In Baldur’s Gate 3, the quest to remove the Illithid parasite is a journey fraught with peril, deception, and unexpected twists. As players navigate through a world teeming with choices, they quickly discover that the path to liberation is not as straightforward as it seems. From dubious healers offering lethal remedies to allies with questionable methods, every attempt at extracting the parasite reveals deeper layers of intrigue and danger. Will you risk everything for a chance at freedom, or will the secrets of your companions lead you down a darker path? Prepare for a thrilling exploration of choices and consequences in this captivating RPG adventure.
Waking up on the beach and recruiting Shadowheart
Waking up on the beach after the Nautiloid crash, players are immediately thrust into the world of Baldur’s Gate 3, where they will encounter Shadowheart, a key character in their journey. As you explore the sandy shores, you’ll find Shadowheart, a cleric with a mysterious past, who is also searching for answers regarding the illithid parasite affecting both of you. Engaging with her not only deepens the narrative but also allows you to recruit her into your party, enhancing your chances against the challenges ahead. Her unique skills and knowledge about the parasite make her an invaluable ally as you navigate through the quests and confrontations that lie in wait.
After the Nautiloid crashes, you will wake up on the beach – although you survived the shipwreck, you must now search for a cure for the tadpole that threatens to turn you into a mind flayer.
Just a few steps from the spot where you woke up, in the middle of the path, you’ll see unconscious Shadowheart – that is, provided that you pulled her out of her pod aboard the Nautiloid. If you left her to die, you’ll find her at the end of the path to the north, right next to the locked entry to the Overgrown Ruins. Regardless of where you meet, you can recruit her after a short conversation – this is highly recommended because you need a full team as soon as possible.
Combat in the Nautiloid wreck
In the Combat in the Nautiloid Wreck section of Baldur’s Gate 3, players face their first significant challenge shortly after the crash. As they navigate through the wreckage, they encounter hostile creatures, including Intellect Devourers and Mind Flayers, which pose a direct threat to their survival. This combat scenario not only tests the player’s tactical skills but also introduces them to the game’s mechanics, such as positioning and utilizing character abilities effectively. Successfully overcoming these foes is crucial for progressing in the quest to find a cure for the Mind Flayer parasite, setting the stage for future encounters and character development throughout Act One.
Leave the ruins for later – you should gather a full team first. To do this, go west and go through the wreck of the crashed ship, where you will engage in a fight against the three surviving Intellect Devourers.
Despite its simplicity, this fight can result in a very quick death. You only have two team members and first-level characters have very little health – it only takes a bit of bad luck to die here. Always recruit Shadowheart before starting this fight – fighting against the devourers on your own is suicide. On lower difficulty levels, devourers can only attack in melee, while on hard and in honor mode they can also perform ranged attacks.
Ranged combat is the optimal strategy for this fight. Right at the entrance to the wreck, find the highly positioned platforms; they are located to the right of the hole in the hull, which you can climb up like stairs. This will give you a High Ground advantage over your enemies – you have an increased chance of performing successful ranged attacks and it will be harder for enemies to hit you. Shadowheart should attack with a crossbow – her default cantrip, Sacred Flame, doesn’t get any bonuses related to the High Ground advantage. Focus on using thrown weapons (the Strength build), shooting with ranged weapons (the Dexterity build) or casting cantrips (the Intelligence/Wisdom/Charisma build).
You should try to get rid of one of the devourers as quickly as possible, so focus your attacks on a single enemy. Once you’re not outnumbered, it will make the fight much easier for you. In the room, there is also a spilled purple liquid – if one of the enemies steps into it, you can set it on fire to deal them some damage. You can use the Fire Bolt cantrip of Shadowheart for that. After getting rid of most of the devourers, you can get rid of the rest in melee combat. Don’t be afraid to use healing potions – they are very common and worth using. If you’re in a bad situation and need to get rid of one of the enemies as quickly as possible, Shadowheart’s Guiding Bolt will work great – as long as you’ve prepared it before the fight (K on the keyboard).
Recruiting Astarion
To recruit Astarion in Baldur’s Gate 3, players must first complete the prologue aboard the Nautiloid ship. After the crash, head to the Ravaged Beach and locate Astarion, who will be found calling for help. However, approaching him triggers a tense encounter where he attempts to attack you. It’s crucial to avoid fighting back; instead, allow the mind-flayer parasites to establish a connection between you, leading Astarion to realize you share a common plight. After this moment of understanding, he will offer to join your party. Be mindful that if you attack him during this initial meeting, you risk killing him and losing the opportunity to recruit this intriguing rogue character later in the game.
After winning the fight and searching the room, go west through another hole in the hull. Follow the path and you will finally come across another capsule, and Astarion right next to it. He will ask you to get rid of the intellect devourer nearby – you can agree or refuse.
