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BALDUR'S GATE 3: WALKTHROUGH (EARLY ACCESS)

This guide only covers content that is exclusively available in Baldur's Gate 3 Early Access - Prologue and Act 1. For the full version, other material will be written.

Prologue

At the beginning of the game, you will be asked to choose the main character. In Early Access, you can create a new character, but you do not have the right to choose one of the potential companions. However, since their names have been added to the character editor, it means that in the full version one of the companions can become the main character. After choosing the origin, class, race, appearance and other parameters, confirm the decision, and you will find yourself on the ship of the illithids.

There has been an accident and this is your chance for salvation. The first thing to do is learn the controls. Hints will appear under the minimap on the right side of the screen. Click on them to see the suggested actions. Collect whatever you see. In the future, you can sell all this.

Walk forward a little, but don't go outside. Instead, jump onto the ledge on the left, or use the lift there (you need to click on the panel on the platform). You will see the human body. Interact to chat with the Mind Flayer. This creature can be released, but then killed, immediately destroyed, or released and used in subsequent battles. Which is what I recommend doing.

Go outside, walk along the bridge and jump over to the other side. The Jump action is available in the panel at the bottom of the screen. Before entering another part of the ship, you will encounter Laezel. Chat with her and agree to cooperate. The first opponents are waiting for you inside. After finishing off all the goblins (which is quite simple, especially if there is an Intellect Devourer), use the white recovery chamber. It will completely heal you, and it is only on this ship.

Climb the steps to the deck for a cutscene. It's useless to save anyone, so I recommend searching the dead bodies, collecting the loot and climbing even higher. Kill the goblins or go around them on the port side (in movement) and enter the corridor. Destroy the barrier blocking the way inside, and soon you will find yourself in a room with capsules.

How to open a capsule with a woman? There is a woman in the capsule on the left. This is Shadowwhart, your future companion. You won't be able to free her right now, but you can try, try all the options and, in the end, earn her thanks when you meet already at the beginning of the first act. But this gratitude will not result in some material benefits, although it may affect the possibility of a romantic scene at the end of the first act.

Then go to the room ahead and find the key on the corpse. With this key, you can open the locked chest in the previous room with the woman in the capsule. Go further and find yourself at your destination - in the wheelhouse of the illithid ship. Slay the nearest goblins, but ignore their leader. Move to the back of the wheelhouse, kill a few more goblins and interact with the control panel. By the way, if you kill the goblin leader, the illithid who ordered help will declare that he no longer needs you, and you will also have to fight with him.

Act 1

The first act covers several locations, plot and side quests at once. Therefore, I will try to divide it by location, describing all their attractions.

The ravaged coast

As in Original Sin 2, it all starts at the beach. On the other hand, a significant difference immediately catches the eye - the picture in Baldur's Gate 3 is less colorful and bright. Move along the coast until you see a girl at a large door. Chat with her. This is Shadowwhart - the same girl from the capsule on the illithid ship. You and her have a common task - to get the parasites out of your head. Therefore, agree to act together, and she will join the squad. In addition, near, on the left wall, the altar of wanderings is activated.

How to travel fast?Altars of wandering - points for fast movement in the game. But you can move between them from anywhere! Just open the map with the M key, and then click on the desired name in the list on the right side of the screen. There will also be a camp where your characters can rest. Or where you can chat with them. 

BALDUR'S GATE 3 Shadowwhart.


Abandoned Ruins

By doing this, you will also learn about the ruins that the girl is trying to break into. You can try to break this door, you will have one master key for this, but if nothing works, let's move in a more traditional way. Climb the mountain and find another altar of wanderings - "Cliffs on the road". Gail will emerge from him and this is your next companion. Be sure to take him to your team. From the altar, move right to find a stone fort. There will be robbers in front of the front door. Chat with them. If you can’t scare them away or convince them, you will have to fight with three bandits. And the battle won't be so easy. However, like most other battles.

After defeating or driving away the bandits, you can shoot from a bow at a stone hanging above a stone circle in the place where potential or defeated enemies stood. This will punch a hole in the floor and be able to jump into the bedroom. Outside the bedroom door, 4-5 enemies will already be waiting for you, who heard the noise and prepared for battle.

