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Base game

Baldur’s Gate 3: Save Arabella and Get Komira’s Locket

This page includes story or boss spoilers.

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Reach Arabella before choosing a side in the Grove

You can rescue Arabella during your first visit to the Emerald Grove. Her parents, Komira and Locke, are arguing with the druids near the entrance to the Sacred Pool. Speak with them after the confrontation, then approach the guards at the bottom of the steps. Continue the conversation peacefully so they let you through.

Inside the pool area, take the Stone Door on its western side. Walk down into the chamber where Kagha is judging Arabella for taking the Idol of Silvanus. Rath is nearby, and Kagha’s snake, Teela, threatens the child. You do not need to travel to the Goblin Camp or rescue Halsin before handling this scene.

Choose your speaker before approaching. A character with a strong Persuasion or Nature bonus has a useful starting point, while class and race tags can create different options. Read the actual check shown for that character; the difficulty is not identical for every speaker.

Talk Kagha into releasing her

Intervene in the conversation and argue for Arabella’s release. Ordinary Persuasion and Nature choices are available, with additional approaches for some characters. The goal is to make Kagha dismiss the child while keeping the confrontation inside dialogue.

Situation Useful response
You have a strong Persuasion bonus Take the argument that asks Kagha to release Arabella and lets you vouch for her.
Nature is your stronger skill Challenge whether imprisoning the child fits the druids’ values.
A class-specific option appears Compare its displayed difficulty and bonuses with the ordinary checks.
The first roll fails Continue reading: a second attempt can still rescue Arabella.

That second opportunity matters. A failed first check is not automatically the end of the rescue. Follow-up Intimidation or Persuasion options can appear, and recognising that Teela is ready to strike can unlock another argument. Use the choices your dialogue actually offers rather than abandoning the conversation after one bad roll.

Remaining silent through the judgement can lead to Arabella’s death. Starting combat is also a poor rescue plan: violence here can spread into a fight between the druids and refugees throughout the Grove. The peaceful solution avoids turning a short intervention into that wider conflict.

Return to Komira and Locke

When Kagha releases Arabella, go back outside and speak with her parents. This follow-up completes the rescue and awards Komira’s Locket. Merely seeing Arabella run out is not the reward hand-in.

The locket is an amulet that grants its wearer Dancing Lights. Put it in an equipped amulet slot to use that cantrip; carrying it in a backpack does not give every companion the spell. It is a small early utility item, so compare it with the other amulets available to the character who will wear it.

Arabella’s survival also keeps her later story available if the refugees survive their wider conflict. Saving this child does not resolve the Grove’s remaining problems. Continue with the Act One route before taking a major region-exit warning.

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