / Detect Thoughts], but convincing her will be difficult. If we do, we’ll meet her parents later in the grove, and they’ll give us a Valuable Medallion . We’ll complete the “Save Arabella” quest.
Kaga remained the head druid after Master Halsir disappeared. We learn in conversation that it was she who decided to drive the tieflings out of the grove, while the other druids were against it. She advises us to contact Zevlor to protect the people during the expedition out of the grove. Druid Rath and Zevlor will ask us to find the elf Helsin. You can examine the plaques and wall carvings around [religion].
Servants’ quarters . We can break into Kagi’s chest; inside is a note, a book, and a heliotrope stone .
Druid’s quarters . Nettie is a healer. We wait for her to heal the bird, then ask for help, and she’ll come heal us. If we deceive her, she’ll cut us with a thorny branch, then tell us it’s poison, and the only cure for us is death. We ask for an antidote, three times [persuasion, intimidation, deception]. She’ll give us some wyvern toxin , asking us to use it at the first sign of infection. If we tell the truth about the mind flayer larva, she won’t lie either and will immediately give us the antidote.
The enclave library . A statue in the center, surrounded by four plaques: elk, bear, eagle, and empty. On the side table is a book on parasites. A body lies nearby; we can use a spell to revive it and interrogate it.
In the Emerald Grove, in the central hall, you can pickpocket a man named Rath; in his pockets, you’ll find the Wolf Rune . Alternatively, you can wait until you complete the quest to find the druid, and he’ll reward you with the rune.
Insert the missing rune into the empty altar in the library. Activate all four altars, starting with the Wolf and proceeding clockwise. The statue in the center will descend, revealing a staircase leading down to the Secret Vault. Collect the following items at the bottom: scrolls, potions, jade, the Robe of Summer (10 armor, +1 dexterity), and the spear of Sorrow (1d10+1, entangling strike).
In the library, at the corner between the corridors, there’s a “stone slab” [warning]. If we break it, we’ll open the way to the “Underground Passage,” where we’ve already been. There’s a poison cloud at the entrance; to disable it, you need to stand or place any object on the split stone in the center.
Secluded Bay
From the druid ring in the Emerald Grove, we head out to the eastern cliffs. Here, Raphael will appear to us, transport us to his castle, and transform into a devil. Raphael will offer to help us escape the parasite when we’ve given up on other options. Return, and Shadowheart will discuss the devil’s appearance with us.
Southeast of the grove, descend to a sandy shore where there’s another bear. Jump across the water below, and on a separate island, open a chest to get 120 gold and a Cloud Scroll .
South of the grove, a tiefling girl sits on the rocks and sings. We can help her compose a song, and then we’ll hear the full version. She’ll tell us about her deceased mentor. We can talk to the squirrels sitting nearby. A chest on the cliff holds a Spirit-Raising Cap .
“Inspect the Shore” quest. From the singer, descend the cliffs. In the north, jump along the columns over the water. Dig up the treasure in the northern dead end, find gold, and Alchemist’s Fire .
On the eastern shore stands a boy named Mirkon, listening to another singing voice. We can either listen or use [wisdom/execution]. If we follow the voice, one of the characters will be put to sleep. Four harpies will attack us . In battle, we run quickly to them and hit the harpies that start singing. After defeating them, the boy will tell us about a girl named Mol; we need to talk to her in the shelter to complete the quest.
Follow the rocks east along the shore. Behind a large rock, you’ll find a chest containing 55 gold . Jump along the rocks south to reach a large harpy nest. Inside, you’ll find a letter, onyx, bone, and a ring of colored splashes (illusion 1). Later, you’ll meet a boy in an underground shelter beneath the Hollow; he’ll reward you with the text “Mirkon’s Story.”
1-3. The Extinct Village
of Baldur’s Gate 3. Walkthrough
Forest
We exit the grove through the entrance gate and head west. In the forest, we’ll see two people trying to lift a wounded man. We can help him with [Medicine/Wisdom]. The man was wounded by an owlbear; they were all searching here together, on the orders of the Absolute. Ed will still die, a parasite will crawl out of him; we can finish it off with [Insight/Strength/Endurance]. If they pass the first check, the two surviving people will begin to obey us. We can send them to camp or order them to kill the owlbear in the cave.
There are sand hills to the south; we jump onto them and climb up the vertical ladder. We reach an empty camp at the top of the mountain. Near the campfire, we search the skeleton; it contains a silver pendant [History 12]. At the edge, there’s a rocky crevice [Warning], from which we can get something [Nature 10, Sleight of Hand]. We get coins and a cocoon with spider eggs . On the wooden platform, in a chest , there are coins and silver bars . We go back down.
Bear owl’s nest
In the north, we descend under the bridge and enter a cave. Along the way, we examine the bodies and grab a pickaxe. We’ll encounter an owlbear and its cub . We can avoid the fight [training/survival/performance 15]. But if we approach again, we’ll engage in combat. After defeat, we choose what to do with the remaining cub: attack or spare it. It’s better to spare the cub to earn the achievement later. We can take an owlbear egg from the nest ; nearby, in the bones, is the Sylvanus’ Embrace armor (13, +1 agility).
In the southern corridor of the cave is a gilded chest, locked with magic [magic 15]. Jump behind the statue nearby, take the book , and read it over the chest. Shadowheart will be against opening the moon witch’s chest, but you can persuade her [insight / wisdom / persuasion / intimidation]. Inside the chest: an idol of Selune , a silver necklace, and a bloodstone .
We cross a stone bridge in the forest. There’s a cart on the bridge, and the crates contain only dishes. Beyond the bridge are traces of a massacre and two survivors. The mercenaries will tell you they’re looking for the “Song of the Night” relic, offering 10,000 gold for it. A druid went with them, but he died in a fight with goblins. The survivors refused the job, but we can get the text for the “Printed Leaflet” from them.
A little further north, we’ll find the drained body of a boar. Astarion the rogue will become concerned and tell us not to waste time on it. We can use the [Medicine] skill, and we’ll see two punctures on the animal’s neck. Next, we use [Persuasion/Intimidation] on the rogue. We’ll realize Astarion is a vampire, but he won’t admit it.
A dog wanders in the northern part of the forest, its deceased owner, Gomvik, nearby. We can talk to the dog, Shkryab , and persuade him [training/attention/intimidation]. The dog will tell us how they were attacked by gnolls. If we try to convince the dog that its owner is dead, the animal will attack us. It’s better to offer to join him later, and you’ll earn the achievement later . We can find three letters on Gomvik’s body, one of which points to treasure in the grave.
Campsite
We’ll always have a hooded skeleton with us in camp; he’ll let us resurrect dead companions for 200 coins.
If you’ve talked to the dog, it will later come to our camp. We’ll be able to train it, pet it, and gain approval from all the group members.
If the rogue Astarion remains with us, he will try to drink our blood. We can talk to him about vampirism. If we give him our blood, he will temporarily become stronger in combat. In the morning, talk to Astarion again and go back to sleep.
