With Escape the Nautiloid wrapped up, let’s dive into the first proper quest in Baldur’s Gate 3: Finding A Cure. If you can’t figure out how to rid yourself of the parasite, you’ll eventually transform into a Mind Flayer. So, it’s crucial to find a healer who can assist you. On your journey, you’ll have opportunities to recruit companions for your party and snag some important items as well.
In this chapter, our goal is to find a cure and get rid of the parasite. But don’t forget to build your party and meet new companions on your journey.
Finding Shadowheart
If you opted to rescue Shadowheart, you’ll find her lying unconscious on the beach. You can have a chat with her to learn more about the situation, find out where Lae’zel is, and she’ll express her gratitude for being freed.
The choice is yours whether to invite her to join your party or not. In most cases, it’s a smart move to add her because she’s a formidable companion.
If you didn’t free Shadowheart from her pod, head north along the beach and collect any valuable loot you come across. Don’t forget to stop at the pier to grab some camp supplies, and use the left Alt button to spot hidden bodies.
Keep going north until you stumble upon an old wooden door leading to a crumbling stone building. Inside, you’ll find Shadowheart trying to break in by bashing against the door.
Discovering Shadowheart in this location will kickstart a significant side quest worth exploring. It goes by the name “Explore the Ruins,” and it can lead you into some engaging battles and offer valuable rewards.
The Ship
Turn around and head southwest, back toward the Nautiloid wreckage. Keep an eye out for any corpses or chests you might have overlooked.
On your way back to the wreckage, you’ll run into a group of unfriendly Intellect Devourers. Approaching them triggers a fight, but with Shadowheart on your side, it should be much more manageable.
Finding Gale
As you exit the ruined ship, you’ll stumble upon a bunch of deceased Goblins. It’s worth rifling through their stuff since you might find potent weapons and plenty of camp supplies.
Keep moving forward until you spot a somewhat shaky-looking Ancient Sigil embedded in the cliffs. Approach it and interact with it (X=222, Y=323)
If you’re not playing as Gale, touching the Sigil will make a hand reach out from the other side, and someone will ask for help. It’s a good idea to pass a Strength check to pull them through, as this person is a valuable companion.
The person on the other side is Gale, a powerful Wizard who was also on the Nautiloid and has a Mind Flayer parasite like you.
Finding Astarion
Head southwest through the Nautiloid wreckage. You’ll meet Astarion on the road, who claims he needs help with an Intellect Devourer.
He’ll ask you to help him kill one nearby, even though there isn’t really one. He’s trying to trick you.
Once you get up, Astarion will recognize you and start asking questions about the parasites and the ship. At first, he may not believe you if you can’t answer or claim responsibility. But the psychic link with the Intellect Devourer will eventually convince him otherwise. Accept his excuses to gain approval with Astarion.
Finding Lae’zel
The potential threat the Tieflings are talking about is Lae’zel, the Githyanki Fighter you met on the Nautiloid. She’s trapped in a cage, and the two Tieflings are debating whether to kill her or let her be taken by the Goblins.
This chat will start the Free Lae’zel side quest. It’s optional, but if you want her in your party, it’s a quick and rewarding side quest.
Beyond recruiting Lae’zel, the most significant thing you can gain from this conversation (with a Persuasion check) is info about a nearby camp with a healer to the northwest.
If you decide to add Lae’zel to your party, she’ll level up right away, and you’ll need to check out her abilities. She’ll also mention a Githyanki Creche.
Going to Tiefling Camp
As the Tieflings mentioned, there’s a camp nearby to the northeast. Go back through the Nautiloid wreckage and head northeast. Follow the cliffside paths and go through the bushes.
Keep heading northeast until you come across a group of characters who are asking to be allowed inside the gates of an encampment (x=210, y=410).
Outside, those characters are desperately asking to be let in because Goblins are about to attack them. This starts the first major battle in Baldur’s Gate 3, with your party caught in the middle of a scrap between the Goblins and the camp with the healer. Once you defeat the enemies, you’ll be allowed into the camp. You’ve landed in a place called Emerald Grove.
Emerald Grove
As you enter the camp, you’ll witness a heated argument between the group of adventurers who were almost left stranded outside and the guards who wanted to abandon them.
You’ll have to get involved in some way, whether it’s by attacking one of the participants (Zevlor or Aradin), encouraging them to fight, trying to persuade them to calm down, or just letting them continue their argument. Different races and classes will have unique interactions here as well.
If Zevlor or Aradin are still conscious, they can guide you to various solutions for the Finding a Cure quest. Zevlor will start the Save the Refugees side quest, while Aradin will choose to leave the camp instead of staying. Here are the options you have to proceed:
- Get Help from Healer Nettie
- Rescuing the Druid Halsin
- The Scholar
- Deal with Auntie Ethel
- Tell Omeleeum About the Parasite
- Find the Githyanki Creche
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