Ravaged Beach |
|
---|---|
![]() |
|
ACT | 1 |
Suggest Level | 1-2 |
Ravaged Beach is a Location in Baldur's Gate 3. On this page, you can find information about the map, quests, enemies, notable items, and other useful tips about Ravaged Beach.
Ravaged Beach Map
Ravaged Beach Sub-Areas in Baldur's Gate 3
Baldur's Gate 3 Ravaged Beach Notable NPCs
Items in BG3 Ravaged Beach
- Shanties for the Bitch Queen
- Perfumed Letter
- Scroll of Magic Missile
- Scroll of Mage Armor
- Scroll of Expeditious Retreat
- Bandit's Key
- Leather Armour
- Journey Through The Jungle
- Chapel Records
- The Unclaimed
- Peridot Ring
- Engraved Key
- Scroll of Burning Hands
- Book of Dead Gods
- Heavy Key
- The Amulet of Lost Voices
Baldur's Gate 3 Ravaged Beach Quests
Baldur's Gate 3 Ravaged Beach Walkthrough
Find a way to remove the mind flayer parasite
As you begin the quest, you'll find yourself at the Ravaged Beach. Continue following the path ahead and you'll find Shadowheart unconscious on the ground( X:271 Y:217). Interact with her and you will have three options to choose from:
- Wake her.
- Reach for the artefact.
- Leave.
Choosing the first option will wake her up, she'll then ask how it's possible you're both alive. From here, you have two options to choose from:
- I was hoping you might know that.
- Doesn't matter - we made it.
Choosing the first option will prompt her to say that she only remembers the ship and falling down from the ship, and then nothing. You will then have to choose among three responses:
- Now what?
- Do you have any idea where we are?
- What happened to our gith friend?
If you choose the second option, she'll say that she doesn't recognize the place. She'll then go on to say that you first need to find supplies, shelter, and most important of all, a healer, for the monsters living inside your head. This will prompt 3 more dialogue options:
- 'We'? You want to stay together?
- What happened to our gith friend?
- Indeed, I'd better get moving then. Farewell.
Choosing the first option will make her say that you both need each other and she can't think of a better company. And then you will have the option to go together or part ways with the dialogue options that will appear:
- All right, let's get moving.
- No. This is where we part ways.
Choosing the first option will allow you to have Shadowheart accompany you, but before you continue with your journey, she thanks you for freeing her from the pod back in Nautilod. You'll then get an approval up from her. Continue following the main path ahead and loot some items you can find on the ground, like barrels, a pouch, and a backpack that could contain some cosmetic or useful items. Just up ahead you'll find a book named Shanties for the ***** Queen, located on the broken bridge on the right side (X:304 Y:265). On the left side just beside the broken bridge, there's the Perfumed Letter you can loot from the Mangled Fisher on the ground (X:294 Y:268).
As you proceed, you'll find an Ancient Sigil Circle on the wall (X:285 Y:296), just beside the Ancient Door in the Overgrown Ruins. When you interact with the Ancient Door, it won't open, Shadowheart will suggest looking for another entrance.
Head west and you'll a couple of Intellect Devourers in the area (X:259 Y:279). Try to keep your distance throughout the fight to make quick work of them, these are low-level enemies but can be dangerous once you're surrounded by a group of them.
Once you've slain all the Intellect Devourers, a few tips will pop up on the screen. Using a Short Rest is the best way to recover HP and other resources and can only be used outside of combat. Gaining enough experience points will give you the option to level up. Using a Long Rest will end the day and recover all HP, Spells, and Actions used. It will also recover the Short Rest you can use since you can only use Short Rest twice before doing a Long Rest. When a character is down or unconscious, they can wake up once their HPs recovered. You can either take a short rest, heal them, or use the Help Action.
Explore the area and loot what you can then head west. Continue following the main path and you will come across the destroyed Nautiloid wreck, then slightly up a hill, you'll find Astarion, a High Elf vampire and a potential Companion, calling for help (X:176 Y:284). He says he's cornered one of the Intellect Devourers hiding in the grass. He then asks if you can kill it just like how you killed the others. From here, you will have three options to choose from:
- Easily. Stand back.