Regardless of your decision, the elf’s lie will be revealed – a passive Perception check will decide whether you will have a conversation man-to-man or with a knife at your throat. If Astarion has surprised you, you can free yourself with an ability check, but no matter what you do next, the misunderstanding will be resolved by your parasites’ telepathic bond. You can now recruit the elven rogue to your party.
Before you go further, it is also worth jumping down to the stone path right next to spot where you met Astarion, which will lead you to a small cave. A passive Nature check there will reveal a stone that you can move away. Below it there is a small chest with gold, several potions of speed and documents – read them to get the locations of the next cache marked on your map.
Dying Mind Flayer
The Dying Mind Flayer is a pivotal character in Baldur’s Gate 3, representing the dire consequences of the illithid parasite infecting the player. As you navigate through the early stages of the game, you will encounter this weakened Mind Flayer, which offers a glimpse into the tragic fate that awaits those who succumb to the parasite’s influence. Engaging with this creature provides not only a narrative depth but also critical insights into the lore surrounding the Mind Flayers and their sinister abilities. Players must decide how to interact with this dying being, weighing the moral implications of their choices while seeking a way to rid themselves of the parasite that threatens to transform them into one of these monstrous entities.
Inside the wreck of the ship, in another room, there is a dying mind flayer. You can finish him off with a ranged attack or talk to him.
As soon as you approach the mind flayer, the monster will try to take control of your mind. At first, you won’t be able to resist it, but you will also realize how you can escape – you can break the psychic connection (no ability check required) or, counterproductively for your safety, maintain it with an Intelligence check (DC 10). If you maintain the connection, you will either succumb to the flayer or you will receive the last chance to break the bond through a Wisdom check (DC 5).
If you succumb to the raider, the character you control will immediately die and the healed monster will attack the rest of the party. If, by some miracle, you survive this fight, you can resurrect the dead hero with a Scroll of Revivify. If you’ve broken the connection, you can finish off the flayer and loot his corpse for some tubers or leave him to die a slow, guaranteed death.
Recruiting Gale
To recruit Gale in Baldur’s Gate 3, players must first complete the prologue and then navigate to the Roadside Cliffs, located north of the Nautiloid crash site. Upon arrival at the glowing sigil, a cutscene will trigger where Gale, a powerful wizard with a mysterious past, is trapped in a magical portal. Players must successfully pull him out by passing a series of skill checks; failure means missing the opportunity to recruit him at this stage. Once rescued, Gale expresses his eagerness to join your party, making him a valuable ally early in the game due to his spellcasting abilities and unique backstory related to the game’s overarching narrative involving mind flayer parasites.
Your next objective is a purple portal, east of the room with the dying flayer, next to a path strewn with goblin corpses. Interact with it and a hand will pop out of the portal – this will be Gale, the wizard, who got stuck at the fast travel point.
If you play the Dark Urge, you will get the opportunity here to fantasize about cutting off Gale’s hand. If you choose this option, Gale will permanently die, you will not be able to recruit him and you will miss his entire storyline – be careful!
To add Gale to your party, you must pull him out of the portal with a Strength check (DC 7). If you fail the test, you will get a second chance (DC 12). After getting the wizard out and having a short conversation with him, Gale will join you. If you fail to pull him out or you ignore him, Gale will permanently die, you won’t be able to recruit him, and you’ll miss his entire storyline.
Recruiting Lae’zel
Recruiting Lae’zel in Baldur’s Gate 3 is a pivotal moment in your journey to remove the Mind Flayer parasite. Located near the Overgrown Ruins, players will encounter a pair of devils who have captured Lae’zel, leading to a unique quest to rescue her. Successfully completing this quest not only adds Lae’zel to your party but also provides crucial information about the parasite’s potential cure, specifically purification at the Githyanki creche. Engaging in a peaceful dialogue with the devils can yield additional insights, including a lead on Nettie, a medic located in the nearby Druid Grove, enhancing your chances of finding a remedy for your affliction.
A little north of the spot where you met Gale, you will encounter a pair of devils from the nearby grove, who managed to capture Lae’zel. This situation develops into a separate quest, the walkthrough of which on a separate page of the guide. If you complete the quest and add Lae’zel to your party, you will also receive a clue about the cure for the parasite – purification at the githyanki creche. A peaceful conversation with the devils will give you another clue – Nettie, a medic in the Druid Grove nearby.
Overgrown Ruins
In Baldur’s Gate 3, the Overgrown Ruins serve as a haunting reminder of a once-thriving civilization, now reclaimed by nature. As players navigate through this area, they encounter remnants of ancient architecture intertwined with lush vegetation, creating a visually striking contrast. This setting is not just a backdrop; it plays a crucial role in the quest to remove the Mind Flayer parasite. Within these ruins, players can uncover valuable resources and clues essential for progressing in their journey. The atmosphere is thick with mystery and danger, as hidden foes and powerful artifacts await those brave enough to explore its depths.
