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Quiz about The Characters of Act 1
Quiz about The Characters of Act 1

The Characters of Act 1 Trivia Quiz


Even in just the first act of "Baldur's Gate 3" (PS4/5, XBox One/Series X, PC) there lies countless interesting, some unforgettable characters that make the narrative and game whole. See what you know about them!

A multiple-choice quiz by cavalier87. Estimated time: 3 mins.
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Author
cavalier87
Time
3 mins
Type
Multiple Choice
Quiz #
426,089
Updated
Nov 04 26
# Qns
10
Difficulty
New Game
Avg Score
5 / 10
Plays
10
Last 3 plays: mjgrimsey (4/10), Guest 192 (5/10), pennie1478 (1/10).
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Question 1 of 10
1. In the Blighted Village resides a trio of ogres. One of them, by the name of Lump, speaks and acts strangely eloquent for an ogre. Why is this? Hint


Question 2 of 10
2. Karlach is the subject of some very quirky, elaborate game development-based decisions. It is possible for the main character to romance her, but there are several ways this can be "locked" out as well. The death of which NPC in Act 1 would make romancing Karlach impossible? Hint


Question 3 of 10
3. Larian Studios must have figured players would try anything literally possible, because there are thousands of 'unique' dialogue lines from characters, lines only heard in extremely specific situations. Who is one such character with a very obscure, unique dialogue line? Hint


Question 4 of 10
4. At camp one night, a cambion by the name of Mizora will arrive and punish Wyll for not killing Karlach. Wyll argues Karlach isn't a devil, but his argument is defeated by a technicality. What is the technicality? Hint


Question 5 of 10
5. Upon approaching the Goblin Camp, the player will be detoured by a man named Raphael. He is far from an ordinary man, as he is able to just teleport himself and the player away entirely to his home. Where does Raphael live? Hint


Question 6 of 10
6. The player will meet an old lady by the name of Auntie Ethel. She is later accused by the tandem of Johl and Demir of abducting their sister, Mayrina. Did Ethel take Mayrina?


Question 7 of 10
7. Managing relationships with Origin companions such as Shadowheart is a notable mechanic in this game. Which of the following explictly improves the player's relationship with Shadowheart? Hint


Question 8 of 10
8. Many playable characters can be driven away from the party. Most of them leave permanently, but one can be lured back. Who can leave the party and then later return? Hint


Question 9 of 10
9. For the most part, the game allows the player to make it to the end of the game regardless of the status of their companions; none of them are required to survive to any particular point. One companion can, however, end up technically leading to a Game Over on his death. Whose death can potentially end the player's playthrough entirely? Hint


Question 10 of 10
10. Before recruiting or potentially before even meeting him, the player can steal something of Halsin's. What can they take that explictly belongs to him? Hint



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Quiz Answer Key and Fun Facts
1. In the Blighted Village resides a trio of ogres. One of them, by the name of Lump, speaks and acts strangely eloquent for an ogre. Why is this?

Answer: He has intelligence-enhancing equipment

Lump is in possession of the Warped Headband of Intellect, an item which sets the wearer's Intelligence score to a bare minimum of 17. Considering that 20 is the absolute maximum for a stat in this game, 17 is quite high. This explains why Lump is leaps and bounds more composed and capable than his two comparatively stupid henchmen.
2. Karlach is the subject of some very quirky, elaborate game development-based decisions. It is possible for the main character to romance her, but there are several ways this can be "locked" out as well. The death of which NPC in Act 1 would make romancing Karlach impossible?

Answer: Cerys

In order to unlock the "Hot Date" Playstation trophy, earned by romancing Karlach, there are a series of things the player must do in Act 1 that seem entirely arbitrary on paper. That said, this can be rendered irrelevant if the player is feeling murderous.

Dammon might seem required, as he is the one who upgrades Karlach's internal engine, which is a prerequisite to romancing her. However, Dammon can be killed without ruining Karlach's romance, as Larian Studios actually baked in two separate NPCs entirely as failsafes for the player in the event Dammon was to be killed.

Cerys is a "failsafe" NPC, who is also capable of upgrading Karlach's engine. If the player does not commit any savagery, Cerys doesn't even appear in the game naturally until Act 2, and only shows up in Act 1 specifically if Dammon is killed somehow.

If Cerys is killed, there is no failsafe NPC for her. Thus, Karlach's romance would be rendered impossible, as there would now no longer be anyone capable of upgrading her internal engine.

Having said that, it is only barely possible for Dammon to 'accidentally' die, and it's simply impractical for Cerys to accidentally die too. The player would have to specifically go out of their way to kill them both. Thus, only having one failsafe makes contextual sense on Larian Studios' part.
3. Larian Studios must have figured players would try anything literally possible, because there are thousands of 'unique' dialogue lines from characters, lines only heard in extremely specific situations. Who is one such character with a very obscure, unique dialogue line?

Answer: Rath

Rath is Archdruid Kagha's second in command. He has one unique, extremely specific and obscure dialogue line for the player. On clearing out the entirety of the Goblin Camp, the player can speak to him to receive the Rune of the Wolf.

However, it is possible to Pickpocket and steal the Rune of the Wolf beforehand. If the player pickpockets it before speaking to him for the reward, he will go to reward them with the Rune, realize he does not have it on his person, and will then apologize, believing that he must have forgotten it somewhere.