- Kill it yourself - you look capable enough.
- Leave.
Choosing the first option will reveal that this was just a trap, the boar comes out of the grass and Astarion suddenly takes a stance with his dagger. You will have three options to choose from:
- Put it away. We don't need to fight.
- If this is a robbery, you're off to a bad start, elf.
- One more step and I'll make you eat that knife.
Choosing the first option will make Astarion suspicious of you as he says he saw you get out of the ship of the mind flayers, before being interrupted by the worms in your brains. He asks what happened, and you will have to choose from these options:
- It's the mind flayer's worm - it connected us.
- Honestly? I have no idea.
- Put the knife away and I'll tell you everything.
Choosing the first option will make Astarion calm down and get ahold of the situation. He then apologizes, you now have three dialogue options to choose from:
- Apology accepted. I might have done the same were the roles reversed.
- Glad to see we're all caught up now.
- You'd better have more to offer than 'apologies'.
If you choose the second option, Astarion will then introduce himself and say he was in Baldur's Gate when those mind flayers snatched him. You then have three dialogue options to choose from:
- [BALDURIAN] Introduce yourself - you're a Baldurian too.
- Tell him your name and your story.
- Nod.
You can choose any of the options above, he'll then ask if you know anything about the worms. You have three options to choose from:
- Yes, unfortunately. They'll turn us into mind flayers.
- I know we don't want them in our heads.
- You know as much as I do.
You can choose any of the options above, and then he'll suggest that maybe if you can find someone who can control these things, there might still be time. You then have four options to choose from:
- Control it? We need to get rid of it.
- You should travel with me. Our odds are better together.
- I need to get moving, but you can shelter at my camp.
- I've wasted enough time here. Farewell.
Choosing the first option will give you the same three options from above:
- You should travel with me. Our odds are better together.
- I need to get moving, but you can shelter at my camp.
- I've wasted enough time here. Farewell.
If you choose the first option, he'll tag along and accompany you as you proceed. Go back down where you came from and you'll see the boar that came from the grass, if you interact with the scared boar, you will have four options to choose from:
- Observe the boar to see what it does.
- [ANIMAL HANDLING] Raise your palms to calm the boar.
- Attack.
- Leave.
If you choose the second option, you will have to pass a skill check of DC 10, failing the skill check will scare the boar away and flee from the area.
Now head northeast to the crash site, you'll notice footprints in the area, there are dead goblins on the ground and you can loot some items and supplies from their corpses. Continue following the path then head southwest, you'll encounter an injured mind flayer in the area (X:180 Y:325). Interact with it and you'll have three options to choose from:
- Give in to the emotion.
- This isn't right. Step away.
- No. You should be furious... shouldn't you?
Choosing the first option will give you two more options to choose from:
- [INTELLIGENCE] Concentrate on its thoughts.
- Take advantage of the lapse - break free.
Choosing the first option and succeeding the skill check will reveal that you can offer yourself to the mind flayer for sustenance, this will give you another two dialogue options:
- Submit to the feeling - lean in, as for a kiss...
- [WISDOM] Resist the intrusion with everything you have.
Choosing the second option and succeeding the skill check will prevent you to give yourself in. Now you notice the mind flayer exhausted and its eyes radiate with malice. You now have two options to choose from:
- Close those eyes forever.
- Leave it to die - slowly.
Choosing the first option will make your character stomp the mind flayer's head and kill it. You can then loot its corpse for some items.
Now head north then climb the platform, and continue following the road uphill, your character will then make a remark that you heard shouting up ahead. Shadowheart will follow up with a comment that we should check it out. Along the way, you'll come across a dirt mound with a shovel sticking out. You can dig it and uncover a chest, you can loot the items inside the chest if you wish to do so. As you move forward, you'll find Lae'zel trapped in a wooden cage and two Tieflings discussing whether to kill her or leave her to the goblins (X:242 Y:357). You are able to communicate with Lae'zel even without actually speaking to each other via the monsters inside your head. Lae'zel tells you to get rid of the Tieflings, you will have to select from these options:
- Why should I help you?