Before you continue and visit the nearby Druid Grove, it is worth visiting the Overgrown Ruins east of the Nautiloid wreck. You will encounter a character there, whose services will prove extremely useful throughout the rest of the game. We described how to explore the ruins on a separate guide page.
Fight in front of the Druid Grove
In the Fight in front of the Druid Grove, players face a chaotic battle as goblin forces, led by powerful bosses, launch an assault on the Emerald Grove. This confrontation is not merely a test of strength but also a strategic challenge, as players can choose to ally with the druids and tieflings or take a more aggressive stance. The fight features a mix of goblin soldiers, a Bugbear, and a Worg, creating a dynamic combat scenario enhanced by the involvement of grove inhabitants who assist in the defense. Successfully navigating this encounter requires players to utilize their characters’ abilities effectively while managing the chaos of the battlefield, making it one of the more memorable and engaging fights in Baldur’s Gate 3 .
After gathering your team and making your way through the ruins, you should go north of the wreck and the Roadside Cliffs fast travel point. Eventually you will reach a closed wooden gate – this is the entrance to the Druid Grove. When you approach the gate, a short cutscene will trigger, after which a battle with the goblins attacking the grove will begin.
Starting the fight from the southern side of the gate should make the fight much easier – you can then climb the large hill in front of the gate and immediately eliminate the two archers positioned there. Once you defeat them, the hill is yours – the High Ground advantage will make it much easier to fire at the remaining enemies and the lack of enemy archers on the hill will make it easier for the remaining defenders of the grove to survive.
Although there are a lot of enemies, you probably won’t die in this fight – your allies will throw healing potions at you if you are injured and Zevlor, the commander of the grove’s defenders, will occasionally blow the horn at the top of the gate, giving you and all your allies temporary 8 health points. Additionally, most of the enemies focus on Aradin and his allies in front of the gate – saving them all is much more difficult and requires a lot of luck, although fortunately it is not obligatory (Aradin is the only one from this group, who you’ll have a significant interaction with further down the line). However, the biggest priority in this fight should be keeping Wyll, a potential future companion, alive – he is not a priority target for the goblins and can take care of himself, but you should end the fight before Aradin’s team dies and the enemies shift their focus to Wyll.
After dealing with the archers or pressing them (they will have a disadvantage to all attacks if you are standing right next to them), you should deal with Booyahg – a wizard, who can cast strong and annoying spells. He doesn’t have much health though so killing him shouldn’t take long. The most resilient enemy units, Strachan and the leader Za’krug, should be occupied with Aradin. If you want to save the rebels, send your strongest unit there for distraction. Zevlor will support you with fire from the top of the gate – he deals high damage, so you should be able to handle the enemies with his help.
After the fight, search the bodies of the fallen – the goblin chief has gloves with a 1 bonus to the Sleight of Hand checks. They also provide a chance to inflict the Bane effect (1-4 penalties on attack checks and defense throws) when hitting a target, but only if the wearer has the Brand of the Absolute. You can obtain this later in Act 1.
Recruiting Wyll
To recruit Wyll in Baldur’s Gate 3, players must navigate to the Druid Grove during Act 1. After completing the initial prologue and defeating a group of goblins at the entrance, you will gain access to the grove where Wyll can be found. He is located in a training area, helping Tiefling children learn combat skills. Engaging him in conversation reveals his quest to hunt down a demon, and he will offer to join your party if you agree to help him defeat some goblin leaders. If your party is full, Wyll will return to your camp, where you can recruit him later. His unique abilities as a Warlock make him a valuable ally in your journey, but be cautious; decisions made during the game can influence his willingness to stay with your group.
If Aradin survives the fight, he will engage in an argument with Zevlor outside the front gate. You can calm the two down with a Persuasion (DC 15) or Intimidation (DC 10) check. During the conversation, there is also a passive Perception check – if you pass it, you can knock out either Aradin or Zevlor before they resort to physical violence. A more important conversation will take place nearby – talk to the wizard Rolan. Through a Persuasion check (DC 10) or an exclusive class/racial option, you can convince him to stay in the grove and help his kin. This unlocks Rolan’s personal quest from the future acts.
Go to the training ground nearby, where you can talk to Wyll – that is if he survived the battle at the gate. After a short conversation, the warlock will join you, asking for help in finding and killing the devil Karlach. You can find her later, outside the grove – you can also quite easily settle the misunderstanding between Wyll and Karlach and recruit them both.
