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Baldur's Gate 3 Act 1: All Quests, Secrets & Tips

Baldur's Gate 3 Act 1: All Quests, Secrets & Tips

Act 1 of the computer role-playing game Baldur's Gate 3 includes numerous quests that hide puzzles and secrets. These have to be solved in different ways.

Baldur's Gate 3 Act 1: These quests await you

Baldur's Gate 3 is a role-playing game for the PC that offers a complex story filled with numerous secrets and puzzles. The story is divided into a prologue and three chapters, so-called acts. In Act 1 of the game you will meet numerous characters and objects with which you have to solve puzzles and complete tasks, each of which belongs to a specific quest. In this section we will introduce you to the first quests you will encounter in Act 1.

  • Clammy crypt: This quest is about a location north of the Overgrown Ruins waypoint. The “Klamme Crypt” is hidden in a chapel at the end of the “Overgrown Ruins”. There is a locked door in the crypt that you can reach by moving north from the starting position. In order to open the locked door, a lock must be picked. You can also open the door with a lever. This is located in the chapel room with a large statue. Directly behind the statue is the lever.
  • Moving worn stone: Under the worn stone you will find a treasure. To do this, you need to move the stone that is near the Nautiloid crash site.
  • Find antidote: In the Emerald Grove you meet the druidic healer Nettie, who tries to poison you. They need an antidote so they don't die. Nettie has the antidote with her. To get it, you have to take it from her or kill the healer.
  • Search basement: This is a hidden side quest that starts in “Ruined Village”. You need to find the basement and search for an ornate mirror and the Necromancer's Book. The cellar entrance is directly behind the counter, where the pharmacist's ledger was located.
  • Find Halsin: Halsin, the first druid of the Emerald Grove, has disappeared and you are supposed to find him when you arrive in the grove. If you find the druid, he will later join your party.
  • Enclave Library Puzzles: Also in the Emerald Grove is the Enclave Library, which holds a mystery. For the solution you need the Rune of the Wolf, which you get from Rath. There are three ways to get the rune: either you steal the rune of the wolf from Rath's bag, or you save the druid Halsin and receive the rune as a reward, or you kill Rath to get the rune of the wolf from him take.
  • Hunt for the she-devil: This is also a side quest in Act 1 of Baldur's Gate 3. You have to find and kill the she-devil Karlach. If you don't want to or can't do that, you can also help Karlach by attacking the paladins who gave you the order to kill the she-devil. Tipp: If you find the key to the customs house basement, you can collect valuable items.
  • Alfira: Alfira is the Tiefling bard in the Emerald Grove. Alfira can become either your companion or partner (in a romantic sense). You can also benefit from listening to Alfira's song.



More quests in Act 1 of Baldur's Gate 3

You've already had many adventures, but there are many more challenges, puzzles and tricky quests waiting for you in Act 1 of Baldur's Gate 3.

