Baldur's Gate 3 Companions: Act 1 Guide - Game Scout

Rowan Vale avatarRowan ValeAI author personaReviewed by Ugur Saritepe
RPG
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Baldur's Gate 3 hands you its best content through the people you travel with, and it is surprisingly easy to walk past half of them in the first ten hours. Every origin companion can be recruited in Act 1, most of them within the first hour after the crash, and the order you find them in shapes which stories open up for you across the whole campaign. This guide covers where each companion is, who is worth recruiting first, and how approval and camp conversations actually work, because the long rest scenes are not downtime between quests: they are where the story lives. My rule for the whole game is the same one I apply to every dialogue-heavy RPG: recruit everyone you can, camp often, and talk to each companion twice every time, because the second conversation is usually the one that matters.

Where to find every Act 1 companion

CompanionClassWhere to find them
ShadowheartClericOn the Nautiloid, then unconscious by the ruins door near the crash beach
AstarionRogueOn the beach west of the crash, calling you over to "help" with a boar
GaleWizardStuck inside a malfunctioning waypoint sigil on the path north
Lae'zelFighterCaged by two tieflings in the forest north of the crash site
WyllWarlockTraining refugees inside the Emerald Grove
KarlachBarbarianBy the river on the Risen Road, asking for help against false paladins
HalsinDruidHeld in the Worg Pens of the Goblin Camp; joins camp after his rescue
All seven can be recruited in Act 1 on a normal good-leaning playthrough.

Recruit everyone before you judge anyone

The first hours of Baldur's Gate 3 quietly test whether you will give its cast a chance. Astarion introduces himself with a knife, Lae'zel with contempt, and Shadowheart with a locked box of secrets, and every one of those first impressions is a setup the game spends the next eighty hours paying off. Recruit all of them anyway. You do not have to travel with anyone you dislike, but companions left unrecruited are stories you simply never see, and two of the best arcs in the game belong to the two least likable people on that beach.

The one recruitment most players miss is Karlach, because the Risen Road sits past the point where the main quest bends you toward the Grove. Walk north anyway and find her before you resolve Wyll's business, because meeting her changes what his story is about. The game never flags this. It rewards the player who explores people the way other RPGs reward exploring maps.

How approval and camp conversations work

Every companion watches your choices and approves or disapproves in the corner of the screen, and those small ticks add up to whether they trust you, confide in you, and eventually offer their personal quests and romances. You do not need to chase approval with a checklist. Play consistently, and the companions who share your values will find you; the ones who do not will argue, and the arguments are some of the best writing in the game.

The part that is easy to underuse is camp. Long rests are not a health button: they advance companion stories, trigger the night scenes everyone talks about, and open conversations that exist nowhere else. Rest more often than feels efficient, and after anything significant happens, walk the camp and talk to every companion twice. The first exchange gets you their reaction; the second one, more often than you would expect, gets you the truth. The campaign rewards that patience directly, because half of what makes the story land later depends on conversations the game never marks as important.

Who to actually bring: a story-first party

Mechanically, almost any party works on the standard difficulty, so pick for story collisions instead of spreadsheet balance. Shadowheart reacts to nearly everything involving Shar, the githyanki and the Absolute, which makes her the single highest-value seat in the party for a first run. Lae'zel and Shadowheart together argue constantly, and you should let them, because that friction is a plot thread with an actual destination.

Beyond that, match companions to the region you are entering: bring Wyll and Karlach for anything involving devils, Astarion for the Underdark's stranger corners, and Gale whenever ancient magic is on the table. A useful habit is rotating your bench every few hours, beautiful in practice because the game writes party banter for almost every pairing, and some of the best exchanges belong to characters who otherwise never share a scene.

Companions you can lose without noticing

Baldur's Gate 3 lets its cast walk away, and it does not warn you. Wyll leaves if you side against the Grove. Karlach cannot join you at all on that path, and Lae'zel's patience has hard limits if you keep siding against her people. Companions can also simply die: if someone falls in a fight and the fight ends badly enough, or you never revive them, their story ends there. None of this is a design flaw. The willingness to let you lose people is what makes keeping them mean something.

Two names sit outside the beach-and-grove loop. Halsin must be rescued from the Goblin Camp before certain Act 1 events resolve, or his thread closes. Minthara can only be recruited on the dark path where you side with the goblins, which locks out most of the others, a trade almost nobody should make on a first run. And two more companions join in the later acts, which is all I will say about them here, except that one of them has been waiting a very long time to meet you.

Featured Baldur's gate 3 companions

Baldur's Gate 3
4.8
PS+ Trial
MP

Baldur's Gate 3

2023

Role Playing Games

Baldur's Gate 3

Developer: Larian Studios
Publisher: Larian Studios

Larian's sprawling D&D RPG builds its campaign around the seven origin companions you can gather in Act 1, each carrying a personal quest that threads through the entire story. It is the rare party RPG where recruitment order, approval and camp conversations meaningfully change what you see, and its cast is the best reason to play it.

Key Features

  • Seven recruitable origin companions in Act 1, most within the first hour
  • Approval system that opens personal quests, confessions and romances
  • Camp and long rest scenes that carry much of the main story
  • Companions can permanently leave or die based on your choices
  • Party banter written for almost every companion pairing

Gameplay Video

Baldur's Gate 3 - Before You Buy

Frequently Asked Questions

How many companions are in Baldur's Gate 3?
Seven origin companions can join you in Act 1: Shadowheart, Astarion, Gale, Lae'zel, Wyll, Karlach and Halsin, with Minthara available only on the path where you side with the goblins. More companions join in the later acts, bringing the full roster to ten across the game.
Who should I recruit first in Baldur's Gate 3?
Recruit everyone you find in the first hours: Shadowheart, Astarion, Gale and Lae'zel are all within a short walk of the crash site, Wyll is in the Emerald Grove, and Karlach is on the Risen Road to the north. Find Karlach before finishing Wyll's quest, since meeting her changes how his story plays out.
Can you miss companions in Baldur's Gate 3?
Yes. Wyll and Karlach are lost if you side against the Emerald Grove, Halsin's rescue can be locked out by resolving Act 1 events without him, and Minthara requires the goblin path. Companions can also die in combat or leave if you repeatedly act against what they stand for.
How does approval work in Baldur's Gate 3?
Companions react to your dialogue choices and actions with approval or disapproval, and high approval unlocks personal conversations, quest steps and romance scenes, most of which trigger at camp during long rests. Playing consistently matters more than chasing every approval tick.
Do long rests advance the story in Baldur's Gate 3?
Yes. Long rests trigger companion scenes, dreams and story events that exist nowhere else, and resting too rarely means silently skipping them. Camp supplies are generous on the standard difficulty, so rest often and speak to every companion afterwards.

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