Act 1 - Wilderness

Before we begin, this is where the game opens up and you begin having freedom to make your choices. This guide will follow a certain path, but do not be beholden to it. I will list Approval/Disapproval, Inspiration events, and guide you to nearby loot. Keep in mind, camp or companion dialogue events may trigger at random points.

I highly recommend following along the map at https://mapgenie.io/baldurs-gate-3/maps/wilderness

## Ravaged Beach

Your character will have their own unique dialogue when they land. The Origin characters have some background to who they are. The journal updates and we are officially underway!

Surrounding you, there are two **Clamshells** you can sell. Continue going forward to find a **Mangled Fisher** you can loot.

If you saved Shadowheart, you will see her laying unconscious a short distance from the Mangled Fisher.

> You approach Shadowheart who is holding the mysterious artefact while unconscious on the ground. You can talk to her and accept her offer to join you. You gain approval and the companion quest "Daughter of Darkness". You can also turn her down and venture solo if you wish. **If choosing to join forces, Shadowheart will gain Approval**.
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To the right of Shadowheart is another Clamshell.

Continue ahead and you will find a **Wooden Barrel** on the left before the path forks. Keep in mind contents of containers are randomized. Starting on the right side, loot the **Backpack** and the **Mangled Fisher** and the **Wooden Barrel** to the northwest of the Backpack. Don't go into the greyish ground area just yet. Backtrack to the fork find a **Pouch** you can loot. We're going to go counter clockwise here to obtain everything. (Holding R3 on the PS5 will point out crafting ingredients and mostly everything but wooden containers/barrels. Holding X also searches the surrounding area for everything) Grab the Mergrass by the shallow water on the right side.

Slightly ahead is a **Dead Fisher**. You may cast **Speak with Dead** on him for some dialogue.

On the pier, there is 2 **Bucket of Fish** you can loot. To the right side of the pier, there is a **Backpack** and a book called "Shanties of the Bitch Queen". You can read, pick up, or sell the book if you wish.

Right off the other side of the pier is a **Mangled Fisher**, who has a **Perfurmed Letter** on him you can read/take/sell.

A bit north of the corpse is another **Mergrass**.

On the other shallow pond north of the Mergrass above is 2 **Wooden Barrel**s. There is also a **Belladonna** and a **Dead Fisher** you can cast Speak with Dead on.

Just north of that is the Overgrown Ruins waypoint. Make sure to grab the **Mergrass**, **Belladonna** and **Daggeroot** alchemical ingredients. There is also a **Wooden Barrel** and a **Mangled Fisher** you can loot. The Intellect Devourers don't carry anything.

If you opted NOT to save Shadowheart, you will find her pounding on the door to the Dank Crypt. Her attitude is more bitter and resentful to you here. If you fight and kill her, you CAN revive her.

Now, let's head to the southeast towards the inside of the crashed wreckage (they greyish ground area we skipped earlier). Don't go in just yet as it triggers a fight against Intellect Devourers. Instead, loot the 3 Abducted Commoners outside the crash site.

Now we have two options here.

Option 1 - Fight the Intellect Devourers.

Option 2 - See the ledges on the north side of the Abducted Commoners? You can use jump to climb up. There is a **Cartilaginous Chest** at the end of the cliff and soe bonus EXP. There is also a Balsam if you climb up further. You can use Jump and skip the fight altogether if you wish. This puts you by the Sigil where you can recruit Gale.

> Fighting the Intellect Devourers: This fight has a cheesy method to it. Before the fight begins, have Shadowheart immediately cast Fire Bolt on the Nautiloid Tank that is so convenieantly located by one of the creatures. This will cause an Explosion and kill one of the enemies instantly. Then the fight starts. The other two will dash you Shadowheart can cast Inflict Wounds and take one out easily. Have the other character used Ranged attacks/melee if you wish. The devourers can hit hard this early in the game so using Shadowheart effectively is a good choice here. If you recruit Astarion/Gale then go around the back way and cause the explosion, this adds a few points of unavoidable Fire Damage to the Devourers and makes the fight even easier.
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After the battle, let's loot the area. Loot the Devourers for any cerebellum for alchemy. There is a **Cartilaginous Chest** on the ledge to the left with a dead **Mind Flayer.**