Searching for the cure
Searching for a cure in Baldur’s Gate 3 is a critical endeavor as players navigate the perilous journey of removing the Mind Flayer parasite. This quest, which unfolds throughout Act One, involves exploring various locations and interacting with a diverse cast of characters, each offering unique insights and potential solutions. Players must gather clues and resources while battling enemies and forming alliances to uncover the best methods for ridding themselves of this dangerous affliction. Whether seeking help from wizards, goblin priestesses, or even dubious allies, the quest for a cure is fraught with challenges that test both strategy and resolve.
By defeating the goblins in front of the gate, you will gain access to the Emerald Grove and the rest of Act 1. The quest branches out here. In Act 1, there are several NPCs with clues that may be able to help you. Each of these characters has a separate quest, which are described on separate pages of this guide. These are:
- Nettie, a healer in the Emerald Grove,
- Halsin, an Archdruid imprisoned in the goblin camp,
- Volo, a writer and singer imprisoned in a goblin camp,
- Priestess Gut, one of the leaders of the goblin camp,
- Auntie Ethel, a herbalist who lives in a teahouse near the swamps,
- Omeluum, a friendly mind flayer from the Underdark,
- Githyanki, the kin of Lae’zel who reside in an abandoned monastery at a mountain pass.
Halsin is the most important hero among them, whose quest (regardless of whether you ally with him or the goblins) will lead you towards the Shadow-Cursed Land and Act 2. Although all of these tasks are optional and you can get to Act 2 completely blindly, it is recommended to complete them due to their unique rewards, experience and potential allies.
What are the different outcomes of trying to remove the Parasite in Baldur’s Gate 3
In Baldur’s Gate 3, attempting to remove the Illithid parasite leads to a variety of outcomes, none of which actually result in the parasite being fully extracted. Here are the primary methods players can pursue, along with their consequences:
1. Nettie’s Cure
- Location: Inner Sanctum
- Outcome: Nettie’s attempt involves poisoning you, which ultimately fails. However, it can lead to a new lead involving the druid Halsin.
2. Halsin’s Help
- Location: Goblin Camp
- Outcome: After rescuing Halsin, he joins your party but cannot remove the parasite himself.
3. Auntie Ethel’s Offer
- Location: Riverside Teahouse
- Outcome: Ethel offers to remove the parasite in exchange for your eye. This fails, resulting in a lost eye and a debuff affecting perception against Hags.
4. Sazza the Goblin Priestess
- Location: Goblin Camp
- Outcome: Asking Sazza for help leads to imprisonment in the Defiled Temple, requiring you to fight your way out.
5. Volo’s Eye Surgery
- Location: After rescuing Volo from the Goblin Camp
- Outcome: If you agree to Volo’s crude eye surgery, you lose your eye (gaining a magical prosthetic that allows you to see invisible creatures) but the parasite remains. Your party disapproves of this decision.
6. Zaith’isk Device
- Location: Githyanki Creche
- Outcome: Using this device can lead to severe consequences, including ability score penalties if failed. However, if successful, it grants an “Awakened” buff that allows you to use Illithid powers as bonus actions—contradicting the goal of removing the parasite.
Overall, while players can explore various avenues to rid themselves of the parasite, each attempt ultimately reinforces its presence rather than eliminating it entirely, often leading to new challenges and complications instead.
What happens if you choose to destroy the source of power for the Illithid Tadpoles
Choosing to destroy the source of power for the Illithid tadpoles in Baldur’s Gate 3 can significantly influence your character’s journey and the game’s outcome. Here are the main consequences of this decision:
1. Immediate Consequences
- Angering the Emperor: If you choose to stomp on the tadpole, it will greatly anger the Emperor, who has been guiding you throughout your journey. This can lead to a strained relationship with this character, affecting dialogue options and interactions later in the game.
2. Unlocking Powers
- Loss of Potential Powers: Destroying the tadpole means you miss out on unlocking powerful Illithid abilities that can significantly enhance your combat capabilities. These powers include unique skills that can turn the tide in battles, such as telepathy and enhanced movement options like flying.
3. Narrative and Moral Implications
- Character Development: The choice to destroy the tadpole reflects a moral stance against using Illithid powers, which can shape your character’s narrative arc. This decision may lead to a more heroic or noble path, avoiding the temptation of dark powers that come with their own risks and consequences.
4. Ending Variations
- Avoiding Bad Endings: By not indulging in Illithid powers, you maintain the ability to resist transformations into a half-Illithid later in the game. This choice can help you avoid certain bad endings associated with overusing these powers, which could lead to losing your character’s humanity and memories.
In summary, destroying the source of power for the Illithid tadpoles fosters a narrative focused on resisting temptation and maintaining one’s identity, but at the cost of powerful abilities that could aid in combat and exploration throughout your adventure.