There is another option - interact with the door in the depths of the fort and try to trick the bandit behind it. If he lets you in, kill the enemy and take the key stored on his corpse. Next there will be a door, but it does not open with a key, but with a black lever hanging on the wall to the left of the door. Having done this, try to sneak up to one enemy in front and finish it off. In this case, the next fight will be a little easier.

There is a door in front of the bedroom with no handle and no locks. You can just break it, but in this case, the course of the quest can be bugged. Instead, I recommend clearing the room a little further, where the main enemies are. After that, go behind the huge statue and wait. Sooner or later, your characters will pass the attention test and you'll find a skull embedded in the wall. Click on it and the door in the previous corridor will open. By the way, if you move from the other side, from the side of the crypt into this fort, then the door without a lock and handle opens by lighting two torches.

Go inside the gloomy crypt. There will be huge oak doors to the left and right. The left door is closed, so follow through the door on the right. Having done this, look around the room and find 4-5 grates in the floor. Place objects on top of them to prevent mucus from leaking out. There should also be a button on the left column. Let one of the heroes stand nearby, and open the middle sarcophagus with the other and take the key. The trap is activated. Press the button quickly to disable the fire arrows. The door in front is locked with a key that you will find later on one of the corpses. And she leads to the devastated coast. This is the same door that Shadowwhart studied.

After obtaining the key from the sarcophagus, return to the previous hall and open the heavy oak door opposite. Search the spacious room; on one of the corpses there will be a key to the very door. But you are interested in a completely different moment. See the big statue? Walk to the left of it, around the corner, and wait for a successful attention check and a button appears in the wall. Press this button to open the cache. But at the same time, all the corpses will come to life. Defeat opponents, and then go to the cache. Collect different loot. Of the remarkable - the amulet of communication with the dead (read its description). But there is also a sarcophagus here, and this is a very interesting moment.

How to resurrect a hero and companions? In addition to the standard resurrection scrolls, you can use one more method. Open the sarcophagus in a cache of abandoned ruins to reveal the undead. Do not be aggressive, show understanding and the undead will leave. And she will go to your camp, where you can get at any time of the game by opening the map (M). In the camp, the undead will offer a deal - the resurrection of any hero / companion for 200 coins. And this can be done an unlimited number of times.

How to resurrect Gale? A completely different quest is associated with the resurrection of Gale. As soon as he dies, you will see an answering machine hologram. In the message you will learn about the resurrection ritual. Repeat what the doppelganger said in the correct order: take the bag, purple stitch, four notes from the lower right corner, Kha-sein. Now open Gale's inventory and take the purse. Open it, select the purple stitch. Read the letter and memorize the letter from the lower right corner. This is D (or the note "D"). Use the flute, select the "Play" action and notes. Play re, mi, la, re. You will see a dragon. Give him the name Kha-Sein. Give him the letter to receive the resurrection scroll.

Completed the quest.

1600+ gold cache... On the west coast, south of the illithid ship, you can jump down onto a stone path. There will be a stone that needs to be examined by passing the Nature skill check. This can be done several times. If the check is successful, you can use force to move the stone and find a chest with a harper card, gold and ruby ​​worth 1600 coins.

Laezel in a cage

The next interesting place is on the side of the fort of the abandoned ruins. There you will meet the very Laezel, which is locked in a cage by two tieflings. You can act aggressively and kill tieflings, but in this case, all companions from the squad will not approve of this. Even if you ignore it, Laezel will free himself and attack the tieflings, and you will have to take sides. You can convince the tieflings to free Laezel, but after that you will again have to choose someone's side. The best thing to do is to pass the cheat check, in which case the tieflings will simply leave, and you can shoot the cage and free Laezel without killing anyone. And then let her join the group. Although many will not like it again. Yes, in this world the attitude to the Gityanka race is no better than to the same goblins.

BALDUR'S GATE 3 Astarion.

Astarion . There is another companion near the destroyed ship, the elf-vampire Astarion. Talk to him and take him to the squad in any way. By the way, your squad can only consist of four people, including the main character. If there is no room, then a new companion will go to the camp, and there you can remove one companion from the squad and take another in his place. This is much more convenient than in Original Sin 2, where we had to literally throw people who did not fit into the squad to their fate, losing the opportunity to complete their personal quests and develop their stories.