> Inspiration events: When selecting certain dialog choices or completing certain conditions in battle you can earn Inspiration. The benefits of Inspiration are dice rerolls on high difficulty checks. You also earn a bonus 25 EXP. You only get 4 max Inspiration at a time so don't let it go to waste.
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In the center of the room there is an **Abducted Nobleman,** who can be spoken to with Speak with Dead and has some valuables**. When talking to the Aducted Nobleman, selecting the [Bard] option earns Approval from Karlach. Selecting the [Paladin] option earns approval from Karlach and Wyll. If Gale is in the party, he can earn an Inspiration.**

Climb the ledges behind the Nobleman to find another **Dead Mind Flayer** to loot**.**

Exit to the southeast and you'll find a dead **Intellect Devourer** and a broken pier. Here you can find two clamshells on both sides of the pier. There is also **Mergrass** and **Belladonna** for alchemical supplies. Loot the **Wooden Crate** and the two **Wooden Trunks**. The 2nd Trunk is locked but it's a 5 dice roll so should come open pretty easily with the new Thieves Tools you just acquired.

Just around the corner, you'll hear an Elf calling for help.

> Encounter with Astarion: If you're playing as Astarion, you can skip this. **Selecting the option "I would've done the same had roles been reversed" earns Approval from Shadowheart but Disapproval from Gale if you recruited him**. **The option "Better have more than apologies" earns Approval from Gale but Disapproval from Shadowheart.**
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With Astarion in tow, let's cut through the ship. Take the left path and you'll encounter a dying Mind Flayer.

> Mind Flayer dialog warning: Be careful here because if you choose the option to get close to the Mind Flayer he will kill your character and attack your party. You can also skip the whole dialog and just kill him without talking to him and loot his corpse. The Dark Urge can earn Inspiration by killing the injured Mind Flayer.
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Now, cut through the ship to the room we missed earlier to find a Dead Mind Flayer. Loot him and exit to the northeast to find the bodies of 3 Dead Goblins. Loot their corpses and turn around and examine the bugged out Sigil.

> Encounter with Gale: Most dialog options go the same way for all characters..... except the Dark Urge. The Dark Urge has two unique options which I will not spoil but **whichever option you choose that is unique to Dark Urge origin you will earn Inspiration**.
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We now have our 2nd waypoint unlocked, but let us backtrack a moment now that Gale and Shadowheart are in the party. Cut through the ship and go back to the area where we found Astarion. **There is a Scared Boar that can be talked to (if you have the potion/spell Speak with Animals). If you do not have one, you just need to pass an [Animal Handling] check to earn Approval from both Shadowheart, Gale, (as well as Wyll & Karlach if you choose to do this later)**. The potion/spell skips the check.

Behind the boar is a **Balsam** ingrident. Before heading back to the waypoint, let's check out a hidden area. There is a cliff you can use the [Jump] action down. Do this and cross the shallow river. You'll see a rock. A passive [Nature] check will reveal this rock can be moved. Shadowheart/Lae'zel/Karlach can move this rock if you do not have enough strength. You'll find a Ornate Chest under the rock with a Harper's Map and some valuables.

Head back to the Roadside Cliffs waypoint. To the right of it you will find a Rogue's Morsel. Here, I would do a Quicksave, and head north, then right at the fork. This will lead you to Lae'zel, who was captured by two tieflings, Nymessa & Damays.

> **Inspiration: Flexible Diplomacy** - Astarion: Convince the tieflings to shoot down the trap, then betray them. Please note, doing this as a Paladin will cause you to break your oath. **If Gale is in the party, he will Disapprove of this**. You can toggle Non-Lethal Damage and knock them out using Main Hand weapon attacks. Ranged and magic are fatal.
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> Betray Lae'Zel: Convince the tieflings to shoot the trap down, then side with the tieflings to attack Lae'zel. This will kill Lae'zel and you CANNOT revive her. **Shadowheart will Approve of this**.
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> Convince the tieflings to leave: Pretty self-explanatory. **Gale Approves of this**. This adds a bit of dialog where Lae'zel demands you get her down, tell her to **"Say Please" for approval from Astarion and Shadowheart**.
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> Recruiting Lae'zel earns Disapproval from Shadowheart but Approval from Gale.
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## The Refectory

A short distance from where Lae'zel was being held is a chapel. If you go directly east from the Roadside Cliffs waypoint you will see the entrance to the Refectory. Right by the benches on the outside, there is a hidden Dirt Mound that you can discover after a passive [Survival] check. You'll get a shovel in just a moment.