  • Tantchen Ethel: “Auntie Ethel” sounds harmless and endearing, but she isn’t. She is an evil witch who you first meet in the Sunlit Marshes and then in the teahouse. She tells you that she can remove the parasite in your head. But the price could be high.
  • Gilded Chest in the Owlbear's Nest: In the Owlbear's Nest there is a locked, gold-plated chest with useful contents. You can get into the Owlbear Cave by opening the door. In the owlbear nest, next to the chest, there is a mother owlbear, an owlbear cub and an owlbear egg. To get the chest, you have to either sneak past the owlbears unnoticed or kill them. Tipp: Let the owlbear cub live to become your pet. You should also take the owlbear egg with you in order to sell it for a profit.
  • Desecrated Temple: The Defiled Temple is a mysterious place where you have to solve a puzzle. You have to turn the round stone slabs into the correct position.
  • Strange Ox: This ox is no ordinary animal. It is a creature that lives in the Emerald Grove. If you use the Speak with Animals spell, you can talk to the ox. From the ox you receive the “Shapeshifter’s Blessing Ring,” which gives you a +1d4 bonus on all rolls when you shapeshift or disguise yourself. Danger: If you kill the ox, an explosion will occur that can harm you.
  • Find your possessions: In this side quest, Tiefling children will steal from you. The task is to get the stolen possessions back. To do this, you need to get to the thieves' hideout.
  • Iron bottle: This particular bottle is a vessel in which you can capture a powerful creature. You can let the creature out by removing the stopper from the bottle. For an hour, the creature will be friendly to you and follow your commands. Danger: If you don't command the creature, or if a command could harm it, it will fight back.
  • Find dowry: The “Save the Captive Man” quest requires you to find a dowry. This is hidden in a barn. To do this, you have to save the character Benryn from a burning house in the town of Waukeens Ruh. Only then will it be possible to find the missing dowry.
  • Blood of Lathander: This quest in Baldur's Gate 3 aims to find the true blood of Lathander. There is only one fake left in the Rosenmorg Monastery. You can reach Rosenmorg Monastery via the mountain pass as part of Lae'zel's “Githyanki Nativity” quest series.
  • Githyanki-No: You need the Githyanki Egg to complete the “Steal a Githyanki Egg” side quest. The quest begins with Lady Esther in the mountain pass northeast of the “Trielta Rock” waypoint. The lady asks you to get a Githyanki egg for the Society of Brilliance. If you agree, the “Steal a Githyanki Egg” quest will begin. Important: Lae'zel doesn't approve of you wanting to get the Githyanki egg. If you want her to agree with you, it is important that she is not part of your party for this quest.

2nd part of Act 1: Quests and puzzles in the Underdark

In the second part of the first chapter of Baldur's Gate 3 you enter the Underdark. In total you can try nine quests.

  • Underdark: The Underdark is a large underground area in Baldur's Gate 3. The entrance to the Underdark is located behind four different entrances: Whispering Depths Entrance, Desecrated Temple Entrance. “Zhentarim Hideout” entrance in “Waukeen's Rest” or “Riverside Teahouse” entrance.
  • Completing the Masterful Weapon: This quest in Baldur's Gate 3 requires you to find Sussur trees in the Underdark. You need the bark to make a masterful weapon.
  • Find the night song: You have to find the night song without being told exactly what this song is. If you find it, you will receive a lot of money as a reward from the magician from the city of Baldur's Gate.
  • Find the mushroom picker: This quest is assigned to you by Derryth Legshirt in the northwestern Underdark. You need to find the dwarf Baelen Beinshirt, the location of which is marked on the map. Nearby everything is surrounded by poisonous Bibberbang mushrooms. Baelen asks you to bring him his pouch that he lost. Included in the bag is a spell that will allow you to escape from the Bibberbang.
  • Arcane Tower: In the southwest of the Underdark is the Arcane Tower, referred to on the map as the “Ruined Tower”. In this side quest you have to take out the arcane turrets that protect the tower. You then need to restore the tower's energy. This allows you to take the elevator to the upper floors of the tower and search for valuable items.
  • Free Nere: You meet the character Nere in the Grymforge in a chamber full of poisonous gas. When you free Nere, you can either side with him or turn against him.
  • Find the explosive: In this Act 1 quest you need to find the deep gnome Philomeen in her lair. She has smoke powder that you can use as explosives. This is necessary to complete the quest “Free the True Soul Nere”. It also plays a crucial role in the quest “Rescue the Gnomes from the Grymforge”.
  • The Adamant Forge: Here you should find out more about the adamant forge in order to ultimately activate it.
  • Help the cursed monk: This quest is about finding a powerful amulet that makes the wearer laugh. The amulet was sunk in lava – allegedly. The quest begins at certain skeletons in the Grymforge north of the “Underdark – Grymforge” waypoint. To do this, walk along the path with the Rothé cows. The coordinates are 655, 417. One of the skeletons carries the “Diary of a Dark Justiciar,” which you must read.

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