Finally, the end point of the journey along the ravaged coast is the entrance to the grove of the druids, which is preceded by another altar of wanderings. There you will witness how adventurers and tieflings fight against goblins and other infidels. Kill all the enemies, and then go into the grove of druids. This location has a lot of interesting things, so we will consider it in a separate section.

Druid Grove (Siluan Grove)

At the entrance, you will see the adventurers argue with the tiefling Zevlor, the leader of the refugees. Take sides, and then chat with Zevlor. You will receive from him one of the main tasks - "Rescue of Refugees". You will also learn about the missing druid Khalsin, whose search will simplify the passage of the quest. Now Kaga is in charge of everything in the grove, and she is negatively disposed towards the refugees, demands that they leave. They cannot leave, as there is a camp of goblins on the way to Baldur's Gate, and they will all be killed. Kaga stands her ground, and even began a special ritual that can bring death to tieflings and goblins.

BALDUR'S GATE 3: WALKTHROUGH screenshot

Enter the cave ahead called the Cavity. There are several merchants here - the halfling Arron, to whom you can sell all unnecessary items, if, of course, he has enough gold reserves; a blacksmith who sells weapons; Ethel, who sells various potions and broths. She will even give you a healing potion. Octa stands next to Ethel. Talk to her to get free food. You can heal not only with potions, but with absolutely any food!

In the depths of the Cavity, there is Zorru. Talk to him to find out about the Gityanka detachment, what is needed according to Laezel's personal assignment and the subquest for extracting parasites "Gityanka Medicine".

There is also a stone door in the Cavity. After breaking it, you can get into a kind of storage where the paralyzed girl is. The spell of lower restoration will relieve her of paralysis, and she will allow you to take any item from the warehouse.

In the far part there is a prison in which the goblin Sazza is imprisoned. If you protect her from Arc's tiefling, you can learn about the goblin priestess, who, according to Sazza, can rid us of the parasite. Sazza will offer a deal - free passage inside the goblin camp in exchange for saving her. But I still haven't figured out how to save her, as anyone who sees you with the goblins will panic and you will have to pass a skill check every time. Or kill harmless characters.

Through the prison, you can go down and go to the druid shelter, the library, Netty's room and the Kagi hall on the other side. But there is no particular point in doing this. Instead, go to the center of the Cavity and chat with Will, who is training the tiefling boy. This is your new companion. And he offers to destroy the three goblin leaders. You can also talk to Hex, who trains on dummies. If you show him how to use force, then many companions will approve of it.

Go to the passage leading to the grove where the ritual is being performed. You will meet Doni. If you pass the skill check, you can enter the cave with a one-eyed tiefling girl named Maul. Chat with her. She offers to steal the druid figurine. If you do this, the druids will begin to fight the tieflings. Looking ahead, the same will happen if you decide to kill Kagu by hinting at Zevlora or protecting the girl (see below).

You can also get into the Maul cave after completing the "Suspicious Singing" quest. But on condition that you save the boy. The quest itself can be taken if you go ashore from the place of the druid rite. You will hear chanting and see a boy standing on the shore. Talk to him on different topics, try to convince him, but all in vain. Harpies are coming soon. It will be a difficult battle against four monsters, which also occupy the height. But after the victory, the boy will thank you and say that in a conversation with Doni, you just need to mention the dragon's lair.

Before going to the site of the ceremony, you will see disgruntled tieflings. Chat with one couple. These are the couple who claim that the Kaga is holding their daughter. Agree to help to take the "Interrogation Child" quest. The Druid statuette is right in the middle of the location, you can steal it by a thief, but remember the consequences described above. If you agreed to steal and still want to do it, I recommend waiting for the completion of the quest "Rescuing Refugees". Then the ritual will stop (if you follow the canon and the path of salvation of Khalsin), and the statuette can be stolen from their chambers, where Kaga was (Rath will not resist).

There is also a bear sitting behind the ritual site. If you can force him to move, then an elevator leading to the gate will be available in the future. In addition, the bard Volo can also be found here. Tell him about your story, after which he will say that he will go to the goblin camp to record the events from their side.

Enter the room with Kaga and see how she interrogates the girl. Save in advance, as it will be difficult to pass the check, and this must be done to save the girl. If you can save her, return to your parents and receive an amulet as a reward. If you cannot save, return to your parents anyway to complete the quest. Don't worry, the carnage won't start anyway.

