Raid the Emerald Grove

Type Quest
Act Act 1
Location Druid Grove
Reward Gift from the Absolute
Minthara as a Companion

Raid the Emerald Grove is a Quest in Baldur's Gate 3. Raid the Emerald Grove can be acquired during Act 1. Raid the Emerald Grove is a quest done as a subquest for the Save the Refugees Main Quest. Completing Quests allows players to learn more about the world and characters in Baldur's Gate 3, as well as earn more loot and experience to become more powerful.

 

BG3 Raid the Emerald Grove Objectives

Speak with Minthara. 
  • Dror Ragzlin told us to speak to the drow Minthara. She plans to raid the adventurers' refuge - the grove.

 

Raid the Emerald Grove Walkthrough in BG3

Starting the Raid on the Emerald Grove

You can trigger the Raid the Emerald Grove quest in two main ways:

Once Minthara has the information she needs, the goblins begin their preparations. She instructs your party to return to the Grove and infiltrate it from within. The raid will commence following your next Long Rest.


Inside the Grove: Pre-Raid Developments

Upon returning, you’ll notice the druids and tieflings have taken defensive positions:

  • The druids retreat to the Inner Sanctum, barring all outsiders.
  • Rikka is focused on protecting the children and will ask for assistance in locating Doni if you're willing. This initiates the Find Doni quest.

Launching the Attack

To proceed, locate Zevlor on the ramparts (coordinates: X: 192, Y: 446). You can either:

  • Admit betrayal, which instantly begins the battle, or
  • Hear out Zevlor’s plans to learn more about their strategy.

If you feign allegiance, Zevlor will ask you to sound the war horn when you’re ready. This signals the goblins, and Minthara, to arrive. She’ll command the gate be opened, at which point the party must choose:

  • Open the gate and support the assault, or
  • Defy her to protect the Grove.

Outcomes: Joining the Goblins

Choosing to open the gate aligns your party with Minthara and the goblins. Wyll (if present) and the tieflings become hostile. Together with Minthara, the goblin forces sweep through the Grove, eliminating all opposition.

Once the battle ends, return to Minthara. She will promise to regroup at your camp, where she later offers a True Soul tadpole as a gift from the Absolute. That night, she also provides a Spider’s Lyre and urges you to head for Moonrise Towers, where your place in the Absolute’s plan awaits.

You may also steal the Spider’s Lyre from her via pickpocket, which does not prevent her future recruitment, another lyre will be generated if needed.

This begins the next major quest: Travel to Moonrise Towers


Outcomes: Defending the Grove

Should you choose to resist Minthara, your allies, the tieflings, will rally with you. If the defense is successful:

  • Survivors express their gratitude and celebrate with your party at camp.
  • If Halsin is alive, he appears to commend your efforts and speaks of suspicious activity at Moonrise Towers. He suggests heading there for a possible cure to your tadpoles and offers to join your journey.

 

How to unlock Raid the Emerald Grove in Baldur's Gate 3

Raid the Emerald Grove can be unlocked by:

 

BG3 Raid the Emerald Grove Rewards

Complete Raid the Emerald Grove to earn the following rewards:

 

Raid the Emerald Grove Notes & Tips

  • Notes & tips go here

 

