BG3 Act One Checklist: How to Not Ruin Your Campaign Before It Starts

BG3 Act One Checklist: How to Not Ruin Your Campaign Before It Starts

You’ve probably seen the memes. Someone reaches Act Two only to realize they missed an entire legendary mace or accidentally let a companion die off-screen because they didn’t take enough long rests. It’s frustrating. Baldur’s Gate 3 is a massive, sprawling beast of a game, and while Larian Studios encourages "failing forward," some mistakes are just plain annoying. If you’re looking for a BG3 Act One checklist, you’re likely worried about that specific brand of "oops" that costs you thirty hours of progress.

Act One isn't just a tutorial. Honestly, it’s about a third of the game if you’re doing it right. It sets the political and emotional stakes for everything that follows in the Shadow-Cursed Lands and eventually the city itself. You can’t just rush the main quest. If you do, you’ll find yourself underleveled and under-geared.


The Camp Conversations You’re Definitely Missing

Most players treat the camp like a rest stop. That’s a mistake. The camp is where the actual narrative gears turn.

Long resting is the engine of the story. A lot of people try to "resource manage" by avoiding rests, thinking they’re being efficient. Don’t do that. You will miss critical cutscenes. Many of the most important character beats for Astarion, Shadowheart, and Gale only trigger when the sun goes down. If you stack up too many story events without resting, the game’s queue gets backlogged, and some scenes just get deleted.

Wait, won't the Druid Grove quest fail if I rest too much? Basically, no. This is a common misconception. The "Rite of Thorns" only progresses if you trigger specific world events or enter Act Two. You can rest dozens of times without the Grove closing off, provided you haven't started the final assault or left the region entirely.

The "Hidden" Companion Interactions

  • Astarion’s reveal: If you don't rest enough, his "midnight snack" scene can be delayed or skipped, which messes with your approval ratings early on.
  • Gale’s hunger: He needs those magic items. If you ignore him, he gets cranky and eventually leaves.
  • The Owlbear Cub: This is a big one for the checklist. You have to kill the mother (or let the Goblins do it), then find the cub at the Goblin Camp. You need to "win" him in the chicken-chasing game and then wait for him to show up at your camp. It takes several rests for him to finally settle in.

Why the Underdark and Mountain Pass Aren't Binary Choices

This is probably the biggest piece of misinformation floating around the BG3 community. The game frames the path to Moonrise Towers as a choice: take the Underdark or take the Mountain Pass.

You should do both. Seriously. You can explore the entirety of the Underdark, finish the Grymforge, and then turn around and walk right into the Mountain Pass. You only "commit" to Act Two when you physically transition into the Shadow-Cursed Lands. Doing both areas is the only way to hit Level 6 or 7 before the difficulty spike of Act Two.

The Underdark Essentials

The Underdark is vertical. It's easy to miss things if you don't look up or down.

  1. The Arcane Tower: It’s in the southwest. You need to find Sussur flowers to power the generator. Don't miss the Chest of the Mundane on the balcony; it used to be the best item in the game, but even after the nerf, it’s useful for carrying heavy loot.
  2. The Adamantine Forge: This is the peak of Act One gear. You can craft two items. Most experts recommend the Scale Mail or the Shield. The weapons are fine, but the armor’s "Reeling" effect is a literal lifesaver against bosses.
  3. BOOOAL: Yeah, there’s a fish-person god in a hidden cove. It’s weird. It’s missable. You’ll need to jump down some mushrooms near the entrance to the Festering Cove.

The Mountain Pass and the Creche

The Mountain Pass is shorter but much more intense. If you have Lae'zel in your party, this isn't optional—it’s her entire character arc. The Githyanki Creche Y'llek is tucked under the Rosymorn Monastery.

Pro tip: Do not leave the Monastery without getting the Blood of Lathander. It’s a legendary mace that blinds undead. Since Act Two is about 80% undead, this weapon turns "Tactician" mode into a walk in the park. You’ll need to solve the stained-glass window puzzle to get the Dawnmaster's Crest first, unless you want to blow up the entire building (which, to be fair, is a very Astarion thing to do).


