Wilderness Map and Points of Interest


Baldur
In Baldur's Gate (BG3), the Wilderness is where you get dropped in from the Nautiloid ship, and is where the Act 1 of the game takes place. Read on to view the maps of the Wilderness, and to find out all the locations, dungeons, warp points, and other points of interest in the Wilderness area.

Wilderness Maps

Nautiloid Crash Area Emerald Grove Environs

Nautiloid Crash Area Map

The player starts at the southwest part of the Wilderness area. This part of the Wilderness contains the Nautiloid wreckage and the Chapel Ruins. A lot of companions can be recruited here.

Emerald Grove Environs Map

North of the Nautiloid crash area, you'll find the Emerald Grove. When you first approach this area, you'll find a bunch of soldiers getting attacked by goblins in their gate.

In this outer area surrounding the Emerald Grove, you'll find a couple of entrances to the Emerald Grove, a couple of entrances to the Owlbear Nest dungeon, and the east side of the Forest area.

Emerald Grove Maps and Points of Interest

Wilderness Locations

Ravaged Beach Chapel Entrance
Forest

Ravaged Beach

Ravaged Beach
Coordinates: (262, 208)

The Ravaged Beach is at the southwestmost part of the Wilderness map, and is the location where you first end up in after the Nautiloid crashes.

Chapel Entrance

Chapel Entrance
Coordinates: (285, 326)

North of the Ravaged Beach is the Chapel Entrance area. When you first approach it, you'll encounter Gimblebock's group of bandits. Approach them and pass the checks to avoid a fight; otherwise, you'll have to battle them.

There are a few entrances to get into the chapel ruins, but it's recommended to simply go through the front door and pass the checks to get inside.

How to Unlock Withers: Dank Crypt Guide

Forest

Forest
Coordinates: (170, 417)

A huge subregion of the Wilderness area, the Forest region surrounds the Emerald Grove, the Blighted Village, and other locations. You'll find a lot of mushrooms and other alchemy ingredients while wandering the forest.

Wilderness Points of Interest

Wilderness Points of Interest

 ・Lae'zel
 ・Gale
 ・Astarion


Waypoints

Overgrown Ruins

Overgrown Ruins Waypoint
Coordinates: (278, 294)

You'll encounter this waypoint early on in Ravaged Beach. Beside this waypoint is the Ancient Door to the Chapel.

Roadside Cliffs

Roadside Cliffs Waypoint
Coordinates: (225, 326)

At the north of the Nautiloid wreckage, you'll encounter an Ancient Sigil embedded on a wall. Interact with it and you'll find a hand emerging from it, asking for help.

Whether you rescue the hand's owner or leave it, the Ancient Sigil becomes a regular waypoint after the encounter.

Emerald Grove Environs

Emerald Grove Environs Waypoint
Coordinates: (248, 423)

The Emerald Grove Environs waypoint is located east of the Emerald Grove main gate, and is the nearest waypoint to the grove.

Companions

Shadowheart

Shadowheart
Coordinates: (273, 221)

If you rescued Shadowheart in the Nautiloid and she survived, you'll find her unconscious in the Ravaged Beach, not far from where your initial position when you wake up. Interact with her to make her join your party.
Shadowheart Companion Guide

Lae'zel

Lae'zel
Coordinates: (240, 367)

If Lae'zel survived in the Nautiloid, you'll encounter her again in the southwest part of the Wilderness, north of the Nautiloid wreckage, imprisoned by some Tieflings. You have the choice of attacking the Tieflings or doing checks to save Lae'zel.

If you chose an option that doesn't free her in the cage, you can shoot a Fire Bolt on the cage to release her. You'll then be able to recruit her to your party.
Lae'zel Companion Guide

Gale

Gale
Coordinates: (225, 326)

In the southwest part of the Wilderness, north of the Nautiloid wreckage, you'll encounter an Ancient Sigil embedded on a wall. Interact with it and you'll find a hand emerging from it, asking for help.

Pass the Strength check to rescue the human wizard, Gale, who will be willing to join your party.
Gale Companion Guide

Astarion

Astarion
Coordinates: (168, 284)

In the southwest part of the Wilderness, west of the Nautiloid wreckage, you'll encounter a man asking for help. Talk to him and he'll surprise attack you.

Even if you fail any of the checks, he won't end up killing you, and will be willing to join your party.
Astarion Companion Guide

Valuables

Harper's Map (Scuffed Rock)

Harper's Map Under Scuffed Rock
Coordinates: (143, 281)

West of the Nautiloid wreckage, near the water, you'll see a tiny cove at the side of the rock wall. You can get to it by doing the Jump action down from around (167, 263).

As you approach the inside of the cove, you'll get a Perception check. If any of your party members pass, you'll be able to lift the Scuffed Rock. Drag it to reveal an Ornate Chest underneath; one of the items is Harper's Map, which will mark a Hidden Cache in the map after you read it in your inventory.