An extinct village
A band of goblins has settled in the settlement to the west . The githyanki La’el will demand to be let through, but her kin won’t listen, so we’ll engage in combat. There are many enemies on the high ground. It’s best to jump onto the fortress wall to the left of the entrance and attack from above before the fight.
An extinct village . In the center between the houses are runestones.
In the northern building, take the old key on the box (it unlocks the northeastern house). Outside, near the fortress wall, take the heavy key (it unlocks the chest in the basement of that house).
There are two more goblins in the southern part of the village . You can trick them instead of killing them [Deception / Intimidation / Persuasion / Detect Thoughts / Wisdom]. In a barrel, you’ll find a Damaged Old Helmet . Shadowheart will be interested in it, but won’t explain anything.
There are three ogres in the western building , one of them is too intelligent. Choose:
1) If we don’t have the Absolute’s mark or [Deception 7] didn’t work, the ogres will attack us. After defeating them, we’ll find a diary, a horn, and the Circlet of Intellect .
2) If we come to an agreement, we can lure them over to our side [Deception 10 / Persuasion 17] or for 500 gold. We’ll receive Duli’s War Horn , which we can use to summon ogres into battle.
In the ogre house, examine the tiefling’s body and take the “Speak with the Dead” amulet . To the northwest, behind the house, there’s a mound [Survival], dig it up with a shovel. Nearby, you can explore a well [Investigation 10]; it leads to a cave. Nearby, between the houses, there’s a cart with a chest; we can pick it [Sleight of Hand 15]; inside is a Helmet of Haste .
In the western part of the village, goblins have tied a gnome to a mill (quest “Save the Gnome”). Speak with the gang leader [Deception / Intimidation / Persuasion / Wisdom]. The group will leave without a fight. If we engage the goblins , defeat the leader, Fezzerk. He will surrender, and the others will scatter. Take the leader’s very heavy two-handed axe .
There are two levers on the mill below. If we press the “Release Brake” lever, the gnome will accelerate, fly away, and crash. Pressing the “Brake” lever will free the deep gnome, Bark Root. He’s searching for his missing friend on the surface. The gnome will thank us and leave (we’ll complete the quest for 45 experience). A hatch on the side leads to the mill’s basement; inside, a chest contains Lightspeed Boots . Behind the mill, there’s a statue that Shadowheart will want to examine.
Pharmacy basement
We explore the building to the left of the entrance and find a book (quest “Search the Basement”). Go down the wooden hatch behind the shop counter. In the basement, we examine the barrels and collect rare herbs. There’s a large cabinet in the corner; we examine it [attention 15]. The cabinet can be moved by pressing the lever on the left; it’s hidden behind the top drawer.
In the secret room behind the closet, we emerge into a clearing with coffins . Four nimble guardians will rise from them . Collect the scrolls from the coffins and read the Dark Diary . In the northwest corner, there’s a mound [attention]; dig up the treasure. Next, find the “decorated mirror” and answer its questions, or use [intimidation 15]. If we fail the dialogue, a fire sphere will attack us . Correct answers:
1) The name from the diary is Ilin Toth, his ally.
2) Shaas Tame [intelligence] – vile lich.
3) Balsam ointment – to clean the wound.
4) What we want to see is how to get rid of the parasite.
Enter the secret laboratory. In the center of the basement, collect rare ingredients, scrolls, and books . There’s a trap in front of the bars [beware, Sleight of Hand 10]. Fire traps can be triggered behind the bars. Break the door [Sleight of Hand 15], place any item on the altar with the button, and the fire will stop. Inside, take the book “Thai’s Necromancy ” ; it can’t be opened yet. A chest near the southern wall contains protective bracers and 5 scrolls . Immediately use the “Summon Quasit” scroll to earn the “At the Shovel’s Command, Children Cover Their Ears” achievement . You can examine the stuffed bear [Nature 10]. Open the wall with the lever and take the rusty key from the shelves . Exit to the surface.
Whispering Abyss
There is another basement with a cave under the north-eastern house; you can get there in three ways: 1) go down the well, 2) break through the cobwebs in the eastern house, 3) break open the doors to the basement from the outside.
There’s a sapper kit in the basement near the entrance . There’s a trap on the wooden chest. The lower chest contains the High Cliff blueprints . There are two chests on the northeast balcony, but the ladder leading up can be broken by the explosion. You can build a ladder from crates or use Lae’zel’s high jump. Upstairs, unlock the chests with the Heavy Key; inside are a forged steel sword and other weapons . We can craft weapons in the forge.
To the right of the stove there’s a cracked wall [Investigation 10]; we can only breach it with blunt weapons, like a mace or hammer. To the left of the stove, you can climb up the boxes to the second floor, where there’s another cracked wall [Investigation 10].
Enter the cave with the web by any route. There’s nothing below the waterfall; cross the web bridge [Survival 15]. Two phase spiders and two monsters will attack . The spiders spit poison and teleport every turn. After defeating them, examine a couple of skeletons and backpacks below and learn that this cave contains a stone for opening the book (the “Open the Ancient Tome” quest).
To the south is a living room. We collect scrolls and books and learn that an elf who transformed into a spider lived here. Nearby, in one of the bodies, we’ll find Spider-Walk Boots (they don’t get stuck in webs).
Boss: Phase Spider Matriarch (Level 5, 125 Health). She’s in the western end of the cave. She’s accompanied by two regular spiders, and during the fight, she can revive three clutches of eggs containing small spiderlings. It’s best to use a “Laughter” or “Sleep” scroll on the boss, and while she’s still standing, run through with a fast character in spider boots, throw firebombs at all three clutches of eggs, and kill the other two spiders. If the spiderlings don’t hatch, you’ll earn the “Teach Your Spiderlings Better” achievement . We’ll be left alone with the boss. If she stops on the web bridge, burn the bridge with fire; the spiderling will fall and lose some health. As a last resort, you can use “Summon Ogres.” If you can’t defeat her, you can come back here a little later. After defeating the spider, take the poisoner’s mantle (10 armor, +1-4 poison damage) from the spider’s body.
Whispering Abyss. There are runestones on the western wall of the cave. In the center of the spider’s lair, you’ll see a purple dot— a dark amethyst . Pick up the book “Thai’s Necromancy” and insert the stone. The book will open; to turn each page, you need to complete [Trial 1-20]. Gale will read the book without any problem. Reward: 50 experience for everyone.
In the spider’s lair, there’s a web hanging over a chasm below. You can use a scroll or a “Smooth Fall” potion here. Stand on the web bridge, light it on fire, and slowly fall down. You’ll find yourself in the Underdark, in the central eastern part of the area. Two minotaurs and a Bouleus monster will immediately attack . This is one of the paths down, but it’s better to take the safer route; we’ll find it later.