Talk to Kaga, she will refuse to accept refugees, so you can tell Zevlor about it. In addition, the healer Nettie is in the side room. You may have learned about it about the same trader halfling from the Cavity. Talk to her and agree to the healing on the quest "Druid's Apprentice". However, Nettie will deceive you and poison you with poison. Save and try to convince her. If it doesn't work, you'll have to kill Nettie. But it's better to make it work. She will give the antidote (the character will apply it automatically). In the room where Nettie will lead you, there is a statue surrounded by animal runes. One rune is missing. This is the rune of the wolf, and the Ratha has it in the room with the Kaga. You can take the rune (try to steal from your pockets), or wait until you save the druid Khalsin, and then Rath will give the rune as a gift. Go to the room with the statue, insert the rune into an empty slot and activate it. Then activate the rest of the runes by moving clockwise. Go down to the cache and collect your reward.

There is nothing remarkable here anymore, so let's move on to the next locations.

Forest

Leave the grove through the same gate and head in a new direction. Turn right and chat with two people who are standing over the wounded halfling. Pretend to be Faithful, and if you refuse, they will attack you. A parasite will crawl out of the dead, and you can crush it or leave it alone. To crush, you have to go through several checks. You can tell people to avenge their friend's death. And they will go to the Medvesycha cave. You can follow and finish off the beast together. In addition, a magic chest can be found at the bottom of this cave. To open it, pick up the prayer lying behind the statue and read it while standing next to the chest. There will be valuable items inside, but Shadowwhart will not like it if you take them.

In the same forest, there is a boar corpse with two stab wounds. If you can pass the check and Astarion is in the group, then you will understand that he really is a vampire.

You can spend the night in the forest, and if you do this, a unique NPC Rafail will come to the camp. You will find yourself in his castle, and he will turn into the devil. The devil will offer help in extracting the parasite. Refuse, as it is cheating. In the same forest, you can find Shkryaba the dog, protecting the corpse of its owner. Talk to him with a spell to learn about the attack. Let him smell you so he can find your camp. In the future, the dog will arrive at the camp. You will be able to stroke and train him, which will be approved by almost all your companions.

Also, if you spend the night in the forest with Astarion, he will try to drink your blood at night. Agree to make it stronger for a bit.

Cross the stone bridge to meet the very adventurers who fought at the gates of the druid grove. Talk about all the topics to learn about the Song of the Night artifact and Khalsin, which they abandoned in the goblin camp.

Extinct village

Go to the territory of the extinct village to immediately stumble upon the goblins. Laezel will not be able to convince them. However, you can also pass the skill test. Several times against goblins, you can use a win-win option with wisdom and illithids, but after a couple of times the ability will be discharged (to recharge you need to spend the night in the camp, but first the characters must be tired).

There are three ogres in one of the buildings of the extinct village. If you can agree with them and pay 1000/500 coins, they will give a horn. Use it when you need to fight goblins, and ogres will help in battle.

Climb the steps to the side to encounter a goblin torturing a halfling tied to a mill blade. Chat with their leader to start the Happy Turning quest. All that needs to be done is to beat the leader, and then all the other opponents will simply scatter in different directions. After that, go around the mill and look inside. There will be two levers. Do not release the brake, or the mill will accelerate and the halfling will die. Instead, squeeze the brake lever and then release Bark.

You can go to the northwest past a sleeping enemy (apparently he is drunk) to find a barn. Sounds of noise are heard from there. There was a couple playing naughty - bugber and ogrsha. If you interrupt their occupation, they will attack, and you will have to kill the enemies.

To the left of the entrance, inside the building, there is a book that activates the quest "Basement of the pharmacy". Go downstairs through the wooden hatch and then examine the far cabinet. When you pass the attention check, you can move the piece of furniture using the lever on your left hand, which is hidden behind the top drawer. Go to the new room behind the closet to find a clearing with coffins. Defeat four enemies. Talk to the mirror and answer his questions correctly:

- Ilyn Toth is an ally.
-Shaas Tame is a vile lich.
- Balsamic ointment - to clean the wound.
- What we want to see - how to get rid of the parasite.

