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Base game

Baldur’s Gate 3: Necromancy of Thay in Act One

This page includes story or boss spoilers.

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Open the apothecary’s hidden laboratory

Go to the apothecary south of the Blighted Village waypoint. Behind its counter, a wooden hatch leads into the cellar. Move the crates against the northern wall and pull the concealed lever to open the bookcase passage. The cavern beyond contains coffins and an Ornate Mirror at its southern end.

For a custom character answering the mirror’s questions, introduce yourself as an ally, condemn Szass Tam, say balsam cleans wounds, and choose the wish for a spell to remove your tadpole. Origin characters have different final answers; alternatively, the DC 15 Intimidation option can bypass the quiz. A wrong answer releases a flaming sphere, so keep the party clear while it travels through the room.

Inside the laboratory, the book is behind the eastern locked gate. Disable the traps before taking it, or replace it on the pressure plate with an object of similar weight. Keep the rest of the party away from the statues while the thief works.

Get the Dark Amethyst

Investigate the well north of the village waypoint and descend its rope into Whispering Depths. The Dark Amethyst is farther west, under the Phase Spider Matriarch’s webs. You can fight through or sneak to the pickup; defeating the boss is not itself the key that opens the book.

Choose the eventual reader before using the tome. With the amethyst and book in the party’s inventory, interact with the book and place the stone in its cover. Reading binds the tome to that character, preventing another party member from reading it later.

Read three pages and understand the curses

The standard Wisdom saves are DC 10, 15 and 20. Class and companion options can change the checks; Bards, for example, can use Performance DC 5, 10 and 15. Turning one page grants ritual Speak with Dead. Closing early allows that reader to continue later.

One failed save causes Whispers of Madness, which a long rest clears. A second failure causes Baleful Knowledge, requiring Remove Curse. Both penalize Wisdom checks. Turning three pages grants Forbidden Knowledge even if you failed saves: it adds +1 to Wisdom saving throws and ability checks.

The book then stays closed until Act Three’s Tharchiate Codex provides the next step. Keep it if you want that later reward; completing the Act One reading does not finish its entire story.

Destroying the tome

If you prefer to destroy it, place it on the ground and use Radiant damage, such as Guiding Bolt. Holy Water does not destroy it. Three hostile Shadows appear, so prepare the party before attacking the book.

Related: Combat and concentration and Resting and camp.

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