How to resurrect Gale
If the mage Gale is dead, we’ll hear his answering machine, and he’ll tell us a ritual to revive him. Repeat all the steps in the answers: 1) take the bag, 2) the purple stitch, 3) the four notes in the lower right corner, 4) Kha-sein.
Here’s what to do: 1) In Gale’s inventory, take the “Wallet” item, select “Open,” and then select the purple stitch. 3) In the bag, read the letter and note the letter in the lower right corner—”D” (the note D). Use the flute, select “Play,” then “Notes.” Play: D, E, A, D. 4) A dragon will appear. Tell it the name Kha-sein, give it the letter, and receive a resurrection scroll.
When Gale comes back to life, we can question him [persuasion, intimidation]. He’ll only answer one question: he’s hiding why so many lives depend on him. He made a mistake earlier, and now he’s dangerous, even in death.
1-4.
Baldur’s Gate 3 Swamps. Walkthrough
Sunlit Marshes (Foul Mire)
On the surface, from the “Dead Village,” we head south. Two men are interrogating old lady Ethel about the whereabouts of their sister, Mairina. 1) If we accuse the brothers, they will attack us , and we will have to kill them. 2) If we accuse the old lady, she will disappear. The brothers will go looking for the witch’s house, but will quickly die (the “Save Mairina” quest). There’s a love letter in a basket near the water.
We approach the shore of the swamps and sense someone watching us. We can use [Investigation/Wizard 20]. Sheep are grazing to the left; we can use [Training 15]. If we pass any test, the haze will dissipate, and the beautiful lake will turn into a gloomy swamp. The sheep will turn out to be goblins in red caps. On the southern shore is a tattered letter.
Gendrel is standing to the south by the cart; he’s a monster hunter. He’s hunting the vampire Astarion, and his orders are to capture him alive and bring him to Baldur’s Gate. 1) If we mention Astarion’s name, the hunter will attack us . 2) If we don’t reveal Astarion, we’ll part ways peacefully, but Astarion himself won’t appreciate it.
In the south, we go to the sandy beach. We’ll find a mound [survival] on it. Dig up a chest containing a gold ring and valuables . We pass the house to the north, where there’s a well with rotten water and a frog [training level 15]. Killing the witch will give the frog a secret: a purse with gold and scrolls . If we fail to train the frog, a drugged frog will attack. It’s hard to hit at first, with a 5% chance, but the drop rate will increase with each turn. The chest nearby contains gold and paint .
In the eastern part of the swamps, we jump across the rocks to reach the Twisted Tree. We’ll be attacked by two Woad warriors and four flying mephits . On the tree trunk, we look for an overgrown crevice; hidden inside is a Letter to Kage . We learn that the main druid girl is connected to the Druids of Shadows.
If you found the letter in the Twisted Tree, return to the Emerald Grove and speak with Kaga in the southern hall about her connections. White mice will run out, transform into shadow druids, and begin threatening you.
1) We help the shadow druids clear the grove of all the others.
2) We side with the villagers. We can convince Kaga [conviction], [history, religion, belief]. She will also begin to attack the shadows. After victory, all the villagers will thank us.
The Crooked Tea House
A tea house by the river . To the west of the swamp is a house and runestones.
Inside the house, we’ll find an old woman forcing a girl to eat a rotten pie. If we tell Mairina about her brothers’ deaths, the old woman won’t like it. She’ll transform into a hag monster and run away, and we’ll be attacked by her squad of four red-capped goblins (quest “The Wise Herbalist”).
After the victory, collect all the potions in the house . There’s a locked door upstairs; we can pick it [Sleight of Hand 2], or take the tearoom key from the table nearby . From the balcony, head south and you’ll see a grave under a cubic magical barrier; it can’t be removed yet. Inside the house, extinguish the large stove and go through the dark opening to the secret room.
Overgrown Tunnel (Entrance Gallery)
In the cave beneath the house, we’ll encounter several clients whose orders Ethel fulfilled, all of whom died or turned into monsters. We need to get through the living door; use [persuasion, intimidation].
If you fail the tests, take one of the four masks from the table. If you equip the Whispering Mask , you can get through the “Crooked Door” illusion in the rock, but Ethel will possess that hero. Run through the door, kill the masked hero, quickly remove the mask, and resurrect the hero. In the cave, four more masked men will attack you .
We jump over the waterfall. There are several acid clouds along the way; you need to find a vent inside them [Attention 15]. They’re almost impossible to neutralize [Sleight of Hand 30]. It’s easier to move any large object—a crate or armor—to the vent. After that, the poison will stop coming out. There are also fire flowers along the way; you need to notice them and neutralize them [Attention, Sleight of Hand 10].
Ancient monastery
Boss: Auntie Eitel . The witch doesn’t appear due to a bug. She stands invisible, just south of the control sphere, on a wooden ladder. If you aim area-of-effect spells, Eitel will appear as a red target. Finish her off.
When Mairina runs out of the cage, the witch will transform into her. You need to hit both of them to find the real one, preferably with your fist, so as not to accidentally kill the girl. Then the witch will create more copies of herself.
When the witch’s health is low, she’ll offer a peaceful resolution. If we give her the girl, she’ll grant us her power. We can use [Deception/Intimidation 15], and then we won’t have to give the girl up. We’ll receive Aunt Ethel’s hair (+1 stat of our choice). If the girl is still alive, we’ll receive Mairin’s Medallion , but we can refuse.
A pungent-smelling workshop
Beyond the door, we explore the witch’s lair. We collect ingredients, rings, and special potions. Among the items, we’ll find the Witch’s Staff and Connor’s Wand . We’ll teleport back to the swamp, near the sealed grave. If we use the wand on the coffin, Mairina’s husband will revive as a zombie. We can kill the monster, give the wand to our wife, or take it with us as a summon.
1-5.
Baldur’s Gate 3 Goblin Camp: How to Solve the Puzzle
Goblin camp
West of the “Dead Village,” you need to cross a bridge (quest “Goblin Dealings”). Ahead of it, slightly north, lies the slain scout, Ark, with a mound containing a treasure [Survival] nearby. To the south, you can jump down to the cliff below and cross a fallen log into a cave containing several mines [Beware, Sleight of Hand 10]. This way, you can bypass the bridge and approach the enemies unnoticed.
A goblin will meet us at the gate and order us to smear our faces. We can use [wisdom / intimidation / nature / deception]. 1) If we smear ourselves, we can enter the camp without a fight, but no one will approve. 2) If we refuse, we will engage the guards: 4 goblins, 2 wargs , all level 2-3. Before that, we can blind the main guard [athletic]. Relations with the goblins in the camp will not be damaged.
Behind the gate, three goblins are sitting at a table, drinking. To the west, the “Mountain Pass” is the transition to the next act, but it’s best not to go there until you’ve cleared the entire starting location. Before the pass, there’s a small hill [Survival 15], and inside the treasure is food and holy water .
