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Baldur's Gate 3 Act 1: Goblin Camp Guide, All Routes & Companion Influence

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Baldur's Gate 3 does not have a seasonal system. The latest major update is "Patch 8" (April 15, 2025), and the latest hotfix is "Hotfix #36" (March 26, 2026). This article is based on the current version.

In Baldur's Gate 3 Act 1, the first and largest turning point is the series of quests revolving around the "Emerald Grove" and the "Goblin Camp." Your single choice can drastically alter the fate of your companions and decisively impact the later story. This article thoroughly explains all routes, choices, and their influence on companions, whether you choose to be a hero who saves the Grove or take an evil path leading to its destruction.

Emerald Grove and Goblin Camp: Quest Overview

The main quest in this area forces you to choose between saving the Tieflings in the Emerald Grove, who are threatened by goblins, or siding with the goblins. The path you choose will significantly alter which characters join your party and the subsequent story developments.

Related QuestsRescue the Druids, Save the Tieflings
Recommended LevelLevel 3-4
Related ActAct 1
Major Branches
  • Save the Druids and Tieflings (Good Path)
  • Cooperate with Goblins to Assault the Grove (Evil Path)

Fateful Choices: 3 Strategy Routes and Procedures

Players can choose from three main paths. Understand what you gain and lose with each route, and make a choice that fits your role-play.

[Good Path] Defend the Grove and Rescue Halsin

This is the orthodox hero path that most players will likely take first. You save the Tieflings and Druids, earning praise from many companions.

  1. Inside the Emerald Grove, you witness the conflict between the Druids and Tieflings. From Zevlor, the Tiefling leader, you learn that Halsin, the head Druid, is imprisoned in the Goblin Camp, and you set out to rescue him.
  2. Head to the Goblin Camp. At the entrance, if you succeed in a Persuasion or Intimidation check, or if Sazza, a goblin you previously helped, is present, you can avoid combat and enter. If your player character's race is Drow, the goblins will also be friendly.
  3. Proceed to the "Shattered Sanctum" deep within the camp. Find and eliminate the three goblin leaders: Priestess Gut, Dror Ragzlin, and Minthara.
  4. In the deepest part, within the Worg pens, you discover Halsin transformed into a bear. Rescue him. He will join the fight, making the remaining leader encounters easier.
  5. After defeating all three leaders, return to the Emerald Grove with Halsin to complete the quest. The Tieflings can safely depart, and a celebration ensues.
  • Benefits: Approval from companions like Wyll, Karlach, Gale, and Shadowheart will significantly increase. Furthermore, a flag for Halsin to officially join your party is set, and he will be available in Act 2 and beyond.
  • Hidden Element: Using the 'Speak with Animals' spell or potion allows you to gain internal information about the goblins or hints about hidden treasures from the camp's animals.

[Evil Path] Side with the Goblins and Assault the Grove

This is the path if you choose to walk the road of evil. In exchange for significant sacrifices, you can gain unique companions and rewards not available otherwise.

  1. Head to the Goblin Camp and converse with Minthara, the Drow in the "Shattered Sanctum."
  2. Agree to her plan and reveal the location of the Emerald Grove.
  3. Accompany Minthara to the Grove and participate in the assault as part of the goblin army. Blow the war horn to signal, and start combat from inside the gates.
  4. Slaughter all Druids and Tieflings within the Grove.
  5. After your victory, a celebration will be held at the Goblin Camp, and a special romance scene with Minthara will occur.
  • Drawbacks: Upon making this choice, Wyll and Karlach will despair at your actions and permanently leave the party. Naturally, Halsin will also not join you. Gale will attempt to leave the party, but you may be able to convince him to stay with a successful Persuasion check.
  • Benefits: Astarion's approval will significantly increase. Crucially, only through this route can you experience a romance with Minthara in Act 1 and officially recruit her as a companion in Act 2.

[Third Option] Maintain Goodness While Also Recruiting Minthara

While once impossible, a game patch changed the specifications, establishing a "have your cake and eat it too" route where you save the Grove, recruit Halsin, and later recruit Minthara. The procedure is somewhat unique, so pay close attention.