Now, there are several ways to proceed.

> **Inspiration: Cheese Your Way Trough - Astarion**: Convince Gimblebock and his cronies to leave the vicinity. Then pass a Performance or Deception check at the door. **Shadowheart, Gale, and Wyll approve of avoiding a battle**. You cannot earn Inspiration by killing the crew outside. **Karlach disapproves of this method**. Be sure to hit an arrow at the Coiled Rope. This will make the upcoming fight easier.
> Selecting "Attack" - **Astarion, Wyll, Karlach and Lae'zel approve of this method**. Have Astarion hit the Coiled Rope above the two men, this will instantly kill them and make the fight just to two long range fighters and much easier. The two fighters hit fire bolts and Acid but nothing crazy.
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Checklist: Read the *Plaque* by the Chapel entrance. Grab the **Wooden Crate** by the right stairs. Go up the right stairs and grab the **Dragon Egg Mushroom** and another crate. On the top of the opposite stairs in a Wooden Crate. There is a Burlap Sack and a Backpack on the left heading to the Refectory Entrance. Grab the shovel if you don't already have one right by the door (use search function if you don't see it).

Enter the Refectory you will enter a fight with a suprised Andorn. He will go down quick. Loot him and grab the Bandit Key. This is where we need to start deciding if stuff is really worth taking. Go down the steps by Andorn and you will enter a dining area. There is a *Plaque* and a Wooden **Crate**. I would advise you to ignore the 1 gold junk lying around the room. There are a few books you can read on the shelves if you wish. On the dining table, grab the Looters' Trunk and the camp supplies on the table. There is also a few pieces of valuable loot around the table. The plate on the floor sells for 30 gold so grab it. Also, our first Divinity painting is on the wall. Grab the **Portrait of Fane** if you wish.

When you're ready for battle, hit the lever. Lead with Astarion.

> Fighting the Bandits - Because we shot the coil down, the loud crash caused all the looters gathered in the main room. If you did not do this, he fight will be broken up into two parts and a little more difficult. Immediately, first move use Fire Bolt on the Oil Barrel. This will kill 2-3 looters instantly, greatly lowering the difficulty of this battle. Now pick off the other two. Easy.
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Loot the bodies and grab the Thieves Tools laying on the ground.

Top Left Room - Read the Book of the Final Breath. Examine of the Vases for an Ancient Scroll.
Right Room - Where the coil fell. If you killed the bandits outside using the coil, Taman will be found here. Examine the Pile of Books, Row of Books, the Rustic Chest and the Wardrobe.

Bottom Room - Has a book called The Unclaimed which you may have already picked up. At the far back, there is a *Plaque* with a *Chapel Records* book. Open the Rustic Chest and Looters Trunk. There is also a button that highlights with a passive [Perception] check. Push this button and we'll enter the Bottom Left room now.

Bottom Left Room - Nothing of note here. Proceed to the Dank Crypt.

## Dank Crypt

**Inspiration Events**: Secrets of the Sundering (Gale/Sage Tav) & Divinity Undone (Shadowheart/Acolyte Tav). Inspiration events do stack if both party members are present.

Grab the two **Opulent Chests** at the entrance. There is a **Gilded Chest** and a book *On Death & Resurrection* on the opposite wall.

Southern Room: Seperate Astarion and have him enter the southern room. This room has Grease traps everywhere. Opening the Sarcophagus in the middle without disarming setups a fire trap causing a massive explosion. However, the game enters Turn Based Mode and all you need to do is push the button on the wall and the trap deactivates before it can do damage. Pretty simple. Loot the 3 Sarcophogi and you will find a Soul Coin among the loot. Nice. This will come into play with Karlach.

Regroup and enter the Northern room. Loot the Scribes found throughout the room. You will find Scrolls and a key. There is a Gilded Chest to your right when you first enter. The right room leads to the exit which will be take in a bit. To the top left of the room there is another chest behind the candle stand.

