You just woke up on a beach. Your head hurts, there’s a literal parasite behind your eye, and the massive nautiloid ship you were just prisoner on is currently a pile of burning timber and purple goo. Welcome to the Sword Coast. Most people playing Baldur’s Gate 3 for the first time treat the opening hours like a linear sprint to get that tadpole out of their skull. That’s a mistake. Honestly, if you rush, you’re going to end up under-leveled and frustrated by the time you hit the Mountain Pass or the Underdark. This BG3 Act 1 guide is about slowing down and realizing that the "ticking clock" the game tells you about? It’s mostly a suggestion.
The game thrives on distractions. You see a ruin? Go inside. You hear a weird noise in a well? Jump down it. Act 1 is essentially a massive playground consisting of the Ravaged Beach, the Emerald Grove, the Blighted Village, and the Goblin Camp, plus the massive subterranean layers beneath them.
Getting Your Bearings on the Ravaged Beach
Don't just run north. Seriously.
The beach is your introduction to the core party members, and missing them now makes life harder later. Shadowheart is right there on the sand, assuming you didn't leave her in a pod. Astarion is hiding behind some wreckage pretending to be scared. Gale is literally stuck in a rock—look for the purple glowing sigil. Wyll is in the Grove, and Lae'zel is hanging in a cage being teased by tieflings.
Most players stumble into the Overgrown Ruins early. You’ll meet a bunch of bandits. You can talk your way in or just blow up a barrel to make an entrance. Inside is Withers. You need Withers. He’s the skeletal guy who stays in your camp and lets you respec your entire build for a measly 100 gold. If you realize your Paladin has terrible stats or you hate being a Trickery Domain Cleric, Withers is your best friend.
The Emerald Grove Drama
The Grove is the heart of Act 1's narrative conflict. You have the Druids, led by the increasingly prickly Kagha, and the Tiefling refugees who are basically being evicted into a war zone. Then there’s the Goblin Camp.
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You've got choices. You can side with the Goblins and Minthara (the Drow Paladin), which is the "evil" route, or protect the Grove. Most first-timers go for the "good" route, but be warned: siding with the Goblins means losing several companions permanently. It’s a heavy price for a shiny suit of armor and a romance scene.
What This BG3 Act 1 Guide Won't Tell You to Skip: The Blighted Village
The Blighted Village looks like a generic "combat zone" filled with goblins. It isn't. It’s a hub for some of the most important gear and side quests in the early game.
Check the basements. One basement leads to a necromancer’s lair where you can find the Necromancy of Thay, a book that gives you permanent buffs if you can survive the wisdom saves. Another basement contains the blueprints for Masterwork Weapons. If you find the Blacksmith’s notes, you can eventually craft a dagger, sickle, or greatsword that silences enemies on hit. That is a game-changer against casters.
And then there's the well.
If you interact with the well in the center of the village, you can descend into the Whispering Depths. It’s full of spiders. Big ones. The Phase Spider Matriarch is often the first "wall" players hit. She teleports, she summons babies, and she hits like a truck. Pro tip: burn the webs while she’s standing on them. Falling damage is the secret MVP of Baldur’s Gate 3 combat.
The Goblin Camp and the Art of Infiltration
Approaching the Goblin Camp is where the game really opens up. You can go in guns blazing, but you’ll probably die. Instead, use your head. Or your tadpole.
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If you convinced the goblins at the checkpoint you’re a "True Soul," they’ll let you walk right in. This is the best way to handle the camp because it lets you talk to the three leaders—Priestess Gut, Dror Ragzlin, and Minthara—before deciding how to kill them. Or join them.
- Priestess Gut: She wants to "brand" you. Doing so gives you access to certain gear perks, but it also marks you as a cultist.
- Minthara: She’s planning the raid. If you want to save the Grove, you can lead her into an ambush.
- Dror Ragzlin: The big hobgoblin. He’s the hardest to kill because he’s surrounded by a dozen enemies.
Rescue Halsin while you're there. He's in the back, in the worg pens, disguised as a bear. Don't throw rocks at the bear. Just help him break out. He’s a massive asset in the fight against the leaders.
Navigating the Underdark vs. The Mountain Pass
Eventually, the game forces a choice. Do you go through the Underdark or the Mountain Pass to reach Act 2?
You can actually do both.
In fact, you should do both.
The Underdark is accessible through several routes: the pit in the Whispering Depths (use Feather Fall!), a hidden elevator in the Zhentarim Hideout, or the puzzle in the Defiled Temple behind the Goblin Camp. It’s a bioluminescent nightmare, but it’s where you find the Adamantine Forge. This forge allows you to craft some of the best mid-game armor in existence. It also features a boss fight against Grym, a massive mechanical guardian. Hint: use the giant hammer in the middle of the arena.
The Mountain Pass is more straightforward but contains the Rosymorn Monastery. This is Lae'zel’s main questline area. Even if you aren't using her, go there. The Blood of Lathander, a legendary mace hidden beneath the monastery, is arguably the best weapon for Act 2 because it blinds undead enemies.
Combat Essentials: Stop Playing Like a MMO
If you treat BG3 like a standard RPG where you just stand still and click buttons, you will lose. Positioning is everything.
High ground gives you a +2 bonus to attack rolls. Being in the dark gives you a disadvantage if you don't have Darkvision. Pushing someone off a cliff is often more effective than hitting them with a sword.
Use your consumables. Those potions of speed and grease bottles aren't for hoarding; they are for winning encounters that feel impossible. Also, Long Rest often. A lot of people worry that resting too much will progress the "tadpole timer." It won't. Most of the story beats and companion romances only happen at camp during a Long Rest. If you don't rest, you miss the plot.
Actionable Insights for Act 1 Success
The first ten hours determine how smooth the rest of your 100-hour journey will be. Don't rush to the finish line.
- Recruit Everyone Early: Even if you don't like them, their quests provide XP and unique loot.
- Talk to Animals: Use a potion or the spell. The animals in this game have some of the best dialogue and often reveal hidden treasures.
- The "Examine" Button is King: Right-click every boss. Check their resistances. If they are immune to fire, stop casting Firebolt.
- Loot the Food: You need camp supplies to rest. Check every barrel and crate in the Grove and the Blighted Village.
- Level 4 is the Turning Point: This is when you get your first Feat. "Ability Improvement" is usually the safe bet, but "Great Weapon Master" or "Tavern Brawler" can turn your characters into absolute wrecking balls.
- Don't Fear Failure: Sometimes a failed dialogue roll leads to a more interesting story beat than a success. Let the dice roll.
Once you’ve cleared the Goblin Camp, explored the depths of the Underdark, and dealt with the internal politics of the Githyanki creche, you’re ready for the shadow-cursed lands. But make sure you’ve actually finished your business in the wilderness first. Check your map for black fog—if there's fog, there's content. Go find it.