  1. First, defeat the other two leaders, Priestess Gut and Dror Ragzlin, as you normally would.
  2. Before fighting Minthara, enable "Non-Lethal Attacks" from the passive menu. This only works for melee attacks, so be careful not to defeat her with ranged attacks or spells.
  3. Provoke Minthara into becoming "Temporarily Hostile." For instance, initiating combat by stealing an item within her line of sight is a reliable method. If you enter combat with her already hostile from the start, incapacitating her might count as a death.
  4. With "Non-Lethal Attacks" enabled, use a melee attack to reduce Minthara's Hit Points (HP) to 0 and incapacitate her.
  5. Afterward, rescue Halsin and complete the good path quest as usual.
  6. By following this procedure, you will find Minthara being judged in the audience chamber of "Moonrise Towers" during Act 2's main quest. From there, you can rescue her to officially recruit her as a companion.

The Three Goblin Leaders: Individual Strategy Tips

The three leaders commanding the goblins each have distinct characteristics. You can gain an advantage in combat not only by fighting them directly but also by utilizing the environment.

  • Priestess Gut: If you speak with her one-on-one, she will lead you to a private room. Since there are no other goblins around, you can initiate combat with a surprise attack and defeat her without anyone noticing. However, absolutely do not drink the potion she offers, as it will put you to sleep and make you her captive.
  • Dror Ragzlin: Above the audience chamber where he is located, there are brittle beams. If an ally in a high position attacks and destroys these beams, they will deal significant damage and prone Ragzlin and his retinue below. Additionally, using powerful push-based abilities / spells / class features (such as 'Thunderwave') to knock him into the nearby giant spiderwebs, aiming for instant death from fall damage, is also effective.
  • Minthara: A "War Drum" for calling reinforcements is set up near her. Before combat begins, have a stealthy character (like Astarion) destroy the drum. Failing to do so will result in a continuous stream of goblins joining the fight, making it extremely difficult. Another strategy is to destroy the stone bridge she is on and knock her into the chasm, though in that case, her equipment will not be recoverable.

Choices Determine Companion Bonds: Companion Influence

Your choices in this series of quests directly impact the approval of each companion. Consider your party composition and with whom you wish to deepen your relationship when making decisions.

  • Wyll & Karlach: As true good-aligned characters, they believe in helping the weak and protecting the innocent. Therefore, they fully support the choice to save the Grove, and their approval will greatly increase. Conversely, choosing to cooperate with the goblins and assault the Grove is absolutely unacceptable to them, and they will permanently leave your party without question.
  • Gale: He favors heroic actions, thus supporting the good path. However, he values underlying causes and the pursuit of knowledge. Therefore, even if you choose the evil path, it's possible to convince him to remain in the party under the pretext of saving the world, depending on successful persuasion.
  • Astarion: He enjoys the misfortune of others and prefers selfish and cruel choices. Actions like assaulting the Grove and slaughtering the Tieflings will please him, increasing his approval. Conversely, he may react negatively to helping people without personal gain.
  • Shadowheart: She is a pragmatist who will use any means to achieve her goals. She appreciates deception and tactics that avoid unnecessary conflict. While she doesn't oppose saving the Grove itself, she also doesn't strongly resist choosing an evil path. Shrewd judgments that advance the situation favorably will lead to increased approval.
  • Lae'zel: As a Githyanki warrior, she prefers direct and violent solutions. She despises goblins as a weak race, thus agreeing to their annihilation. However, she has little interest in helping the Tieflings themselves.

Summary: Overcoming Act 1's Most Important Quest

Your choices at the Emerald Grove and Goblin Camp are critical events that determine your standing in the story of Baldur's Gate 3. For a first playthrough, the "Good Path" is recommended, as it allows you to build strong relationships with many companions and grasp the full scope of the narrative more easily. On the other hand, if you wish to commit to an evil role-play or are interested in Minthara, who usually cannot be recruited, then the "Evil Path" or "Third Option" is well worth attempting. Use this article as a reference to weave the adventure story you desire.

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