Then you can leave this place. There is a well in the center of the village. It leads to the Whispering Abyss. You can also get there through the workshop if you break the door to the villages. You can also destroy the cobweb in one of the houses. In the workshop, you can create weapons. And to get into the abyss, break the cracked wall with your crushing weapon. Kill the spiders in the abyss. A corpse with spider-tread boots can be found in one of the rooms. The character who wears them will not get stuck in the web.

Also in the cave there is a boss - a phase spider matriarch. You can summon ogres, use the most powerful scrolls. Also burn the web if the enemy is standing on it so that he falls and takes damage. If you picked up the book "Thay's Necromancy" in the basement, hidden behind a grate with fire traps, then in this cave with the boss, pick up a dark amethyst and insert it into the book. Have Gail read the book so that everyone gets 50 experience points.

Sunlit swamps

If you go west from the extinct village, you will find swamps. At the very beginning, you will meet two men who are interrogating Ethel. The one that you could see in the Druid Grove Cavity. Talk. If you side with the old woman, the brothers will have to be killed. If you ask the old woman to tell the truth, she will teleport. Even if you tell the brothers that you will find their sister Mairina on your own, they will leave and die. This is how the quest "Tea House" begins.

Before entering the teahouse, you can meet the hunter Gandrel. Talk to him, he is looking for a vampire. You can tell about Astarion, and even indicate the coordinates of the camp, but in this case, you will have to either protect the vampire or kill. There is also a chance that Gandrel will attack you.

If you study the lower part of the swamps and jump over the stones to a large tree, you will have to kill 6 opponents. But there is an overgrown crevice with the Kage's letter. It turns out that she is associated with the druids of the shadows. You can return to the Druid Grove and talk to Kaga. White mice will appear. They will turn into shadow druids and threaten. You have a couple of options. You can help the shadow druids and kill everyone in the grove. Or you can protect civilians. If you convince Kagu, she will change her mind and fight on your side. Apparently, in this situation, the Kaga will end the ritual.

Enter the teahouse and see Ethel feeding Mairina. Tell us about the death of the brothers. The old woman will turn into a monster, the whole swamp will be transformed. Ethel will hide, along with Mairin, and you are attacked by goblins, reincarnated from the form of sheep. This will begin the accompanying quest The Wise Herbalist.

Go to the cave under the teahouse using the fireplace. Move through the cave, talking with different heroes. Do not use the whispering mask, otherwise, after going through the illusion, you will allow Ethel to take possession of the masked hero. Kill four enemies in the middle of the cave, jump through the waterfall and get to the abode of the monster. Defeat Ethel and then lower the cage to free Mairina. She will give a medallion. It is useless, so you better leave it with the girl. Go to the adjacent workshop and find Connor's wand. Exit through the teleporter in the corner and see Mairina at the coffin. You can revive her husband, and then take with you, kill or give Mairina a rod so that she can go to Baldur's Gate and try to revive her lover.

Goblin camp

Travel to the goblin camp by crossing the wooden bridge on the other side. Chat with the goblins, convince them to skip using different skills. You can even agree and smear your face with manure, but none of your squad will like this moment. Behind the gates, you can go to the left and find a transition point to a new location. But it is not available in the early build.

Go across the other bridge and find yourself in a fortress. There is a lot of interesting stuff here. First, you can study Volo, who is now taken prisoner. Subsequently, you can free the bard by buying him from the goblin or killing her.

BALDUR'S GATE 3: WALKTHROUGH SCREENSHOT

If you talk to the goblins on the left, you can take part in the chicken race. You need to drive a chicken between two columns, but you will not be given a reward. If you go right, you will see a goblin praising himself. Talk to him about various topics. Most likely, he decides to attack you. Do not attack first, otherwise the rest of the goblins in the camp will rise up against you. And if he attacks first, then you can deal with some of the enemies, and no one will blame you for this.

There is also a merchant in the camp. Go through the huge door next to the ogre and talk to the goblins in front. If you cannot convince them, you will have to fight. There is a drum to the right of the door. And if even one goblin knocks on him, the whole fortress will know about your presence. If you have Sazza, a captive goblin from the Druid Grove, then you can safely go inside.

Priestess Guts is waiting for you inside. Talk to her about different topics. You can agree or refuse treatment. I recommend agreeing. Separate the hero from the squad and follow the Guts' room. Agree to have her tie you up, resulting in you being held captive. Don't waste your energy, just wait for some sorceress to save you. She will say that her master will contact us later. Examine Guts' corpse to get the keys that will open the doors and return to the common room with your companions. Remember the Guts room as it will come in handy later.