- Don't worry - I'll get them out of here, one way or another.
- [DECEPTION] This creature is dangerous. Get out of here - leave it to me!
- [PERSUASION] Shoot the trap down. We must kill it before it harms someone.
- Attack the tieflings.
- Leave.
Choosing the second option will make Lae'zel communicate with you telepathically and tell you she knows a cure for the things living inside our heads. Shadowheart then reminds you that Lae'zel was keen on leaving her to die when you were all within the Nautiloid and that you can't trust her. You will have to choose among these four choices:
- [DECEPTION] This creature is dangerous. Get out of here - leave it to me!
- [PERSUASION] Shoot the trap down. We must kill it before it harms someone.
- Attack the tieflings.
- Leave.
Choosing the first option will require you to pass a skill check, successfully doing so will make the tieflings agree with you. Damays will then mention something about checking the blast. You can either ask about it or leave:
- A blast? I could use more specifics.
- Leave.
Asking for specifics will make Damays reveal that the blast shook their camp and that's why they went out, to take a look. Now you can use Persuasion to ask where the camp is, or leave:
- [PERSUASION] I'm in dire need of healing. Where is this camp?
- Leave.
Choosing the first option will require you to pass a skill check, successfully passing the skill check will make Damays tell you the location of the camp. He says it's located northwest and once you make it there, look for Nettie. Nymessa then joins the conversation by telling you to be careful as there are goblin traps everywhere. Once the tieflings leave, Lae'zel demands you to set her free, and your next set of choices will look like this:
- Now that they're out of earshot, sure.
- Say 'please'
- Leave.
Choosing the second option will not make Lae'zel say the word. Astarion and Shadowheart will approve of this decision. You can then attempt to free her after the dialogue.
Find the healer Nettie
After freeing Lae'zel, interact with her to initiate conversation. She then says the longer we wait, the more the parasite consumes. She also says that her people possess the cure for this infection and she wants you to join her in looking for a Crèche. Shadowheart steps in the conversation and tells you to be careful, she warns you to not let her take advantage of you, as she sees your kindness as a weakness. Your next set of choices will look like this:
- And what exactly is a crèche...?
- A simple 'thank you' wouldn't go amiss.
- All right, we journey together. Let's find this crèche.
- We'll go our separate ways, I think.
The two choices that will matter are choices 3 and 4. The first two choices will only extend the conversation. When asked about a crèche, Lae'zel explains that it is many things, it is a hatchery, a training ground, and a shelter. She also explains to you about the Githyanki protocol. Choosing the second option will make her say that the cure will suffice as thanks. Now you must decide whether or not to journey with her or go your separate ways. If you choose to join her, Shadowheart will disapprove of this decision. She then says that she trusts your judgement, but she doesn't trust Lae'zel yet. Lae'zel then explains that since the tieflings mentioned a camp, there's one tiefling named Zorru, who has seen githyanki. She suggests we ask Zorru where he has seen the other githyankis.
Find Zorru
Continue heading south, then head west, you'll see an unstable rune on the wall (X:224 Y:324). Interact with it, you can then touch it or leave it be:
- Touch the sigil.
- Leave.
Choosing the first option will make your character try to touch the sigil, but then a slight shock would prevent you from doing so. An arm then extends out, asking for help. Your next set of choices will look like this:
- Who are you?
- Slap the hand.
- [STRENGTH] Grab the hand and pull.
- [WARLOCK] [CHARISMA] Attune yourself to the sigil's magic, then bid it to quiet down.
- It's far too dangerous. Leave him to his fate
The first two options can be chosen without affecting anything. Choices 3-5 are the ones that will affect the story. Choosing the third or fourth option will require you to pass a skill check in order to get him out of that portal.
After successfully pulling him out of the portal, he will introduce himself. This is Gale, a Human Wizard and a potential Companion. After the introduction, he says he remembers you from the Nautiloid. From here you will have three choices:
- I was, yes.