Goblin camp . Cross the stone bridge to the north. The main concentration of goblins is in the castle; they’ve captured a bard. There’s a runestone on the eastern wall. After the bard’s performance, he’ll be sent back to his cage. If you left the owlbear cub alive, it will end up here too. We can trade with the goblin merchant.
In the western courtyard, the goblin woman Krolla will offer us a game of chicken-chasing for money. We bet 30, 300 coins. In a circular area with obstacles, we need to herd a chicken/owlbear into a gate. If we have the animal-talk skill, we can negotiate with the chicken [persuade/train]. We need to block the side passages with barrels. After we win, the goblin woman will refuse to pay; we use [intimidate/persuade/wisdom]. We can take the owlbear with us if we kill the goblins around or use [intimidate/persuade/wisdom/buy]. The owlbear will go to our camp. If we have both the owlbear and the dog Shkryab in the camp, we pet them simultaneously to earn the achievement “I’ll be twice as happy now! ”
In the southwest, climb onto the balcony, collect the paintings, and dig up a mound [Survival 12] containing crystals and scrolls . Talk to the goblin by the fire; he’ll tell you that you can brand yourself with the Absolute to prevent his followers from attacking you. You can also get a Roasted Dwarf’s Verse [Persuasion, Deception, Wisdom] from the neighboring goblin in his pants. The leaflet indicates the location of the lunar cache (quest “Search for the Song of the Night”).
To the east, near the teleport point, stands the goblin warrior Hrup, demanding you kiss his feet. Comply or use [Intimidate 15] and engage in combat with only four warriors . Once defeated, the goblin will surrender. Demand that he kiss his feet [Intimidate], and everyone on the team will approve. If we kill him, we can take his Ring of Hrup (speed +3 meters).
To the east, behind a breach in the wall, stand goblin children, mocking a human corpse. We can talk to everyone. We go down under the stone bridge; there’s a hidden cave on the left behind the waterfall. Inside, there’s a tripwire [Attention 5], two altars, and we can collect notes and ingredients. We break open the dirty chest [Sleight of Hand 15] to find onyx and a Two-Handed Axe +1 .
The main path is north to the ruined temple of Silune, but a level 4 ogre guards the entrance. To the northeast, climb the ladders up the wall. Under the stone arch are several mines, a skeleton with a scroll, and a chest containing a +2 Shining Shield . In the northern clearing, there’s a mound [Survival] with meat inside. Jump down to the upper stone platform; this will wake up a warrior; we can put him to sleep again [Intimidate / Deceive / Persuade]. On the round tower is a reading goblin, Buyag Kucha; we can use [Intimidate / Deceive / Detect Thoughts] to learn the “Secrets of the Supreme Chieftain.” To the north, there’s a cracked wall; it can be breached with a blunt weapon, but before doing so, it’s best to loot and kill five sleeping goblins . We’ll enter the building through the wall unnoticed.
Broken Sanctuary
If we enter the temple through the main entrance, a goblin woman inside will ask why we came. Answer [Deception / Intimidation / Wisdom]. She’ll list all three local Absolute leaders: Priestess Kishka, Ragzlin, and a drow. They have a druid captive. If we entered from above, we examine the chests on the balconies and descend the stairs near the fire.
Along the east wall are three cells with prisoners. To the southeast, two executioners are torturing a man on the rack. We can drive away the executioners [Wisdom 2 / Deception / Detect Thoughts] and pick the lock [Sleight of Hand]. We can join in the torture or attack the two goblins . We can ask about the druid and the Nightsong. We’ll find the Eye of the Frontier Blade on the executioner .
A blood-soaked sanctuary . In the middle chamber stands the master of suffering, Abdirak, a servant of the goddess Loviatar [religion]. He will offer to experience pain. If we agree, we go to the wall, they will hit us, and we can use [endurance / performance / intimidation]. If we scream, we will receive the blessing of the goddess Loviatar .
To the east are sarcophagi, one with a ring of poison resistance . The southeastern door is guarded; you can’t approach it. However, you can go through the next door, stack three crates, and jump across to the next room. Inside is a cache of weapons and fire barrels. Open the chest [Sleight of Hand 18] to find 260 gold .
Warg pens
In the Broken Sanctuary, head to the northeast corner and enter the doors. Below, behind bars, are two Wargs and a Bear. If we attack the goblins , the Bear Druid will break down the bars and fight for us.
After defeating the druid, Halsin will speak to us. He promises to help us with the parasite if we help him destroy the goblins. If we take the druid with us, we’ll have to kill all the goblins . If we leave him, we can secretly kill three goblin leaders, and that will be enough. Search all the nearby crates; in the chest, we’ll find a trainer’s chain .
In the eastern wall, we break open the door under the stairs and take some healing potions from the chest . At the top, we break open the grate [Sleight of Hand 15]; inside is a hole where an escaped prisoner is stuck.
The Desecrated Temple
Beyond the entrance door is a hall patrolled by a female ogre . Along the western wall are many skulls [13 to be exact], including a purse of gold . To the south is a recipe and a cave entrance. In the southeast, jump across two rocks and take 100 gold and special arrows from the skeleton .
To the north is a holding cell. If we break the rules in the Broken Sanctuary, we’ll be imprisoned here. We can escape captivity [athletics/acrobatics], or wait and be rescued by a girl named Corrilla Crucible, sent by the demon Raphael. We’ll take the keys, the Talisman of the Absolute, and the Battle Board shield from Gut . If we shoot the hanging cage, we’ll destroy the floor, revealing a path down to the cage with the spiders. Two large spiders can be killed or lured to our side [training].
The Moon Puzzle . In the bedroom to the south of the temple, collect the books. One contains a clue to the puzzle: “Full moons align with the stars, casting a shadow where it should be below.” In the next room, in the center of the floor, you can rotate the rings of moons and stars.
You need to construct the following image: 4 dark moons in a lighted circle, 4 half moons in the side circles, with the dark side facing the light circle, and 4 light moons in the dark circle. If you stand with the light circle at the bottom, then from the starting position, you need to rotate the circles like this:
right, right, up, left, left, up, right, down, up, left, up, right, right, down, down, down, right (17 actions)
The puzzle has been simplified in the release version. Solution (9 steps):
top, left, right, right, bottom, bottom, bottom, left, left.
Option 2. If you’re attentive, you might notice a round lever above the bench. We can hack it and unlock the secret without solving the puzzle.
After solving the problem, a secret room to the north will open. Inside, we descend the stairs and find ourselves in the rear of the Selunite Outpost in the Underdark. There’s no other way to get in.
Selunite Outpost
The Underdark is a Selunite outpost . We’ll find ourselves in an underground building where a statue holds a glowing gem. Shoot the gem, the power will disappear, and two turret statues behind the entrance gate will be disabled. The doors on the sides can be hacked [Sleight of Hand 15, 20]. The chests contain a Helm of Massacre . However, the “Song of Night” artifact won’t be found here.