How to Move the Scuffed Rock

Hidden Cache

Hidden Cache
Coordinates: (154, 373)

If you obtained and read Harper's Map, this Hidden Cache will be marked in the game map (though you can still find this area even if you didn't do so).

To get to the Hidden Cache, go west of the Emerald Grove Environs. Along the path, you'll find some elevated ground; use the Jump action to get up there. Proceed through the path, climbing up the Cragged Rock, then the Ladder to reach the Hidden Cache area.

Spider Egg Sac

Spider Egg Sac
Coordinates: (145, 364)

In the Hidden Cache, you'll find some loot in the chest, a locket in the skeleton, but the most valuable is the Spider Egg Sac. Approach the cracked rock near the campfire and pass the Perception check to be able to interact with the Rocky Crevice.

Examine the Spiderling Nest inside and pass the checks to get the pouch, which contains the Spider Egg Sac. This is an item that allows you to summon Spiders.

Spiderling Nest Guide

Scratch the Dog

Scratch the Dog
Coordinates: (72, 478)

Go north of the Owlbear Nest to find Scratch the white dog, who's hanging around his dead master. Choose the correct dialogue options and pass the checks to be able to recruit this dog to your camp.

How to Get Scratch the White Dog

Dungeon Entrances

Chapel Door

Chapel Door
Coordinates: (285, 364)

This front door is the main entrance to the Chapel. It's recommended to enter the Chapel through here as opposed to the other entrances.

Chapel: Cracked Stone

Cracked Stone Outside Chapel
Coordinates: (286, 347)

South of the main entrance, you'll see this crack on the floor. If you walk over here, the stone will crack and you can enter the chapel through it. It's not recommended though, as you'll be instantly thrust into a difficult battle upon entering.

Another thing to note: above this crack, you'll see a Foundation Block hanging by the rope. Instead of approaching the bandit group and fighting normally, you can attack this rope with a ranged attack to instantly kill Gimblebock and his companion!

Chapel Hatch

Chapel Hatch
Coordinates: (319, 364)

East of the chapel ruins, you'll find a narrow path. Go to the end of the path to find a hatch on the ground.

To go through this entrance, you'll need Thieves' Tools and to pass the lockpick check. This is not recommended though, as the required roll for this is 20, and it's simply easier to get through the other entrances.

Chapel Ancient Door

Chapel Ancient Door
Coordinates: (285, 301)

Unlike the other entrances located at the Chapel Entrance area, this entrance is located south at Ravaged Beach, just beside the Overgrown Ruins waypoint.

To go through this entrance, you'll need Thieves' Tools and to pass the lockpick check. This is not recommended though, as the required roll for this is 20, and it's simply easier to get through the other entrances.

Emerald Grove Main Gate

Emerald Grove Main Gate
Coordinates: (205, 441)

The front gate of Emerald Grove, this is initially blocked by some soldiers being attacked by goblins. After you help the soldiers, you can now access this gate; just approach it and wait for it to be opened.

Underground Passage Door

Underground Passage Door
Coordinates: (171, 425)

This Stone Door leads to the Underground Passage, which is a secret path that leads to the Makeshift Prison at the other end of the Emerald Grove. You can enter the Emerald Grove through here and you can actually spot the entrance with a perception check; but if you failed, you can still open this door from the inside by going through the normal way in the Emerald Grove.
Underground Passage Guide

Owlbear Nest Cave Mouth

Owlbear Nest Cave Mouth
Coordinates: (87, 449)

The Owlbear Nest is a dungeon with an entrance that can be found in the Forest area. Look for the Cave Mouth, located north of the river bridge to enter this dungeon.

Owlbear Nest Map and Points of Interest

Owlbear Nest Rocky Crevice

Owlbear Nest Rocky Crevice
Coordinates: (54, 458)

The Owlbear Nest has a secret entrance, which you'll find as the Rocky Crevice with a perception check. It is located east of the main entrance of the Owlbear Nest.

Note that this is a tiny entrance that only small races like gnomes can enter. You likely won't be enter through here as a party, so it isn't recommended if you want to fight the Owlbear.

Baldur's Gate 3 Related Guides

Baldur
Faerûn All Maps and Locations

Faerûn All Locations

Prologue Locations
Nautiloid
Act 1 Locations
Wilderness Chapel Ruins
Emerald Grove Owlbear Nest
Blighted Village Whispering Depths
Putrid Bog (Sunlit Wetlands) Overgrown Tunnel
The Risen Road Zhentarim Basement
Goblin Camp Mountain Pass: Rosymorn Monastery
Creche Y'llek Underdark
Arcane Tower Grymforge
Act 2 Locations
Shadow-Cursed Lands Reithwin Town
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