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Baldurs Gate 3 Goblin Camp: Leaders, Routes and Consequences

2 min read

Baldur’s Gate 3 cover image

Three leaders, a room full of war drums, and the decision that decides which companions stay with you. Here is how to take it apart cleanly.

The Baldurs Gate 3 goblin camp is the pivot of Act 1. Everything after it — the Emerald Grove, Halsin, at least two companions — hangs on how you leave. Fighting the whole camp at level 4 is possible and miserable, so get inside first.

Getting in without a fight

  • A drow, or anyone disguised as one, walks past the entrance guards with no check at all.
  • Otherwise talk your way past the gate warriors, or arrive having spared Sazza earlier and let her vouch for you.
  • You can also break the crumbling wall above the main entrance and skip the gate.

The three leaders, one at a time

Inside the Shattered Sanctum:

  • Priestess Gut holds the main nave. Accept her offer to look at your parasite and she walks you alone to her private chapel — the cleanest isolated fight here.
  • Dror Ragzlin sits in the throne room to the north. He is the strongest of the three, but the spider pit below his platform does the work if you shove him into it.
  • Minthara commands from the quarters east of Ragzlin, across a bridge over a chasm with destructible supports.

Silence the drums

War drums are scattered through the ruins. Any goblin who reaches one turns the whole camp hostile at once, so deal with them before a fight starts — taking them yourself counts as theft.

Halsin and the choice

Halsin is caged as a bear in the Worg Pens. Freeing him turns nearby goblins hostile, and he still expects the leaders dead afterwards.

Kill all three and the raid on the grove never happens. Tell Minthara where the grove is instead and her forces attack after your next long rest — that path closes off Halsin as a companion and costs you Wyll and Karlach, who will not stay for it.