Broken Sanctuary (Cleanup)
We return to the temple. Having recruited a Drudia Bear and two large spiders, we can engage in battle with all the goblin troops. Before that, we can bypass their headquarters in the north of the sanctuary.
Faithful Gut is in the central hall . She can brand us with the Absolute, which will increase the parasite’s influence, but none of the squad will approve. We can speak with her alone in the chapel about the parasites. She’ll offer a healing potion. If we have [intelligence, magic], we’ll learn it’s a sleeping potion. If we drink it, the priestess will imprison us in the “Desecrated Temple.”
If we start the fight, we press the lever behind the altar, and two spiders will help us in the fight. In the center is a squad of four goblins, and three more squads of four or five goblins will approach . We use area-of-effect spells against everyone. After defeating them, we will receive four keys and a parasite sample . In the northwest, a captive goblin, Brakkal , is hanging in a cage. We can free him [Sleight of Hand 10], but he will attack, so we kill him.
The hobgoblin Dror Ragzlin appears in the north , preceded by a squad of goblins and a dead mind flayer. Ragzlin will revive the corpse to interrogate it about the killers. We can intervene [wisdom]. We can break down the nearby door, and in Ragzlin’s treasury, we take 500 gold, the Amulet of Selune’s Chosen, boots, and gloves . We take a parasite sample from the leader’s body and use it to increase our telepathic power, or we refuse (the “Embrace Your Potential” quest). If we use the parasite, we’ll earn the “Food for Thought” achievement .
In the eastern room is the all-seeing eye. Further down, the drow Minthara is sitting at a table . If you previously rescued Sazza from the cage in the Emerald Grove, they’ll now try to feed her to the spiders. Tell them she knew nothing, save her a second time, and you’ll earn the achievement later . Minthara will later demand that you go hunting with her to find the druid grove.
1) If we show her the location of the grove, she’ll task us with leading an attack on the druids (the “Raid the Grove” quest). Head to the grove, blow the horn near the well, and the assault on the settlement will begin . Before the battle, we can choose to side with either side.
2) If we’re protecting the druids, we need to stealthily kill Mintara. If we engage in combat, killing the eye isn’t necessary; we need to kill two guards and Mintara (75 experience per quest).
Campsite (after the goblins)
If we kill the three goblin leaders unnoticed at headquarters, we can speak with the druid Halsin. He’ll return to the grove and promise to help with the parasite later. If we kill the goblins during the battle in the grove, we’ll hear a speech from the surviving tieflings. The refugees will be leaving the grove anyway, but before doing so, they’ll hold a celebration in our camp.
At night, we’ll be able to talk to all the other survivors at camp. At the end, we’ll be able to choose which member of the squad to spend time with to develop a romantic relationship .
The next morning, Halsin will tell you that the parasites’ growth was halted by some powerful magic. This mage will be able to completely cure us. The followers of the Absolute are flocking to the Moon Towers, and the mage should be sought in one of them. The druid will advise going through the Underdark.
Halsin will send us to collect our reward from Rath. From the grove, enter the side stone door. In the first hall, take the Wolf Rune from Rath . Continue to the library, insert the rune, and light all four runes. A secret staircase will open in the center.
A secret vault . Inside is the garment of summer, the glaive of sorrow .
We speak with the refugee Zevlor above the entrance gate.
1-6.
Baldur’s Gate 3’s Ascending Road. Where to Go Next
The rising road
From the “Dead Village,” we head north. Right by the exit is a barn; we’ll hear sounds inside. If we open it, we’ll see a couple making noise inside: a female ogre and a male bugbear . We can use [persuasion] with the bard. Otherwise, they’ll attack us. Inside the barn, we pick up gold and special arrows .
Next to the barn, we climb the cliff. There’s meat on the fire, with a +1 dagger stuck into it . To retrieve the dagger, use [Sleight of Hand / Strength / Investigation]. If we fail the check, the dagger will break.
Further north, there’s a broken stone bridge; we jump across the chasm. On the road, we’ll see a looted caravan and several hyenas; they’ll start to transform. We can kill one immediately [magic/melee attack]. Kill five hyenas before they transform into gnolls. The hyenas will run up the hill and call four gnolls for help . We examine the caravan and read a couple of letters (the “Find the Missing Cargo” quest).
To the north, the surviving caravan guards are hiding in a cave; they are attacked by a squad of eight gnolls and hyenas . The gnoll leader, Flind, is infected with a mind flayer larva. Choose the first line of dialogue, then order him to attack his pack [Illithid, Wisdom 2], and the leader will defect. Kill the squad, and then their level 5 leader, who has 85 health.
In the cave, talk to the guard, Rugan. We can convince him to hand over the cargo [Intimidation / Detect Thoughts / Persuasion 15]. In the center of the cave is a caravan safe [Sleight of Hand 20]. Inside are 20 gold, a scroll , and an iron flask . Search the chests to the west; there’s a poison mine nearby, and the chest contains the Hand of Peace gloves . Jump over the chasm to the left, crack another chest, and inside is a bomb and 20 gold . To the east is another cave exit, but it’s trapped by a dangerous boulder that can kill the entire squad.
A straight road . Turn on the runestones at the cave exit. In the northern dead end, on the stone road, you can find a mound [Survival 15], inside a chest containing a special arrow .
To the east, we pass under the next bridge. Further down the ravine lies the toll collector’s body and key . Cross the stream on a log and find the devil Karlah . If Will is in the party, he will try to kill her; you need to stop him (the “Blade of the Frontier” quest). Ask Karlah to kill the three demons who are pursuing her, disguised as “Tyr’s Paladins.”
Below the broken bridge, you can move a flat stone [nature]; a valuable stone is hidden underneath . Below the bridge itself are two druid skeletons, each with weapons and rings .
Enter the building to the east. Inside, Paladin Anders will offer to find and kill the she-devil. It’s best not to promise him anything and not attack right away. Climb up to the roof; there’s a Soul Coin (3) on the balcony . Stand on the inner balcony, shoot Anders, and engage in combat with three Paladins . Complete part of the companion’s quest, “Our Ardent Friend.” Take the Blade of Justice from the dead Paladin .
In the building, use the hatch to go down to the basement. There’s a dead tax collector below. Unlock the door with the tax collector’s key. There are traps in the floor along the way; cover them with boxes. Collect the books and ingots . Separate the heroes and seat them on two stone chairs. This will open a secret compartment behind the wall. There’s a trap at the entrance [Sleight of Hand 10]. Inside the secret compartment are the Gloves of Heroism and Onyx for 110 gold .
Mountain pass
From the “Dead Village,” we head northwest. We’ll find a wooden outpost manned by githyanki warriors. Sart Bareth’s force and their red dragon, Kudenos, will burn the knights on the bridge. Afterward, the githyanki leader, Kithrak Voss, will arrive. Lae’zel will flee from us to commune with his kin.