There is a merchant in the common room on the left. On the right you can find the executioner Thorn, who tortures the prisoner. If Will is in the squad, he will ask Thorn for information about his beloved. You can let Will torture the prisoner, but the goblin will still not share information. You can finish him off, but try to make sure that he doesn't raise the alarm.

There is a man in the next room who will offer healing by self-mutilation. Such a pleasure for myself, so I missed this moment. A little further there is a room with Volo. Thus a captive bard. You can redeem it, and the same 50 coins will be enough. Better than killing a goblin.

The path deep into the keep leads to Razglin, another leader of the goblins. Talk to him, you can help in the interrogation of the dead illithid, but you will not learn anything useful. Razglin will order to communicate with Mintara. Head back to the large door and head right to meet the drow Mintara. Talk to the woman. If you resist and hide the location of the grove, she will probably understand this, and you will have to finish off Mintara and the goblins standing nearby. If you point out the location of the grove, you can follow a completely different line. The quest "Raid on the Grove" will begin. Help Mintara and the goblins capture the grove. If you stay on their side, be sure to chat with Mintara and invite them to the camp. The next time you can rest at camp, the goblins will start the party. Mintara will appear, and you can have an affair with her. To do this, talk to the girl,

If you decide to side with the refugees and the grove of the druids, then resist Mintara and kill her. This is the best moment, since the other goblins may not know about it. We'll have to destroy Razglina too, but it will be a more difficult battle. Once Kishka, Razglin and Mintara are dead, you will complete the "Showdown with the Goblins" quest. Return to Zevlor in the Druid Grove and report this.

But that's not all. You are interested in the quest "Get rid of parasites". And for this, you must save the druid Khalsin. He is imprisoned in a goblin fortress. If a prisoner was interrogated inside the goblin camp, then he could tell that the druid turned into a bear. Whether you did it or not, from the priestess of Guts hall, go up the stairs and to the right behind the room where Volo was captured. Get to the door and open it by killing the goblins. Inside, kill the rest of the goblins by taking the bear's side. After the victory, he will turn into Khalsin. Khalsin will ask you to kill all the goblin leaders, and if you have already dealt with Guts, Razglin and Mintara, be sure to inform him.

If you killed the leaders and saved Khalsin, return to the Druid Grove. Talk to Zevlor and Khalsin. Take the bounty from Ratha (in Kagi's room) and solve the puzzle in the library behind Netty's room. We wrote about this above. Khalsin will say that he will talk to you in the morning. We'll come back to this point later, towards the end of the walkthrough.

BALDUR'S GATE 3: WALKTHROUGH SCREENSHOT 2

Search for Gityanka

Return to the extinct village, go to the barn where a couple of enemies were having fun. There is a destroyed bridge nearby. Jump over it to be at the top of the game map. Several tasks can be completed here.

Lost on the way . On the other side, you will see traces of blood on the road. Kill all the hyenas and climb the ledge to the left. Finish off the remaining enemies, and then find the cave in which the survivors are hiding. Help them. They are thieves. Don't be aggressive to inquire about the hideout. Later, when you find yourself in the burning shelter, go under the arch to the far part. There is a door to the right of the bull shed. Open it, name the password received from the thief, and go down through the hatch. Go through the bars and find the leader of the thieves. She will give you a reward.

Colorful salvation... In the same hideout of thieves, you will meet a merchant who sells a slave. Pay him 1000 coins (through persuasion, the cost can be reduced to 600), and then talk to the saved man. Can let him go and give 200 coins on the road. Surely we will meet with him already at Baldur's Gate.

Runaway devil . Return to the road with blood and go forward, down to the stream. On the other side there will be a wounded tiefling girl. Chat with her to learn about the cultists. The cultists themselves are nearby, on the top of the hill, where there is a lonely house. You can talk to their leader. He will ask you to kill the girl. You will need to take sides.

Rescue of the Grand Duke... Here you can also find a burning shelter. This quest is buggy. There are two ways to get to the shelter. The first one is through the door with the guards. Use force, go inside, go upstairs and knock the boards out of the aisle. Talk to the woman inside. She will leave this place, but the quest will not be counted. The second option is to destroy the barrel in the building on the right, go inside and jump up. And there - to break the door to the woman. But none of the options complete the quest.