Enter the left room. There is a Heavy Chest and a Sarcophogus to loot. One of your characters may have pointed out the book on the table.

> The Book of the Dead - Inspiration: Divinity Undone (Shadowheart) and Secrets of the Sundering (Gale): Open the book using your desired method and pass a [Religion] check to earn both of these Inspirations.
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Now, before we head into the room behind the statue, be prepared to fight the undead. If Lae'zel/Tav can wield the hammer found, equip it. The skeletons fall easily to bludgeoning damage. When you're ready, press the button at the top left behind the statue of Jergel. This will trigger a cutscene and a fight.

> Fighting the Undead - These things are pushovers but their AOE silence/Ray of Frost spells are annoying. You can go about this a number of ways. You can lure them to the back room one by one and pick them off. You can charge head first the ole fashion way. Most of the scribes have 7 HP so they will go down pretty easily. There is one with 19 that may require a few love taps. Shadowheart's Turn Undead ability is useful here if surrounded by a group of Undead. He one shot most of the scribes. Have your tank use the hammer/Everburn blade and knock the rest of them out. Fight is honestly not too bad. Just gotta watch for the silence spells. Don't group up unless you're luring them and you should be fine.
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Now that that is finished. Go into the room that opened and watch the scene. There are no approval/disapprovals with your responses so choose however you like. Don't forget to loot the chest! Now we can exit. The exit is to the southeast. You will find a Lever and the ladder will lower.

## Emerald Grove

*Numerous NPCs may change depending on earlier actions*. Settlements it's best to talk to everybody. Due to the sheer number of NPCs, it may hard to account EVERYTHING. Especially in Act 3 when there is hundreds of NPCs.

Head to the Roadside Cliffs waypoint. Go up the left side and jump over the fire to avoid taking damage. You'll encounter a Dirt Mound. You will hear "I hear shouting up ahead" which is a cue for a upcoming battle. Bring Lae'zel because she earns Inspiration if a certain condition is met. Stick to the path to the right side for now and follow it up until you reach a Emerald Grove Environs waypoint and a Balsam ingredient. Now, let's go investigate the source of the shouting.

> The Goblin Horde - To earn the Soldier Inspiration "No One Left Behind", we need to keep Aradin and his two teammates alive. This can a bit tricky depending on how the turn order comes about. Goblins having the advantage can cause one of them to die immediately. Depending on what side you started on, your tactics will be a bit different. I started on the hill, and took out the two archers closest to me. I had my tank jump down and make their way closer to the main heavy hitters, the Bugbear and Zurak. I had Shadowheart use Bless on herself and Lae'zel/Astarion then cast spells from a distance. Using Hold Person on Zurak is recommended. My battle ended up being more long ranged. Once the two heavy hitters are down, the fight becomes much easier. Especially with Zevlor and Wyll aiding the efforts.
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After the battle, loot the Goblins, particularly the Goblin leader for the **Gloves of Power**, a useful set of Gloves. Enter the gate.

Inside, Zevlor and Aradin are arguing, provided Aradin survived the battle. Telling them both to relax will earn approval from Shadowheart. Gale will approve if you talk them both down. Lae'zel will approve if you punch one of them because she is a menace to society. After Aradin leaves, talk to Zevlor again, he will ask for your help talking to Kagha. Astarion, Lae'zel, and Shadowheart approve if you take the neutral approach and say you have a bigger problem to deal with (finding a healer). Good guy Gale protests this answer but he doesn't disapprove. You can change your mind later so this has no long term consequences.

Now, before going downward let's head up on top of the gate. If some playthroughs I was able to get a scene with Arka by Kanon's body, others she runs off way too fast before I can get there. **Telling Elegis that being scared of a few goblins is pathetic earns approval from Lae'zel and Astarion**. You can use Speak with Dead on Kanon's body if you wish to learn a few things about his valuables.

Up on top of the hill, there is a Bugbear Assassin sneaking up behind Nadira. **Take him down and use the Deception option on Nadira to earn approval with Shadowheart and get a Soul Coin.**

Heading back down, turn right around X 241 / Y 469 to encounter **Timber**, a territorial little squirrel.