This is far, far from the only unique dialogue line the player can find. Larian Studios certainly went all-out for the little details!
4. At camp one night, a cambion by the name of Mizora will arrive and punish Wyll for not killing Karlach. Wyll argues Karlach isn't a devil, but his argument is defeated by a technicality. What is the technicality?

Answer: Karlach is heartless

According to Mizora, her pact with Wyll broadly forced him to hunt down "The devillish, the infernal, the soulless and the heartless." At first, Wyll believes Mizora is referring to Karlach as a devil. To his dismay, Karlach is quite literally heartless, in that she does not have an actual, beating heart, not that she's malicious and cruel. To Mizora, this technically counts, and refusing to kill Karlach was a violation of Wyll's pact with her.
5. Upon approaching the Goblin Camp, the player will be detoured by a man named Raphael. He is far from an ordinary man, as he is able to just teleport himself and the player away entirely to his home. Where does Raphael live?

Answer: House of Hope

The House of Hope is in Avernus, the first layer of the Nine Hells. Raphael himself is a cambion, much like Mizora. Of course, he is incredibly powerful. He tells the player that he has the ability to cure them of their ceremorphosis. Of course, anyone who has been involved with even remotely related media over the last 50-100 years could tell you that a devil offering to just remove your life's biggest problem on a whim comes with strings attached. Raphael does not clarify what, if anything, these strings might be.

But after introducing himself and vaguely explaining what he can do and what the player's situation is, he teleports them back to their original location and departs.
6. The player will meet an old lady by the name of Auntie Ethel. She is later accused by the tandem of Johl and Demir of abducting their sister, Mayrina. Did Ethel take Mayrina?

Answer: Yes

Ethel, beneath her frail, elderly facade, is actually a devious, bloodthirsty hag. In an interesting plot twist discovered after her defeat, it actually turns out that Mayrina went with Ethel entirely willingly, but was then subjected to various forms of torture while locked away under the Blushing Mermaid.
7. Managing relationships with Origin companions such as Shadowheart is a notable mechanic in this game. Which of the following explictly improves the player's relationship with Shadowheart?

Answer: Agreeing to kill/subdue important enemies

Shadowheart is devoted to Shar, which is about as polar opposite to Selune as can possibly be. Shadowheart will frequently express her disgust or disdain should the player come across anything Selunite while Shadowheart is in their active party.

Shadowheart will disapprove of the player being mindless cruel and savage. Unlike Karlach and Wyll, Shadowheart will not abandon the party in Act 1 over senseless acts of slaughter, but she will often disapprove or remain neutral towards them.

Well thought out acts of violence, on the other hand, are much more in her wheelhouse. If the player is amidst a quest involving combat with anything at all, if they choose dialogue options expressing a desire to fight or kill the threat, Shadowheart will approve.

An example of one such instance is when the player rescues Halsin from the Goblin Camp, or speaks to Zevlor about the tieflings leaving the Emerald Grove. In either instance, the character in question asks the player to eliminate the three Goblin Camp leaders. If the player agrees to it, Shadowheart's relationship score will improve very slightly.
8. Many playable characters can be driven away from the party. Most of them leave permanently, but one can be lured back. Who can leave the party and then later return?

Answer: Lae'zel

Lae'zel can, in theory, leave and return dozens upon dozens of times, so long as her departure was not triggered by physically striking/starting combat with her. This would likely happen via the player making several or more decisions she disapproves of, diminishing her relationship rating progressively over time.
9. For the most part, the game allows the player to make it to the end of the game regardless of the status of their companions; none of them are required to survive to any particular point. One companion can, however, end up technically leading to a Game Over on his death. Whose death can potentially end the player's playthrough entirely?

Answer: Gale

Gale bears a nasty curse whereupon his inner core will violently explode and cause a mass cataclysm if he does not consume the magical energy from a magical item at fixed intervals. In game, this translates to the need to feed him three magical items in Act 1. Failure to do so will eventually cause Gale to depart the party permanently, an act of selflessness done so he doesn't accidentally get anyone killed.

However, if Gale is killed, this mechanic doesn't simply vanish; his body still harbors world-ending potential, only he is not alive to consume a requisite magical resource to prevent this.

If, after Gale dies, the player takes two Long Rests without reviving him, they will experience a Game Over as Gale will violently detonate and kill everyone.

Gale does not necessarily have to survive the entire campaign for the player to make it to the end. But he at least has to survive Act 1, or at least not explictly get killed during it.
10. Before recruiting or potentially before even meeting him, the player can steal something of Halsin's. What can they take that explictly belongs to him?

Answer: Smoking pipe

Halsin's Pipe can be stolen right off of Nettie's desk inside the Servant's Quarters of the Druid Grove. It cannot be obtained legally, so the player must ensure they pickpocket it while nobody is looking. Or, they could just be ready for a fight if they don't mind taking the hard way out.

Unfortunately, the item itself has no narrative impact. Even directly giving it to Halsin does nothing. It is simply meant to be sold to a trader for a nominal amount of gold.
Source: Author cavalier87

This quiz was reviewed by FunTrivia editor kyleisalive before going online.
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