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8 Well Hidden Secrets of Act 1 of Baldur’s Gate 3


Baldur’s Gate 3 is an incredible game, narratively, in its gameplay and content. But sometimes we miss things because Faerûn is so rich, big and complex. That’s why we’re here today, to decipher together some of the secrets of Act 1! Ready for some revelations?

1. The Blade of Long Flame: A Burning Beginning

When you reach the end of the tutorial on the Nautiloidyou find yourself in an intense fight between a Mind Wrecker and the Commander Zalk. Once Zalk is defeated, a surprise awaits you: the long flame blade. A powerful weapon to keep preciously during Act 1. However, beware of the Flayer who becomes hostile once Zalk is defeated. Advice made in Campustech: scatter your characters and interact with the transponder ASAP to escape danger once Zalk is downed, as reinforcements are coming.

2. The devastated village: a golden opportunity

In the devastated village, you meet ogres in the middle of lunch. They hold the Warped Headband of Intelligence which puts the wearer’s intelligence at 17. But beware, they’re not going to give it to you that easily. To obtain it, you can convince them to serve you, by pretending to be a chosen one of the Absolute. Otherwise, they will end up becoming hostile. I killed them in my run by making a critical failure on my persuasion roll. If you manage to convince them, they will give you a horn to summon them in battle. It can be useful in a tough fight, but be careful not to crack headbands until you’ve looted them. Let them die in combat since you would have to pay to reuse them anyway…

3. The Bard Volo at Camp: An Unexpected Ally

Finally, if you manage to free Volo at the Goblin camp, he will join you at your camp. Discuss your larva problem with him: he will suggest an operation to extract it. If you accept, you will get a permanent bonus: the invisibility detectionwhich as its name suggests, forces invisible enemies to become visible again.

4. Kuo-Toa Ink: A Well-Kept Secret

In the Dark Depths, a hidden area contains a magic object: the Sickle. To reach it, you will have to go around the cliff near the arcane tower and jump on mushrooms to access the Kuo-Toa ink. Watch out for the torches and go to the lair. The Kuo-Toa are in the middle of a ritual. You will find gold and a sickle that doubles its damage.

5. The Arcane Tower: Filled with Treasures

In the Dark Underworld, there is a hidden tower, guardian of many magic items and scrolls. To access it, it’s quite simple: once at the arcane toweryou have to jump on mushrooms to reach a back garden and pick up a Susurreau Flower. When this flower is inserted into the generator, the elevator is activated and you access the floors. At the top, you meet the guardian Bernard. To access the basement and its very strong objects, you will need the right lines of dialogue with Bernard, and for that you will need to read two books in the tower: the first is a used book on the first floor, the second is The voice of Darkness on the 3rd floor. There in front of Bernard it will be necessary to answer “Or the most faithful of the friends seeking” then to say to him “What to believe, how to know the truth…” Bernard will go to seek the Luminous Marker ring. Equip it and you will have access to the basement from the terminal. In the basement you will find a ring, a magic staff and scrolls.

6. Hill Giant’s Cudgel of Strength: For Druids

Also in this tower, you can find the Hill Giant’s Cudgel of Strength. This weapon increases your strength to 15! More weight to carry, more jump distance, and perfect for athletic throws. For druids and their magic cudgel power it’s also 1d8+ Wisdom modifier…A really OP cudgel for this class.

7. The Spider’s Nest: A Slimy Surprise

Near the Grove of the Druids, you can climb to a rocky peak. A successful perception roll at the top reveals a spider’s nest containing a Sotck exchange and one spider egg. If you succeed on a Concealment or Wisdom roll, you can recover these treasures and even obtain a spider egg. Break this egg and you will have summoned six little spiders that will follow you like familiars. Their lifespan is not great as they have 6 HP each, but they can be useful in a fight against larger opponents!

8. Les Paludes Ensoleillées: La Guenaude hut

During your visit to the Sunny Marshes, you may encounter the Guenaude. If you manage to hurt her enough without killing her, she will offer you a deal: if you let her go, she will increase the characteristic of your choice by one point. An opportunity not to be missed ! Well that’s if the ethical side doesn’t move you too much, because there are consequences to this market… I’ll let you find out!

So ! I hope these secrets help you on your Baldur’s Gate 3 adventure. Feel free to share your own discoveries! Good game to all and see you next on Campustech!

By William Anderson

Meet William Anderson, a versatile individual with a passion for creativity and a deep appreciation for the world of video games. Armed with a diploma from the Northern Alberta Institute of Technology, he entered the professional world in 2006. As a safety manager, operation dispatcher at PST Transport Inc from 2007 to 2009, William displayed his commitment to ensuring a safe and efficient work environment. Today, he thrives as a content creator and creative director, channeling his creativity into captivating projects. While he identifies as an introvert, William is a travel guru, blazing new trails in the web landscape. With an affinity for pop culture and a love for zombies, he is an evil beer scholar and a discerning analyst, always seeking to unravel the depths of his passions.