## Riverside Teahouse

Before entering Ethel's lair, I grabbed a cauldron, a round flask, anything to big enough to cover a couple vents. I've seen some guides say \*only\* wooden barrels work but this is not true. I used a Cauldron, a Wooden barrel, a Round Flask, and even a Teapot. This relieves the burden of overloading yourself.

### Overgrown Tunnel

As you enter Auntie Ethel's lair, she tells you to get out. Look around if you want to to learn about her victims. You can use Speak with Dead on the **Blinded Elf** for some backstory and loot her. If you also, possess Basilisk Oil you can cure the petrification spell, but this kills him unless Ethel is dead. If you choose to save anybody, you cannot accept Ethel's plea later.

You can troll Lorian in the corner by pretending to be a mind flayer for approval from Shadowheart, Lae'zel, and Astarion.

The fight. These folks are victims of the Whispering Masks. If they pass a [Wisdom] check, they will turn skip and have some dialog. If you want to save them, use Non-Lethal damage. DO NOT REMOVE THEIR MASKS IF YOU LOOT THEM. This will cause them to die. If you're playing an evil, character: murder everyone. Killing Ethel (not agreeing to her deal) will save them and you can remove the mask safely. Jump behind the waterfall to the last area.

Inspiration: One of Us - To achieve this, Astarion must be in the party. Cast Protection from Good and Evil and equip the Whispering Mask on the table, make your way through the room of Masks past the waterfall. This can be done with 1 person making their way through.

This freakin' area. Elixir of Poison Resistance will be great here on Astarion. Okay, you'll see poisonus clouds caused by **Vents**. The vents have a 30 disarm check. Which is difficult and a waste of disarm tools with failed attempts. How can you circument this? Covering the vent with a wooden barrel, a cauldron, a large bottle, etc.

But wait - there's more! Surrounding the vents, there is **Peculiar Flowers** that explode if stepped on. They hvae a disarm check of 10 though with Astarion and the proper gear this is nothing. The important thing is covering the vents first, disarming the flowers and most importantly - taking things slow! It's a slow climb to the bottom but manageable if you're careful. Might be better to send 1-2 characters, a full party is risky because one wrong step and kaboom.