We leave to participate in the conversation. It’s best not to interrupt and pretend to be Lae’zel’s slaves. Kithrac Voss is searching for the artifact we obtained on the illithid ship. We can hand over the artifact or convince Lae’zel to deceive us [Persuasion 10]. The leader will instruct us to visit the Crèche. The githyanki squad will fly on. For a peaceful resolution, we receive 315 + 60 experience.
We approach the “Mountain Pass” gate. We’ll hear a commanding voice demanding that we obey three heroes we’ll meet later. If we still have the artifact, we can resist the voice. If we pass through the gate, we’ll end Act 1.
Wokin Shelter
To the northwest is the fortress entrance. To the right of the entrance is a cache in the rocks [Warning 10], containing 100 coins, potions, and a scroll . Inside the fortress are battered soldiers from the Firefist squad. Near the door, we speak with Hand Eva and learn that they were attacked by drow and goblins, who kidnapped the duke. We must rescue the duchess from the burning estate. To destroy the doors, use [Strength / Performance 10].
In the burning building, we climb to the second floor. Don’t open or breach the doors on the right yet, otherwise the fire will spread. Shoot the broken door ahead. Rescue Advisor Florrick, speak with her outside, and she’ll give you the quest “Save the Grand Duke.” If we agree, Will will receive one of the three weapons . It turns out that our partner, Will, is the Duke’s son.
On the second floor, you can open the oak door [Sleight of Hand 18]. Read the letter behind it, search the boxes , and jump down to the floor below. We’ll find a hole [Warning]. Move the destroyed barrel to exit. Behind the building lies a letter about a stolen statue.
We enter the left wing of the building and pick up a barrel of water at the entrance. Above, we examine the dead girl in the green dress. In the passage between the buildings, we open the door and find Benrin pinned under a beam. Use [Strength / Performance / Investigation 15]. We lead him out the same way. Along the way, Benrin will see his dead girlfriend, Miri (we’ll complete the “Save the Poor Man in the Trapped” quest).
In the northwest corner of the second floor, where the fire is thickest, are two chests. It’s best to activate turn-based mode, throwing barrels of water, ice spells, and ice arrows in front of you. The fire will only go out for one turn and then flare up again, so you need to run quickly. Break open the chests with Sleight of Hand 20; inside is a Hammargraft hammer and gold .
From the courtyard, go through the western arch, put out the fire, and run through it in turn-based mode. Behind the fire, you’ll find a girl’s body with a room key on it . In the northern dead end is a mound of earth [survival], containing gold and food . In the barn are two barrels of water. In the western barn, you can talk to the surviving bull [training 10, persuasion/intimidation 10]. In the middle is a warehouse; move the crates out of the way to proceed. Inside, you’ll hear footsteps [attention]. The smuggler Salazon will attack ; he’ll try to set all the barrels on fire. Use [dexterity/thought detection], or if you saved the caravan, you can say the password “Little snake, long shadow.” In this case, you’ll avoid a fight. You’ll receive the engraved key . Go down to the basement through the hatch.
Zhentarim Underground Hideout
There’s a warehouse downstairs, and inside the boxes is another engraved key . Use the key to unlock the cabinet, which leads down into a cave. We’ll find the smugglers’ lair. If we saved the caravan earlier, they’ll let us through without a fight. Behind the bars are three “granite slab” traps [beware, sleight of hand 10]. Behind the second bar is a lever that disables the traps [beware].
We climb the mountain to see the leader, Zaris. If we stole the cargo earlier, Zaris is now torturing Rugan for theft. We can use [history/persuasion/intimidation]. Zaris will order us to kill Rugan, then she will task us with delivering the cargo. If we refuse, we will engage in combat with the smugglers .
The artist Oscar Fevras is being held captive by smugglers and will ask for ransom. Trader Brem will ask for 1,000 coins for him, but we can use [Persuasion 15 / Intimidation] to lower the price to 600 coins. If we ransom the artist, he’ll ask for another 200 coins for the journey to Baldur (we’ll complete the “Free the Artist” quest). It’s a good idea to buy pickpocket gloves from Brem (roll two dice when pickpocketing, choosing the best).
In the northwest, where the dog lies, there’s an illusory wall [Investigation 10]. Behind it is an elevator leading to the Tea House. First, you need to hack the elevator’s mechanism [Sleight of Hand 10]. Let’s go down to the cave with the crystals.
1-7.
Baldur’s Gate 3: Underdark Walkthrough
Warehouse
We collect food, drink, and crystals from the boxes . There’s a trap on the heavy chest [attention, sleight of hand], containing 5 scrolls . A little further, we’ll hear a mysterious voice. Down under the stairs are 3 mines [attention, sleight of hand]. A minotaur will attack in the clearing , level 4, 84 health. Later, a second minotaur will approach . After defeating him, we take the Amulet of the Unworthy . The third minotaur will run to the two magical statues ahead and die from their shots.
There’s a sword stuck into a stone on the central path. Use [Strength/Religion 15]. We learn that we need to spill our blood on the sword. We receive the sword Falar Aluve .
A little further north , a level 5 Boulei monster with 125 health will attack. Once we’ve reduced its health by half, the monster will disappear underground to heal.
Selunite Outpost
You can only get inside through the “Goblin Camp,” the “Desecrated Temple,” or after solving the moon puzzle. The gates cannot be opened from the outside.
Grotto at Ebenozero
The Underdark is a myconid colony . In the north, we climb up the mushrooms and encounter the “poisonous myconid” mushroom monsters. Use [persuasion/insight/intimidation] in conversation. The monsters will lead us to their master.
Blorg is a hobgoblin scholar from the Society of the Radiant. If we tell him about the parasite, he’ll summon his friend Omelium, a mind flayer. If we trust him, she’ll tell us the larva is frozen in stasis due to strange magic. He’ll offer to create a tincture of rare mushrooms to deal with the larva: the tongue of madness, timmask spores (the quest “Help Omelium research the parasite”). We’ll find them in the magic tower.
Derrit is an old dwarf woman, to the left of the entrance. She’s waiting for her husband to return. Near the old woman, there’s a wall of roots, behind which you can see a hidden room [attention 10]. Inside lies the fugitive, but you can’t get in.
Only if we kill the dwargar in the south will they reveal the hiding place, which contains the escaped slave Tulla. We can heal her and in exchange receive her Boots of Speed (click the heels). The slave and the overlord will task us with killing the dwargar at the lake (the quest “Protect the Myconid Circle”).
Lord Glot is a large mushroom standing at the western exit. He’ll only speak to us once we agree to kill the dwarves in the south. He’ll want to come with us, act as a pet, and have 44 health (quest “Avenge the Circle of Glot”).
Terrible Hollow
In the west, we’ll find a glowing Sussura Flower (quest “Complete the Weapon Masterpiece”). Destroy the green growths with fire from a distance, and when everything burns out, take the flower. Sussura prevents you from casting spells, even when it’s in your inventory. Give it to any of your warriors and keep it away from mages during battle. The flower shouldn’t be brought to the surface, otherwise it will dry out; you should first hide it in a pouch or other container.