Half-elf trapped... This character is in the same building, on the second floor. Save, knock down the door and quickly lift the beam. Having done this, get out. Talk to a guy. He asks to find his beloved Miri. It is on the second floor of the building on the left. You need to jump through it. Having done this, search the corpse, inform the guy and again return to the corpse with which he is already sitting. You will learn about some kind of dowry. If you find it, the quest will end (I did not find it, because the whole location seemed buggy).

Warrior of the Gityanka . Move to the upper left corner of the map and find the gityankas. They will not listen to you, so you have to convince them or kill them. This is Laezel's personal quest, but it will continue in the next act (in the full game).

Frontier Blade... And Will's personal quest disappears from the magazine altogether. He was involved in killing the goblin leaders, but apparently it doesn't end there, as Will still has to find his girlfriend.

Underdark

To get to the Underdark, you can use a special ritual in the whispering abyss with phase spiders. But it's easier to return to the goblin camp. Go to Priestess Guts' room, follow where you were captured, and search the bedside table behind the dead ogrshi. There will be a diary of the priestess, which gives a clue to the puzzle.

Head to the end of the corridor and enter the hall with the slabs on the floor. They can be rotated. There should be white circles on the slab with stars, black on the lighted slab. On the sides - one black and one white and two yin-yang (black and white) slabs. But you can do without solving the puzzle. Go to the fallen statue on the steps and stand by the gold jewelry on the right. Just wait. Sooner or later, the attention check will work, and you will be able to use a lockpick on this decoration. The wall will move away. Go down to the Underdark.

Move through this underground cave, fearing a dangerous monster moving underground. You can kill the minotaurs. Sooner or later, you will reach the Myconid village.

Circle of myconids . This quest can be obtained from Spav, the head of the Myconids. Talk to him. He asks to deal with the doorgars. Later, you will find a dilapidated village and will be able to kill the Dvergar. In this case, it remains to tell Swap about it.

Missing boots . However, you can take a quest to find the missing boots from the Dwargar themselves. A certain fugitive put them on, and she, wounded, can be found next to Spav. You can remove your boots and return them to the doorgars. Or cure the fugitive first. If you steal the boots from her, then do not heal, otherwise all myconids will turn against you.

Hunt for a mushroom picker... There is a merchant named Derrit in the Myknonid Village. She asks to find her husband. Exit through the nearest opening, go right and go downstairs at the acid plants. Ahead will be a clearing with acid plants, and on it is Derrit's husband and a fire. If even one plant exudes poison, it will catch fire and the man will die. You need to move carefully, jumping, to the bag on the left, and then transfer its contents to the man so that he can teleport. But I had a bug. But there is a solution: attack acid plants before talking to a man. Then he will miraculously survive and thank you. Return to Derrit for your reward.

Another lord... The quest is related to the "Circle of Myconids" quest. Near Derrit is the myconid Glot. Chat with him. You can take with you and destroy the Dwelgar together. Then Glot will ask you to remove Spaw, and you will have to take sides. Deny Glot, he will try to kill you.

Hike to the Moon Towers

This is the final mission of the first act. To hit the road to the Towers of the Moon (and generally get this quest), deal with the goblins and save Khalsin. Then, return to your camp and use the fire to rest until evening. If your characters have recently been resting, then the bonfire will simply return you to the last altar of wanderings. Be patient, study the location and wait until your hero himself says that he is tired. Or, periodically check the opportunity for rest. When evening comes, the tiefling party will begin. Talk to Khalsin about everything, then go to bed (but first you can try different options with novels) in order to talk to Khalsin in the morning and learn about the Lunar Towers. He will offer to go to them below, through the Underdark. You can say you'll go over the top

Once in the Underdark, make your way to a dilapidated Dvergar village. If you help them with boots on the quest "The Lost Boots", they will allow you to use the skiff to go to their sergeant. Use the boat below. And if you kill them, use the skiff anyway. You will receive a message that will lead to the end of Early Access. Confirm your choice. During your journey, you will be stopped by a Dvergar patrol. If you are legal on the skiff, then no one will touch you. If they killed the Dvergar and took the boat, you will have to deal with the patrol. And then the early version will be completed.

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