- Never mind the nautiloid. How did you get stuck in that stone?
- You don't trust this man. Draw your weapon.
Choosing the first option will make him say that he assumes you were also infected with the parasite inside your brain. You can choose to extend the conversation or tell him it's none of his business. These are the options you have to choose from:
- Go on...
- Couldn't have phrased it more repellently myself.
- That's hardly any of your business.
Choosing the first option will reveal that the process you and your current companions are going through is called Ceremorphosis, where after a certain period of time, the parasite that entered our brain will turn us into mind flayers. He then asks if you happen to be a cleric. You have these options to choose from:
- I was going to ask you the same question.
- Can't say that I am.
- [WARLOCK] My patron offers me many gifts, but tadpole extraction is not one of them. I can't cure our parasites.
Choosing the third option will then make him say that you should look for a healer together. you have two choices here:
- Sounds like a plan. You're welcome to join me.
- No, thank you. I'm not looking for another travelling companion.
Even if you choose the first option, Gale would not join you right away and says that you have plenty of company already. He says that he can join you later and meet you at your camp.
Setting up Camp
If you go to your Camp, a pop-up will appear on the screen giving you tips about the Camp. The camp is where you can take a Long Rest and fully heal your party. You can also manage your Companions at the Camp, and even advance relationships with some of them if you wish to do so, you can also store items, eventually change your character, and recruit more NPCs. See our Camp page to view a more detailed guide about the camp.
Within the camp, you can interact with all of the Companions you've acquired so far. Listed below are the possible dialogue interactions with each companion:
NOTE: Some dialogue options will depend on the Race and Class you've chosen. For this playthrough, the race chosen is Dragonborn and the class is Warlock.
Astarion
Upon approaching Astarion, he'll initiate the conversation by stating that we've picked up a wizard who managed to get stuck in his own portal. You have three dialogue choices to choose from:
- Tell me about yourself.
- I think it's better if you stay here in camp for a while.
- Leave.
Choosing the first option will reveal that he was a magistrate back in his city. Choosing the second option will make him stay within the camp.
Lae'zel
Once you approach Lae'zel, she'll start by saying that finding the wizard was somehow useful and hopes that he is as powerful as he is verbose. You have four dialogue options to choose from:
- You look so... unusual. Githyanki are rare in these parts.
- Do you know much about mind flayers?
- Wait for me in camp.
- Leave.
Choosing the second option will make Lae'zel say that it is imperative that we locate a crèche and that you should observe more and question less. You will be given the same set of dialogue options but the second option is changed:
- You look so... unusual. Githyanki are rare in these parts.
- Do you know what happens if we don't find a cure?
- Wait for me in camp.
- Leave
Choosing the first option will prompt three new dialogue options. She expects that she is your first Githyanki encounter:
- I'd never heard of your kind until my capture.
- I know of githyanki, but I've never met one.
- I've crossed paths with githyanki before.
Choosing the second option will make her provoke you by mocking your appearance. Your next set of choices will look like this:
- Come on now. Are they really that bad?
- Better to be scaled than noseless and covered in spots.
- Really? Thanks for noticing!
- Be silent in the face of her goading.
Choosing the first option will make her mock your appearance even more. She then says that she doesn't intend to keep her eyes on you for longer than necessary. Your next set of choices will look like this:
- Do you know what happens if we don't find a cure?
- Wait for me in camp.
- Leave.
Choosing the first option will explain how the parasite within your brain will start to corrupt you. She goes into great detail that it starts with a fever and memory loss. She then goes on and explains the process of turning into a mind flayer. Your next set of choices will look like this:
- That sounds awful. How are you so calm?
- Try to suppress your rising panic.
- [DRAGONBORN] A loathsome fate, and one I intend to avoid.
- Leave.
Choosing the third option will give you an approval up and she hopes that your actions express the same tenacity. She then goes on to say that the first symptoms should have shown already. You have three dialogue options to choose from here:
- You're worried we haven't changed? This is good news.