In the north, we descend one floor below. There are many green growths in the dead end; don’t shoot them, otherwise the dwarf Baelen will die. He refuses to leave without his backpack (the “Find the Mushroom Picker” quest).
How do you get past the clearing with the explosive mushrooms? It’s best to separate one of the githyanki, La’ezel, from the party, activate turn-based mode, and use her “long jump” ability. Jump immediately to the northwest corner and pick up the torch to prevent the explosion. Here, pick up the backpack , the whole thing, without looking inside. Right-click on it and select “pick up.” Give it to Baelen, and he’ll leave the clearing through a portal. You’ll receive a reward: an “Invisibility” scroll . Long jumps can get you to the right, where you can grab a good mushroom and special candles .
When the mushroom picker returns to his wife, Derrit, we learn from her that he was looking for a special mushroom. We choose who to give the good mushroom to: 1) Baelen – he will regain his senses and begin to torment his wife again. 2) Derrit – she will sell the mushroom in town, and we will receive the reward later. If we [intimidate] him, we will receive: a darkened ring, gloves of the indomitable Kusigo (+1-4 damage to throwing weapons).
Underdark – Sussur Tree . Further west, four Hooked Horror monsters will attack . They leap from afar and attack with their claws up close. The mage Filro the Forgotten is also with them. The monster Buley may also attack here for a second time. Everyone will fight against him. After defeating him, we’ll find the mage’s body with a scroll and receive the “Adamantine Forge” quest. Take another Sussur Flower . You can collect four flowers here in total. We’ll walk along the branches of the giant tree and get the Sussur Bark item from the main trunk . (We need to return to the Extinct Village; we can upgrade any weapon at the forge and complete the quest.)
In the southern clearing, the monster Buley will attack for the third time . Defeat him and you’ll receive the Bloodsucker’s Outfit . Myrn’s grave is on the southern cliff; if you dig it up, you’ll find a dog collar (amulet) .
Overgrown tunnel
In the southeast, you can jump up the mushrooms on the wall with one hero, but some of them are illusions [investigation]. At the top, there’s a clearing with a blue portal surrounded by mushrooms; it leads back down. We can use this portal to raise the remaining heroes. At the top, the wall in the center is also an illusion [investigation 15], and behind it, in a secret place, is a green portal made of mushrooms. We’ll move to the tunnel near the hag’s lair. This is a quick route up.
From the wall with the mushrooms, head northwest. Dig up a mound on the sandy shore [warning: survival]. The chest contains torches and special arrows . Nearby is a balcony made of bones and planks; you can high-jump up to it to grab a gold necklace .
The Magic Tower
In the south of the Underdark, behind the rocks, there’s a square with mystical turrets. They’re not easy to destroy. Switch to turn-based mode, hide from the turrets behind the columns and rocks, and run past them up to the tower gate. There are two turrets outside. Break open the gate [Sleight of Hand 15].
4th floor. The hall beyond the gate is guarded by two turrets; hide behind the columns. The elevator is out of order. On one balcony is a common chest; it’s a mimic, but not aggressive. We can approach it with the “Sussur Flower,” and the chest will stop working. We loot the scrolls and the “Mystra’s Mercy” boots from inside . Run to the balcony to the left of the entrance and jump down the mushrooms to the floor below.
3rd floor. Inside the hall, a red plant called “Tongue of Madness” grows , and there are timmask spores on the shelves (quest “Tell Omelum about the parasite”).
1st floor. Jump down the mushrooms to ground level and hack the door [Sleight of Hand 15]. There’s a power generator under the elevator; use the “Sussur Flower” on it, and the elevator will start working, disabling all the defense turrets. On the 2nd floor, inside the elevator, press the button near the entrance and go up.
5th floor. The “Mage’s Friend” ring (magic +1, religion +1) is in a chest near the bed. Collect and read the pages of the play in the room . There’s a button on the windowsill. Equip the collar from the grave; only then will the button activate, revealing dog food: raw steak . On the shelves is the CD “Orpheus, Prince of Comet 1” ; you need to play it with Laezel.
The summit. We’ll be met by the mechanical robot Bernard, who will recite a play. We need to answer correctly: 1) “Or a friend?” 2) “Where can I get faith?” We’ll find another piece of paper on the floor, read it, tell the robot this answer, and it will shut down. Only if we answer the line “Light lives in every creature on earth,” will the robot Bernard and four more animated suits of armor attack us .
We return to the courtyard with the turrets, and collect bronze ingots, a letter, and the “Splitting Heaven” hammer from the side . Below, behind the tower, are two more Sussura flowers , a mound [survival], and inside the treasure, we find a scroll and ingredients .
Later, we return to the illithid Omelum, give him the two mushrooms we found, and he’ll make a potion for us. We resist the potion’s side effects [Wisdom Challenge 10, 15]. The potion won’t help, and the illithid will sell us a Ring of Mind Protection for 140 coins. You can [intimidate] him and take it for free.
A dilapidated village
At the entrance, we’ll be met by a warrior with an axe—a dwargar—who will rudely ask us to be quiet. We answer him with [intimidation / persuasion / religion / wisdom / brand].
1) If we don’t reach an agreement, we’ll be attacked by a squad of four underground warriors . It’s best not to attack them prematurely; they’re levels 5-7 and often use invisibility, necromancy, silence, and blindness. The main Gekh, Ugolyok, often casts spells; use sleep or laughter on him, then kill the rest.
2) If we convince the man, we’ll learn he’s hunting for an escaped slave. We can help him (the “Find the Missing Boots” quest).
Underground – shore . On the southeastern shore of the village is a runestone. In the center, under the central balcony, is a cache [note 10], inside is 130 gold and an ingot .
There’s a ship to the west; if we board it, we’ll sail to the next location. Along the way, we’ll be stopped by another ship. Corsair Greymon won’t let us through until we show him the missing boots. However, we can persuade [intimidation/deception], or engage the pirates in combat . Before doing so, we can push the lead pirate into the water [athletic].
1-8. Grimforge
Baldur’s Gate 3. Where to find the entrance
Underdark – Grimforge . We’ll sail to the ancient underground smelters on a Dwarf ship. If we arrived with a pirate, we’ll be accepted without a fight. But the dwarf Morghal demands 100 coins, which the leader of the Absolute owes her. It’s easier to pay, then we can trade with the dwarves first.
There’s a squad of four spiders near the shore. We can talk to them to set them at odds with their trainer, Murmat [religion/deception/persuasion]. The spiders will flee and won’t participate in the fight. Next up is the stonecutter, Kit, who has a lot of tests that yield Hellish Alloy , after which we can trade.
We’ll climb to the top floor and find the skeletons of the slain “Dark Justiciars.” This will be of interest to Shadowheart. We’ll find the diary and receive the quest “Help the Cursed Monk.”