 
All Quests in Baldur's Gate 3
Acquire the Gauntlets for Helsik  ♦  Aid the Underduke  ♦  Ask the Goblin Priestess for Help  ♦  Avenge Glut's Circle  ♦  Avenge the Drowned  ♦  Avenge the Hag Survivors  ♦  Avenge the Ironhands  ♦  Blind the Absolute  ♦  Break Yurgi's Contract  ♦  Break Yurgir's Contract  ♦  Call of the Blood  ♦  Capture Isobel the Selunite Cleric  ♦  Confront the Elder Brain  ♦  Consider Gortash's Bargain  ♦  Control the Elder Brain  ♦  Cure the Poisoned Gnome  ♦  Deal with the Devil  ♦  Deal with the Gnomes  ♦  Defeat Ketheric Thorm  ♦  Defeat Mystic Carrion  ♦  Defeat the Duergar Intruders  ♦  Defeat the Goblins  ♦  Deliver Nere's Head  ♦  Destroy the Ancient Tome  ♦  Destroy the Elder Brain  ♦  Disable the Steel Watch  ♦  Discover the Artefact's Secrets  ♦  Discover the History of Prince Orpheus  ♦  Embrace Your Potential  ♦  Escape the Deal  ♦  Escape the Nautiloid  ♦  Explore the ruins  ♦  Feed the Mind Flayer  ♦  Find a Cure  ♦  Find a way into Wyrm's Rock fortress  ♦  Find Arabella's Parents  ♦  Find Doni  ♦  Find Dribbles the Clown  ♦  Find Explosives  ♦  Find Ketheric Thorm's Relic  ♦  Find Mol  ♦  Find Mystic Carrion's Servant  ♦  Find Rolan in the Shadows  ♦  Find the 'Stern Librarian' Ffion  ♦  Find the Blood of Lathander  ♦  Find the Githyanki Creche  ♦  Find The Missing Boots  ♦  Find the Missing Letters  ♦  Find the Missing Shipment  ♦  Find the Mushroom Picker  ♦  Find the Nightsong  ♦  Find your belongings  ♦  Find Zevlor  ♦  Finish the Masterwork weapon  ♦  Follow the Convoy  ♦  Forging a Heart  ♦  Free Counsellor Florrick  ♦  Free Lae'zel  ♦  Free Orpheus  ♦  Free the artist  ♦  Free True Soul Nere  ♦  Fulfill the Deal  ♦  Gather Your Allies  ♦  Get Gortash's Netherstone  ♦  Get Help from Auntie Ethel  ♦  Get Help from Healer Nettie  ♦  Get Orin's Netherstone  ♦  Get Past the Rubble  ♦  Help Kith'rak Voss  ♦  Help Omeluum Investigate the Parasite  ♦  Help the Cursed Monk  ♦  Help the Devilish Ox  ♦  Help the Hag Survivors  ♦  Help Your Protector  ♦  Hunt the Devil  ♦  Impress the Murder Tribunal  ♦  Infiltrate Moonrise Towers  ♦  Investigate Cazador's Palace  ♦  Investigate Kagha  ♦  Investigate the Beach  ♦  Investigate the House of Grief  ♦  Investigate the Murders  ♦  Investigate the Selunite Resistance  ♦  Investigate the Suspicious Toys  ♦  Kill Kagha  ♦  Kill Raphael's Old Enemy  ♦  Lift the Shadow Curse  ♦  Open your Scars  ♦  Protect the Myconid Circle  ♦  Punish the Wicked  ♦  Raid the Grove  ♦  Remove the Parasite  ♦  Rescue Orin's Victim  ♦  Rescue the Druid Halsin  ♦  Rescue the gnome  ♦  Rescue the Gnomes in Moonrise Towers  ♦  Rescue the Grand Duke  ♦  Rescue the Illithid's Captive  ♦  Rescue the survivors  ♦  Rescue the Tieflings  ♦  Rescue the Trapped Man  ♦  Rescue Volo  ♦  Rescue Wulbren  ♦  Resolve the Abduction  ♦  Retrieve Omeluum  ♦  Return Rakath's Gold  ♦  Return the Locket  ♦  Roveer's Storehouse  ♦  Save Arabella  ♦  Save Hope  ♦  Save Mayrina  ♦  Save the First Druid  ♦  Save the Goblin Sazza  ♦  Save the Gondians  ♦  Save the Grymforge Gnomes  ♦  Save the refugees  ♦  Save Vanra  ♦  Search the Cellar  ♦  Seek Protection from the Shadow Curse  ♦  Servant of None  ♦  Soft-Step Trial  ♦  Solve the Open Hand Temple Murders  ♦  Steal a Githyanki Egg  ♦  Steal the Sacred Idol  ♦  Stop the Presses  ♦  Surrender Shadowheart to Viconia  ♦  Talk to the Sentient Amulet  ♦  The Adamantine Forge  ♦  The Dark Cleric  ♦  The Knights of Shield  ♦  The Ritual  ♦  Travel through the Mountain Pass  ♦  Travel through the Underdark  ♦  Travel to Moonrise Towers  ♦  Unlock the Ancient Tome  ♦  Visit the Emperor's Old Hideout  ♦  Wake Art Cullagh  ♦  Wake up Art Cullagh

 




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    • Anonymous

      The 'evil route' is so busted in this game. If certain characters on the goblin side take environmental damage, the game will assume you did it, breaking the cutscenes and causing them to become hostile to you. Then the game loses track of who is supposed to be on who's side and the entire raid turns into a free-for-all and all the goblins start murdering each other.

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