- On to other matters.
- Leave.
Choosing the first option will extend the conversation. Options 2 and 3 will make you leave the conversation.
Shadowheart
Once you interact with Shadowheart, she'll start the conversation by bringing up that we managed to recruit an interesting wizard. Your next set of choices will look like this:
- What's the story with that odd little artefact you have?
- What do you think of all that's happened to us so far?
- We should get to know each other a little more.
- We should journey separately for now. I'll look for you here if I need you again.
- Leave.
Choosing the first option will make her a bit irritated, saying that you're not entitled to hear anything about it, she also asks that you forget you ever saw it. Your next set of choices will be similar to the previous one, but the first option is now removed:
- What do you think of all that's happened to us so far?
- We should get to know each other a little more.
- We should journey separately for now. I'll look for you here if I need you again.
- Leave
Choosing the first option will make her say that we haven't even gotten that far yet, and she asks what exactly are you referring to. Your next set of choices will look like this:
- You must have thoughts about our little stowaways.
- What will you do, if we actually manage to remove the tadpoles?
- How am I holding up in your estimations?
- Turn to other matters.
Choosing the second option will reveal that we'd go our separate ways once we get rid of the parasite infecting our brains. You will have two dialogue options to choose from here:
- No reason for us not to stay together if we get on well.
- Where would you go?
Choosing the first option will make her say that she needs to get to Baldur's Gate because someone's waiting for her there and she needs to reach them as soon as possible. You will have two dialogue options to choose from here:
- Family? A friend? A lover?
- Seems personal. I won't pry, if it's not something you want to talk about.
Choosing the second option will make her appreciate your decision not meddling with personal matters. Now this will give you the same dialogue options from before but one being removed:
- You must have thoughts about our little stowaways.
- How am I holding up in your estimations?
- Turn to other matters.
Choosing the second option will reveal that you're not the type of company that she'd keep willingly but all things considered, you'll do for now. She also reminds you that she hasn't forgotten about you saving her life from the Nautiloid and hopes she can return the favor at some point. Now you will have two options to choose from:
- You must have thoughts about our little stowaways.
- Turn to other matters.
Choosing the second option will give you the same dialogue options from the first interaction, except for the first one:
- I want to talk about all that's happened to us.
- We should get to know each other a little more.
- We should journey separately for now. I'll look for you here if I need you again.
- Leave.
Choosing the second option will make here say that we don't necessarily need to, and there's no harm in a little mystery. This will open up four new dialogue options:
- You don't want to talk about yourself?
- We have to rely on each other. Easier if we knew each other as well.
- Just looking to make conversation.
- If you're not comfortable, I won't press you.
Choosing the second option will make her say that easier is less interesting and we already have plenty of reason to rely on each other. She also says you can't just confide in anyone about the parasite living inside your brain. This will give you three dialogue options to choose from:
- Maybe I'd like to get to know you better.
- You're deflecting - are you hiding something from me?
- If you're not comfortable, I won't press you.
Choosing the second option will make her irritated again, and asks if you think your blunt approach would make her confess. Two new dialogue options will be available for you to choose from here:
- I suppose not. We can let the matter rest for now, if you'd rather.
- Blunt's all I have if you keep being so evasive.
Choosing the first option will make you both drop the conversation about personal matters. She also says she likes you since you saved her life and wouldn't want to sour things between you while you still both need each other. Now you'll have three dialogue options to choose from here:
- I want to talk about all that's happened to us.
- We should journey separately for now. I'll look for you here if I need you again.
- Leave.
You can extend the conversation by choosing the first option. Options 2 and 3 will make you leave the conversation.
Gale
Once you approach Gale, he will immediately question you about your magic skills. You will have three dialogue options to choose from here:
- I'm not, why do you ask?
- [WARLOCK] Not versed in magic? With the powers my patron grants me, I could write an epic.
- Pester me another time.
Choosing the second option will make him apologize and what he meant to ask was if you are a wizard. He also says to let him know if you ever encounter any elder wizards, he wants to seek advice from a master.