The main concentration of Dwarfs is on the central platform. They’re forcing captive dwarves to dig up the rubble where the leader of the Absolute is trapped (the “Free Faithful Nere” quest). They need to find a fugitive with a special gunpowder. Near the rubble, use [Attention 10]. The merchants Corsair Greymon and Elder Britvar are here.
We return to the pier and head east, where the prisoners are being held. Nearby is the entrance to the Moon Towers, but the guard, Magmar, will tell you it’s best not to go there without Faithful Nere. Below, we examine the walls and find a button [Attention 5], a chest of gold in the secret room, and two sacks of black powder in the corner . Next, we examine the bodies of the dead prisoners [Attention 10, Sleight of Hand 20], and find a Callarduran Idol ring (invisibility).
We hack the large door [Sleight of Hand 14] to find silverware and a hidden button [Attention 5]. Beyond the secret room, we climb up the ruins and kill three brown jelly monsters . Below, in the dead end, we unlock the chest containing gold, an ingot, and a drink. At the top, we unlock the ornate door or take the detour. We’ll find Philomena’s hideout (the “Save the Dwarves in Grimforge” quest). In the conversation, use [Intimidation 15 / Persuasion / Detect Thoughts / History 20]. We’ll receive a vial of rune powder .
On the way back, we can kill all the Dwarfs on the pier individually: 2 Slavers, a Magmar Guardian, and 4 Slavers . There are 7 Dwarves on the central platform; it’s best to leave them alone until we reach level 6. Inspect the cages on the shore; you’ll find an engraved badge on the bodies of the prisoners .
In the west, from the central path, jump to the western debris. From the chest, take 170 gold and arrows . Then, climb down the wall. In the western dead end, there are three chests, but these turn out to be three Mimics . After defeating them, examine the toy chest, remove the trap, and open the real chest [Attention 15, Sleight of Hand 20]. Inside, there’s gold, a scroll , and a Harpist’s Letter . Further northwest, there’s another dead end with a chest [Sleight of Hand 15], inside is a Sparkling Spark Shield +2 .
In the northwest corner, Drover Skaryall will demand that we beat the pack animals [Persuasion/Investigation 5]. They’re breaking a path to the Adamantine Forge. Instead of beating them, we can persuade the animals [Persuasion “Think” 10]. Once the path is clear, Skaryall and two assistants will attack us. Ahead is the path to the upper floor, but don’t go there yet.
At the top, behind the rubble near the drovers, search the skeletons for Hellmetal masks . There are several mines on the bridge fragment. Further on is a long bridge with many traps on the floor and on the circles to the side [Attention 15, Sleight of Hand 15]. If the traps are triggered, a grate will close ahead, and a statue will breathe fire through it. The grate cannot be destroyed easily. Summon a “magic hand” or a flying familiar, fly over the grate, and press the lever inside. Behind the grate, grab the Spark Shield armor, ingots, and the Ball idol (400 gold).
From the long bridge, we descend below, to a balcony with two levers. Place all the heroes on the suspended platform, use one hero to pull the lever with a long jump, and catch up with the others. Let’s move on to the eastern balconies. We hack the gate [Sleight of Hand 12], behind it are stands with special weapons. Take the Tarnished Silver Key from the hanging skeleton. There’s a shield mold at the top . Open the door to the south; behind it are one Merregon Soldier and three Hell Boars . In the room, take the potions and the crossbow . There’s a rusty key behind the altar to the side . We return, examine the skeleton on the table next to the stairs, and find a key and a letter with a password .
Head south to a slanted platform with two levers. Nearby is a scimitar mold . With the entire squad, move along the central bridge. With one jumping hero, press the levers, moving the platform above the main hall. With three heroes, move forward, jump off, take the mace mold , and activate the rune symbol. With a jumping hero, jump away from the two levers and take the plate armor mold from the rocks . Jump onto the same platform with the rune symbol.
The Underdark is an ancient forge . Head north and take the Scale Armor form . Four animated suits of armor will attack from the upper bridge . To the south, you can jump over the lava to find Mithril Ore (1) . Head north along the stairs, collecting gold, ingots, and scrolls . To the northwest, beyond the river of lava, you can see Adamantine, but when you jump over, flying lava monsters (Magma Mephit) will attack . They attack with fire, knocking weapons out of their hands, and use ice arrows and spells against them. After defeating them, take the Mithril Ore (2) . The central path leads to the forge.
Adamantine Forge . Mithril ore should be inserted into the center. A mold for smelting armor or weapons should be inserted into the side plate. The remaining molds are best placed here, on the elevated area.
In the west, jump to the cliff, jump over the lava with explosive bubbles, and kill the level 6 lava elemental . The monster heals in the lava, so lure it to the shore. On the broken platform, unlock the chest [Sleight of Hand 20]; inside is gold, elixirs , and a sentient amulet . The amulet needs to be brought to the ghost’s granddaughter in another act (the “Help the Cursed Monk” quest).
At the forge itself, insert the ore and mold. Press the lever on the side, causing the platform to descend. Turn the lava valve, and the platform will be flooded with lava, leaving behind round islands. Press the lever next to the mold to obtain finished armor and weapons , earning the “In Fire and Blood” achievement . But then a large robot will attack.
Boss: Grim (level 8, 300 health). The robot is immune to all damage types. You can only hit it when it’s standing in lava, and it has the “Heated” attribute. But it’s much easier to defeat it with the press in the center. Attack the boss with only one character, standing in the center. When the robot approaches, jump onto the mold lid and press the lever with the other character. Repeat this twice, and the robot will be destroyed. However, if you defeat the boss without the press, you’ll earn the “The Bigger the Closet” achievement . In this case, constantly lure it into the lava. If the lava runs out, spin the wheel in the north again. Toward the end of the battle, three fire monsters will appear; kill them while the boss is under the press. Reward: Grim’s Skull Helmet .
We return to the main platform. If we want to free all the captives, we need to kill nine dwarfs . It’s best to do this before we dig up Faithful Nere, otherwise their force will become even stronger. If we attack from above, four crossbowmen will knock us down with explosive arrows. In close combat, they’ll push us into the lava and chasms. It’s best to fight on the platform itself, away from the pits. Gather all the enemies in one spot, using a bard or illusion, and attack with area-of-effect spells. First, kill the two wizards to prevent them from luring our heroes to their side.
After the victory, throw the sacks of gunpowder onto the rubble and set them on fire with arrows. Nere will emerge from under the rubble and kill the servant. You must either remain silent, use [Deception / Detect Thoughts 11], or engage in battle with Faithful Nere (level 5, health 78). After the victory, take the dagger, rapier, boots , and parasite sample . The moon lantern will be broken; use [Investigation 10, Magic 10] to learn that the lantern is charged with pixie dust. There’s a dead end behind the rubble. If you killed Nere, speak with the slave Beldron and free Bark Root for the second time . Go to the elevator near the starting bank to proceed to Act 2. All companions’ quests will advance in the Campsite.