>  Fighting the Hag - At Level 4, this can be a difficult and tricky battle. Ethel has HIGH defense and evasion.
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> Option 1 - Would you like to cheese the fight? Save your game first as Ethel will break into clones at the very start of the fight. Give a character Misty Step. You can use Gust of Wind, Eldritch Blast (with Repelling Blast feat) or the classic: a shove into the chasm using a tank character. This kills Ethel instantly but you forego any loot.
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> Option 2 - To do this fight the "right" way. You need to beat Ethel within an a few HP from dying. This will trigger a dialog scene with a character (I believe its whoever its closest to her) and there are a few options you can do. If doing a "good" playthrough, you can save Mayrina and execute Ethel: freeing the prisoners in the Overgrown Tunnel. **Everybody but Astarion approves of this.**  You can also choose to extort Ethel for a stat boost AND save Mayrina. **Shadowheart, Astarion, & Lae'zel approve of this method. Gale, Wyll, & Karlach disappove.**
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> Zhentarim Hideout
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> Depending on your actions with Rugen and Olly, the Zhent may be friendly-ish or hostile to you. My personal recommendation if doing a "good guy" playthrough, don't kill the Zhent. The trader here provides some great weapons.
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> > Stealth challenge - It's fun to sneak around the hideout sniping and stealing stealthfully. The 3 goons in the back of the camp can be killed off without alerting the leader. Here is how I did it with Karlach/Astarion working in tandum.
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> > Step 1 - Kill the goons at the back of the hideout: Below the wooden bridges at the back of the hideout is a chasm. The girl inspecting the traps wanders in angle of the chasm (this is on the wooden bridge, make sure your angle doesn't land her on the bridge below!) Switch to Turn Based Mode when she steps into the right angle and use Karlach to SHOVE her into the chasm. Her keys will magically drop on the bridge, opening the two back rooms. Same thing below. Push the guy wandering the wooden bridge into the chasm. I did this by waiting behind the oil barrel as he approached. As soon as he got in range, shoved him into the chasm. No fights triggered. Now, the man surrounded by the wolves: Jerg. I snuck behind him and gave him a Reckless Attack using Karlach and killed him in one hit. The wolves DID NOT aggro. I left the wolves be. You only need to pick off the 3 goons to loot the back rooms and steal the Smoke and Oil Barrels if you wish to blow up bosses later.
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> > Step 2 - Steal the Smoke and Oil Barrels. I love doing this as a challenge to myself. I used Astarion for this part. I started with the Zhent guy behind the artist. DON'T KILL HIM AS YOU WILL AGGRO EVERYBODY. He has 3 Smoke/Oil barrels. I stole one. Snuck over behind the gate and cave wall by the entrance until he stopped looking for me. Rinse and repeat. The barrels around the trader and the other guy are trickier but watch their movements. They go from one wall to another in a repeated fashion. There are some barrels they don't even notice being missing.
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> > Goblin Camp
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> > *This is a settlement. Numerous NPCs may change depending on earlier actions. Settlements it's best to talk to everybody. Due to the sheer number of NPCs, it may hard to account EVERYTHING. Especially in Act 3 when there is hundreds of NPCs.*
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> > Grat the Trader is immediately to the right as soon as you enter. Boots of Comfort is a great addition for Shadowheart. There is another halfling trader inside. Take advantage of it while you can if doing a "good" alingment, they will be hostile is siding with the Druids/Tieflings.
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> > Obviously Volo is the guy belting in the center - booing him will earn approval from Lae'zel and Astarion. They're a mess.
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> > Now, on the left there is "chicken chasing". If you skipped the Owlbear Cave or left them alone, you will see a regular chicken. If you killed or knocked out the Owlbear, you will see the Owlbear Cub in place of the chicken. If you are a heartless fiend and killed the Cub too, you will not see them obviously.
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> > Andrick and Brynna, the two Absolute cultists who were sent after you earlier. If they survived the Owlbear Cave or you told them to find a settlement - they will be at the camp.
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> > A Goblin Camp waypoint is available to the right past the trader.
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> > Camp Scenes
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> > Please note some of these are timed, and need to be triggered before *certain* events take place or you miss them. Other times, triggering long rests will cause you to miss cutscenes once background info if already found out. I will do my best to let you know when to trigger these events.
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> > ### Before Emerald Grove
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> > * During your first Long Rest, you will see Gale by the fire. When he tells you to "Go to Hell" respond "Good evening to you too."
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> > Companion Quests
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> > Companion quests will take place over all 3 Acts in the game.
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> > ### Daughter of Darkness
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> > Objective: Continue to travel with Shadowheart.
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> > Finding out information about Shadowheart will happen as you continue to travel with her. Unique scenes trigger depending on how much you know about her. Here is a list of the scenes I have found:
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> > 1. In the Emerald Grove, if Shadowheart approaches Silver in the room Kagha was holding Arabella and fails a Frighten save you will have unique dialogue about her fear of wolves.
> > 2. In the same room, reading the mural about Dark Justiciars triggers her interest.
> > 3. In the Owlbear cave, if present in your party, she will ask you to not open or even destroy the chest of Selune.
> > 4. In the Blighted Village aka Moonhaven, there is a unique scene that only triggers if you haven't persuaded or intimidated Shadowheart into revealing her faith: Behind the windmill, approach the shrine. There is also a scene that only triggers in the old schoolhouse where the Ogres are. If you read the Old Schoolbook on the shelves, Shadowheart's hand will hurt. I've found out through numerous playthroughs this scene is extended if done first, and the Selune shrine scene doesn't take place.
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> > ### The Githyanki Warrior
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> > In the northeast corner of the map, west of the Waukeen's Rest checkpoint there is a dragon that flys overhead. This tells you the githyanki are near. Approach the scout to trigger a cutscene, and if with Lae'zel, she will leave the party and run a
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> > ### The Pale Elf
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> > Objective: Continue to travel with Astarion.
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> > Finding out information about Astarion will happen as you continue to travel with him. Unique scenes trigger depending on how much you know about him. Here is a list of the scenes I have found:
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> > 1. Find the dead boar (the location of the body seems to change; I found it outside Blighted Village, then other times closer to the Harper's cache)
> > 2. Approach the monster hunter at the Riverside Teahouse. If Astarion's identity isn't known, he will kill the Gandrel.
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> > ### The Wizard of Waterdeep
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