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Walkthrough Baldur's Gate 3 - Druid Grove (Act 1)

Complete walkthrough of Baldur's Gate 3.
Walkthrough Baldur's Gate 3 - Druid Grove (Act 1)
Author
Svetlana Ivanova
Date of publication
3 August 2023

Walkthrough Baldur's Gate 3 - Druid Grove (Act 1)

Walkthrough Baldur's Gate 3 Act 1

  1. Prologue - Escape from Hell
  2. Broken Shore
  3. Druid Grove
  4. extinct village
  5. off road
  6. swamps
  7. goblin camp
  8. half earth


Cavity

Head inside where you will find Aradin and Zevlor arguing. Depending on your race and class, you may have special choices to help calm them down. Eventually, you'll need to attack one of the two or pass a check to mitigate the situation. After talking with Zevlor, a new quest will begin - Saving Refugees.

  • Arron is a halfling merchant, we sell all unnecessary things.
  • A couple of tieflings are about to leave the grove, you can convince them to stay. Next to a tiefling farmertwo oxen.
  • Mattis - a boy, will offer to buy a lucky ring, having the [wizard] skill, we will expose his deceit. We can buy a thief's textbook and a shovel for treasure hunting from him.
  • At the center, a tiefling trains children to fight. Adult Gex is learning how to hit a dummy, we can train him [athletics, insight, rogue]. As a reward we will receive a battle ax.
  • Dammon is a tiefling blacksmith, in a tent with a furnace. We buy or steal things.
  • Octa - tiefling grandmother at the pot, will offer to eat for free.
  • Ethel - aunt, sells ointments and decoctions, will give a healing potion.
  • Zorru - tiefling warrior, near the wooden platform with children, under the stairs. The githyanka Laezel should talk to him on the quest, but we can talk instead of her. Zorru will tell you that he saw other githyanki on the pass, show the place on the map. In a conversation with Laetel, we can use [insight, wisdom].


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Tiefling Hideout

Doni is a boy in the Cavity, he will hide during the conversation, we can look for him [attention, intelligence]. If not found, move away, return. From the second time he will show the lever, in the stones we will notice a secret entrance.

Inside the shelter there is a large abyss, we can only jump over it with the help of a jump increase spell, on the other side there is a chest with gold.

Mol - a one-eyed girl in tsentre. She will praise us for helping any other child on the surface. We can invest 40 coins in the development of her thieves guild. Will give the task to steal the statuette of druids in the center of the pond - the quest "Dubious connections".



In the south, a rocky crevice - an exit to a grove, to a ledge with a waterfall.

storage

If we break open the door on the side, we will enter the vault. Inside the sitting girl asks us to leave, we can convince her [insight, persuasion, deceit, intimidation]. She can't get up because of the potion she's drunk. We can remove paralysis from her with the help of the Inferior Recovery spell. As a reward, we can take something from the warehouse.

secluded quarters

Behind the large stone door in the "Cavity" we will get into the chambers. Here lives a family of tieflings whose child was tried for theft. The leader will offer us to get into the lair of the goblins and kill their leaders so that the refugees can safely leave the grove (task "Help to the refugees").

Free Sazza

Prevent Arca from killing Sazza in the temporary prison in the druid's grove (persuasion or intimidation check).



Talk to Sazza and get information about the Goblin Priestess. Sazza agrees to lead you to this priestess if you manage to free her from prison.

After liberation, you need to get Sazza out of the Grove.

There is a platform next to the prison that you can jump onto. A successful attention check will open a secret door that leads to an underground passage.. This passage will lead you into the forest - the safest way to leave the grove and go unnoticed. Rutab.net

underground passage

On the way there is a fiery trap - a statue of a guard, we destroy it. A little further detachment of dwarfs, join the battle. After we examine the dead Findal, we take his Mystical Hoop. On the right, on a separate rock, lies another body, it has a charred key. There is a large chest at the top, there is a fire trap on it, so first we move the barrels away. Inside the chest is gold, the Staff of the Silky of Nature. Behind the far door is the exit back to the forest. Behind the middle door is the entrance to the library.



Enclave Library

At the entrance there is a cloud of poison, to turn it off, you need to get up or put any object on the split stone in the center. We break open the stone slab, behind it is the main hall. In the center is a statue, around 4 tablets: elk, bear, eagle, empty. There is a book on parasites on the side table. A body lies nearby, with a spell we can revive it and interrogate it.

Druid quarters

Nettie is a healer who lives outside the south door of the library. Tell her about the illithid larva, she will go to heal us. He will make a cut with a thorny branch, and then he will say that it is poison, and the only cure for us is death. Please give the antidote, thrice [persuasion, intimidation, deceit]. She will hand over the antidote and the wyvern venom, asking you to apply it at the first symptoms of infection. Perhaps the antidote can also be prepared in its boilingbowler hat.

emerald grove

In the central hall, the druid Kaga is judging a little tiefling girl for stealing an idol. We can intervene [nature, persuasion], but it will be difficult to convince. If we convince, later we will meet her parents in the grove, they will give us a Valuable medallion.

Kaga refuses to leave the tieflings in the grove, advises us to turn to Zevlor to protect people during the campaign from the grove.



Servant quarters. We can crack Kagi's chest, inside there is a note, a book, a heliotrope stone.

sacred pond

On the pond, all the druids perform a ceremony. Nearby is a human writer, he will ask us for the details of the battle at the gate. He is going to the goblin camp to write down history from their side as well.

The next gate is guarded by the sleeping bear Kurgan. Wake him up, he'll go away. To the right of the entrance is a bird, near it you can steal a shiny key.

In the center of the pond is the Idol of Silvanus, it can be stealthily stolen by a thief, although there are druids around (task "Theft of the idol"). But after that, bloodshed between the druids and tieflings will begin.



Above, a tiefling girl sits and sings on the rocks, we can help compose a song, after that we will hear its full version. She will tell about her dead mentor. We can talk to the squirrels sitting nearby.

secluded cove

Task "Suspicious singing". From the singer we go down the rocks. A boy is standing on the shore, listening to another voice. We can also listenI or apply [wisdom]. If we go to the voice, one of the characters will be put to sleep. We will be attacked by 4 harpies.

After the victory, the boy will tell about Maul. On the rocks on the shore we can jump to a large nest of harpies, inside the Ring of colored splashes (illusion 1), onyx, bone. Later we will meet the boy in the underground shelter under the Hollow, he will give the text History of Mirkon as a reward.

In the grove we go up on the elevator. At the top of the rock, we kill the killer and talk to Nadira, she will think that we want to steal a coin from her. Apply [Persuasion, Intimidate] and get a lucky coin. If there is a [magic] skill, we will see that there is a soul inside the coin.

We go to Zevlor, he will ask you to find the elf Helsinki. He is the only one capable of stopping Kaga and interrupting the rite.

Walkthrough Baldur's Gate 3 Act 1

  1. Prologue - Escape from Hell
  2. Broken Shore
  3. Druid Grove
  4. extinct village
  5. off road
  6. s-gate-3-bolota-akt-1" target="_blank" rel="noopener">Bogs
  7. goblin camp
  8. half earth
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