Ending the Day
Once you end the day, the time will advance and it will be nighttime. You can then interact with your Companions and have a new set of dialogue interactions.
Gale
Once you approach Gale, the first words he utters will be "Go to Hell", you have three dialogue options to choose from:
- And good evening to you too.
- Was there anything in particular I did to deserve such a greeting?
- Watch your damn mouth!
Choosing the first option will give you an approval up from him, as he says you're a good sport. Says the "Go to Hell" expression is so trivial it seems meaningless. But he follows up that we've seen hell, it's real, and it isn't trivial. Your next set of choices will look like this:
- What's on your mind, Gale?
- Watch the flames in silence.
- You sound a tad more dejected than when we first met.
Choosing the first option will make him speak up about what's on his mind, then goes on to say that now we have those parasites living inside our brains. Your next set of choices will look like this:
- I'm not too worried. We'll find someone who can help us.
- Perhaps you should get some rest.
- Brooding will get us nowhere. Action will.
- What can I say but that you're right? We're in deep you-know-what.
Choosing the first option will make him say you're right, and it's best to find a healer as soon as possible. That will end your conversation with Gale, but if you wish to interact with him again, he'll ask how can he be of help, and your next set of choices will look like this:
- Tell me a bit more about yourself.
- Join me, why don't you? There's plenty of adventure to be had.
- Leave.
He'll start saying where he came from once you choose the first option, saying he's from Waterdeep, the City of Splendours. He also says that he's a wizard of considerable acclaim and a scholar of exceptional accomplishment. Goes on to say about having a cat and a library, his weakness is a good glass of wine, and when he's in the mood, he does a bit of poetry. Your next set of choices will look like this:
- Don't stop there. You must have many stories to tell about your adventures as an arch mage...
- I want to know about more than your hobbies. Can't you tell me something about the real you?
- Change the subject.
Choosing the first option will make him say didn't that paint enough of a picture. Now you have two options to choose from:
- [WISDOM] Try peering into his mind. If he won't open up, you'll sneak in.
- Change the subject.
Choosing the first option will require you to pass a skill check with DC 15. Failing this will give you a disapproval from him. Also saying that he has a disciplined mind and that those tricks won't work on him. He then goes on to say that don't try that again unless he invites you to. Now you'll have two more options to choose from:
- Join me, why don't you? There's plenty of adventure to be had.
- Leave.
Choosing the second option will end the conversation.
Astarion
Upon approaching Astarion, he'll start saying that Gale seems to be dour tonight. He then says that curling up in the dirt and resting is a little novel. Your next set of choices will look like this:
- Give it a try. We'll need to be fresh tomorrow.
- Rest or don't. It's up to you.
He'll then say that he's in no place to rest yet if you chose the first option. And that today has been a lot and he needs time to process what's happened so far. He then says you can sleep and he'll keep watch. Your next set of choices will look like this:
- Thank you. I'll sleep better for that.
- I'm not tired yet. I'll sleep later.
- We'll both stay up. I'm not ready to turn my back on a stranger.
Choosing the first option will give you an approval up and he'll say that the pleasure is all his. This will end the conversation.
Lae'zel
When you approach Lae'zel, she'll start off by saying there's a parasite that forms inside our brains but you waste time with idle chatter. This will immediately end the conversation.
Shadowheart
Once you approach Shadowheart, she'll say you'd better get some rest. She'll then ask what were you two talking about. Your next set of choices will look like this:
- What do you mean?
- If that was any of your business, we'd have called you over.
- We were just discussing the next steps.
Choosing the first option which is asking her what she meant, she's talking about your conversation with Gale. You then have three options to choose from:
- No, you've lost me. No idea what you're talking about.
- If that was any of your business, we'd have called you over.
- We were just discussing the next steps.
She'll then say that she would be careful with Gale upon choosing the third option. Your next set of choices will look like this:
- You don't trust Gale?
- You like to stir things up, don't you? Stop looking for trouble and stay focused.