Key NPC Quests You’ll Regret Ignoring

Some NPCs seem like background noise but have massive payoffs 60 hours later.

Barcus Wroot. The deep gnome on the windmill. Save him. Then find him again in the Grymforge. If you keep saving him, he becomes a major player in Act Three and provides some of the best grenades in the game. If you let him die at the windmill because you pulled the wrong lever? He’s gone.

Derryth and Baelen. In the Underdark, you’ll find a guy trapped in a field of exploding mushrooms. Save him, but more importantly, find the Noblestalk mushroom in that same area. Don’t let it blow up. You can give it to Derryth, keep it for Shadowheart’s memory, or give it to the "dark urge" if you're playing that origin. It’s one of the few items that actually changes character backstories.

The Zhentarim Basement. Tucked away in Waukeen’s Rest. If you save the two guys from the Gnolls (Rugan and Olly) and don't steal their shipment, you get access to a high-end trader. This is where you get the Titanstring Bow, which is arguably a best-in-slot weapon for Strength-based archers all the way to the end of the game.


The Ultimate BG3 Act One Checklist (The "Don't Forget" List)

This isn't an exhaustive list of every single herb, but if you haven't checked these boxes, you aren't ready for the Shadow-Cursed Lands.

  • Recruit everyone. Even if you don't like them. Wyll, Karlach, Gale, Astarion, Lae'zel, Shadowheart. You can even get Withers (the skeleton who lets you respec) in the Dank Crypt right at the start.
  • The Spider Matriarch. Under the Blighted Village. Kill her, grab the Dark Amethyst. You need it to read the Necromancy of Thay book.
  • The Hag's Hair. Fight Auntie Ethel in the Sunlit Wetlands. Get her down to low HP (under 20) and wait for her turn. She will offer you a deal: let her go with the girl, and she gives you a tuft of hair that grants a permanent +1 to any ability score. This is the only way to hit 18 or 20 in a stat so early.
  • Strange Ox. Talk to the ox in the Grove. Then talk to him again at Last Light Inn. Then again in Act Three. Just... trust me on this.
  • The Iron Flask. Found in the Gnoll cave. It contains a Spectator. You can throw it at enemies like a Pokémon from hell.
  • Rescue Volo. He’s at the Goblin Camp. If you let him perform "surgery" on you later at your camp, you get a permanent see-invisibility eye. It’s a bit gross, but mechanically superior to having two normal eyes.

Common Misconceptions About the Point of No Return

People get terrified when the game pops up a warning box saying, "Ensure you've finished your business before proceeding."

In Act One, this happens when you try to enter the Mountain Pass or the Shadow-Cursed Lands.

Here is the truth: You can actually go back. Most of Act One remains accessible even after you enter Act Two. You can fast-travel back to the Grove or the Underdark. However, certain world states will advance. If you haven't resolved the Druid/Goblin conflict, the game will resolve it for you (usually poorly) the moment you cross that line.

If you want the "Golden Ending" for the NPCs, finish the Tiefling party before you ever set foot in the Shadow-Cursed Lands. Once that party is over, you’ve basically cleared the narrative requirement for the first leg of the journey.


Actionable Next Steps for Your Playthrough

To ensure you haven't missed anything vital, open your map and look for "black fog." If there's a patch of the map you haven't walked on, walk there. Specifically, check the area west of the Blighted Village where the Githyanki patrol hangs out. Even if you're not ready to fight them, there's a lot of loot and experience points nearby.

🔗 Read more: Louisiana Lottery Pick 4: What Most People Get Wrong

Before you leave for Act Two, do a "vendor sweep." Go to Arron in the Grove, Derryth in the Underdark, and the Zhentarim trader. Buy any "Named" gear (blue or gold rarity). Money is easy to come by, but many of these items—like the Gloves of Dexterity or Caustic Band—are useful for the entire game. Once you move on, these traders might become inaccessible or die depending on your choices.

Double-check your inventory for the Sussur Bark. If you have it, go back to the Blighted Village basement and craft your masterwork weapon. The Silence effect on hit is a nightmare for spellcasters in the next act. Once you've done that, and you're at least Level 6, you're officially ready to face the shadows.