- I wasn't confiding in anyone. I was just talking.
- If anyone has me concerned, it's you. You haven't exactly been open about yourself.
Choosing the fourth option will give you an approval down from her. She then explains she has her reasons for not being open about herself and it doesn't concern you. She still tells you to be careful, since you never know what someone is capable of in order to solve this problem we have. She goes on by saying you seem reliable and she thinks you know how important it is to find someone who can fix our problem, and it's best that we focus on that.
Your next set of choices will look like this:
- Agreed. The sooner we find someone to help us, the better.
- It's late. We can talk about this in the morning.
- Let's not abandon all caution. This is unfamiliar territory.
Choosing the first option will give you an approval up from both Gale and Shadowheart. This will then end the conversation.
Once you're done and satisfied with interacting with all your Companions, you can interact with the bed near the campfire to take a Long Rest. This will restore your Hit Points and Spell Slots, you will need to have the required amount of camp supplies to fully rest.
Now head southeast of Roadside Cliffs, and you'll reach the Chapel Entrance (X:272 Y319).
At the southeast corner of the entrance, you'll find a dirt mound you can dig through (X:289 Y:314) if you successfully passed the survival check and if you're currently carrying a Shovel, it'll reveal a wooden chest with Scroll of Magic Missile, Scroll of Mage Armor, and Scroll of Expeditious Retreat inside.
Now head north and enter the chapel ruins, you'll see a headless statue there, continue moving forward, and you'll encounter a Gnome (Gimblebock) arguing with a High Half-Elf (Taman) (X:286 Y:339). When you start approaching them, they'll end their conversation and make you stop.
Your next set of choices will look like this:
- I mean no harm - I'm just looking around.
- [PERSUASION] That ship is full of monsters. I wouldn't go near it.
- [DECEPTION] I think that ship's an invasion force. Run while you can!
- [INTIMIDATION] The only thing you own is your life. Leave before I take that, too.
- [WARLOCK] That ship's full of poisonous vapours. Probably demonic. I'd stay away.
- Attack.
Choosing the WARLOCK option will make the two leave, and Shadowheart will approve of this decision.
If you head straight from where the crack is (where Gimblebock and Taman were previously standing), there's a locked door (X:286 Y:360). You'll then hear a muffled voice speaking through the door once you interact with it, thinking you're Gimblebock and asking if everything's alright.
Your next set of choices will look like this:
- Let me in, now.
- Gimblebock ran. Your friends abandoned you.
- [PERFORMANCE] Yes, it's me. Let me in!
- [DECEPTION] Gimblebock triggered some trap. He needs help - now!
- Leave.
Choosing the fourth option will require you to pass a skill check with DC 10, successfully passing the skill check will fool the person inside and let you in. You'll then achieve Charlatan: Cheese Your Way Through and will inspire Astarion.
Now go through the door and you'll find yourself within the Refectory. Upon entering, your enemy will be Surprised, once you surprise an enemy, they cannot take actions, reactions, or move on the first round of combat. If you surprised an enemy with an attack, your Action has been used for the first round. Now deal with the bandit and loot some items from its corpse. You can get the Bandit's Key, Leather Armour, and other misc items.
A pop-up will appear on the screen giving you tips about Darkness, in dark places like this, you would need to use a light source to see in the dark. You can use a torch or a Light spell to clearly see through the dark, but some creatures with Darkvision won't need an external light source to see through the dark. Down the hall at the table, you can loot some supplies and other items if you wish to do so.
Now head outside, from where the two bandits left, you'll notice a crack in the ground and a giant rock hanging by a coiled rope above (X:288 Y: 345). You can shoot the coiled rope to drop the rock, making a giant hole in the ground. You can then drop down the hole and have access to the Refectory via a different entrance.
Once inside, you can go through the door in front of you(X:-162 Y:-317) but be careful, as you will face five enemies in the area.
Deal with them as you see fit, then you can loot the book named Journey Through The Jungle from the enemy Cefrey. The door on the south side will lead you to the library, and on the statue, you can loot the book named Chapel Records. There's also a book called The Unclaimed on the left side of the library. You can then loot other items from the library if you wish to do so.
On the westmost corner of the Refectory, there's a door leading to the Dank Crypt (X:-189 Y:-322).
Upon entering the crypt, you'll immediately two Opulent Chests, the one on the right side contains a Peridot Ring.
Now you need to retrieve the Engraved Key located inside a sarcophagus. To open it, you have to solve a puzzle involving pressing switches. Now use the Engraved Key to open the Heavy Oak Doors (X:-294 Y:-286).
Go through the door, and just ahead you'll come across an Entombed Scribe, you can loot a Scroll of Burning Hands and other items (X:-292 Y:-261).
There's a door on the far right, inside you'll see the Book of Dead Gods (X:-321 Y:-270).
Interact with the book and you'll have a few options to choose from:
- [ARCANA] Search for an arcane rune to sabotage.
- [STRENGTH] Smash the lock open.
- [WARLOCK] [CHARISMA] Channel your patron's strength into the lock.
- Leave.
Choosing any of the three options will require you to pass a skill check with DC 10, successfully doing so will release the lock and open the book. Your next set of choices will look like this:
- [RELIGION] Examine the book more closely.
- Leave.
Choosing the first option will require you to pass another skill check with DC 10, successfully doing so will give you an approval up from Shadowheart, you will also achieve the Acolyte: Divinity Undone and will inspire Shadowheart as well.
You'll also find a Heavy Chest and a Sarcophagus inside the room that you can interact with and loot other items. Now go outside the door you came from, stick to the left side and you'll see another Entombed Scribe (X:-311 Y;-252), you can loot a Heavy Key, which can open the Ancient Door within the Dank Crypt.
Now head up the stairs on the left side (X-298 Y-232) and you need to pass the Perception check to interact with the button on the wall to open a secret passage.
A short cutscene will play and then you'll immediately engage in combat with Entombed enemies. Deal with them as you see fit. Once you've taken care of all the Entombed enemies, go inside the secret room, and open the Heavy Chest, you'll find The Amulet of Lost Voices (X:-292 Y:-235) and other loot. Now interact with the Richly Adorned Sarcophagus (X:-289 Y:-230) and Withers will arise from it.
He then asks you a question, "what is the worth of a single mortal's life?", you can choose your answer among the following choices:
- Quite the question. What's the reason for it?
- 'So he has spoken'? What 'he' are you talking about?
- Little spooked by the crawling out the tomb bit. What are you?
- A peaceful undead. Interesting. Why aren't you attacking me?
- Attack.
If you choose the first option, he will reply with it was just curiosity and nothing more. Then he will ask if you will answer his question, Your next set of choices will look like this:
- Yes. Ask away.
- I don't owe you answers.
- Attack.
- Leave.
Choosing the first option will give you the same question as the first one, but you will have a few more answers you can choose from:
- No one life is worth more than any other. We are all equal.
- That depends on a person's deeds.
- Life's only value is as currency. Doesn't matter to me otherwise.
- Each life is of infinite value and merits sacrificing everything for.
- The only life that matters is mine.
- Depends on the mortal.
Choosing the second option will satisfy Withers, although as of this writing, it is speculated that you can choose any answer and this is mainly a role-play that will affect how Withers will speak to you in the future. After your conversation, he will leave the ruins. Now head outside the secret room and make your way to the rightmost part, where you'll see a lever, pulling this lever will drop down a ladder (X:-248 Y:-270).
Interacting with the ladder will get you back to the Chapel Entrance area, where you'll see a hatch where you just came from.
BG3 Ravaged Beach Notes & Tips
- Other Notes & Trivia for the Ravaged Beach go here.
Ok, whoever made this a couple things
1. not all the loot is going to be the same, that chest outside of the temple is random, for example.
2. While you have the dialogue options for warlock, there is nothing for any other classes, i am pretty sure that when talking to gimblebock, every class has a uniqe dialouge option that they can choose, not just warlock.
3
+10
-1