Quests

A quest in Baldur’s Gate 3 is either a road or a fork, and the game does not label which. Some send you from A to B with a fight in the middle and one way to finish. Some end on a single question, save or kill, accept or refuse, and the two answers lead to different pages of consequences. A few branch three or four ways and stay branched for an act. This guide sorts our 109 quest walkthroughs by that count, the number of endings each one has to cover, because it tells you before you start whether a quest is something to complete or something to decide.

By our count, 57 pages describe a single road, 39 turn on one decision, and 13 branch three or more ways. The one-road quests are listed first, grouped by where they happen, then the decisions with the choice named, then the branching quests one by one. Two mechanics pages sit under all of them: points of no return, which close a whole act’s quests at once, and missable quests, which close one at a time on a long rest.

Endings the walkthrough coversPagesWhat that means for you
One57Follow the steps; the only way to fail is to run out of time
Two39One question at the end, and the page tells you what each answer costs
Three or more13Read the whole page before the first conversation

One road: the walkthroughs

These pages have a route and a reward and nothing to weigh. The Act 1 ones start on the beach and radiate out from the Emerald Grove.

The companion quests are long roads with the companion’s own ending pages hanging off them; the companions guide covers where each one can be lost.

Act 2 is a single long road with side paths, and most of its side quests are roads too.

Act 3 has the most roads, because the city is full of errands, and it holds the main quest’s last stretch.

Two endings: the quests that turn on one decision

Thirty-nine pages end on a question. The walkthrough gets you there; the page then covers both answers. The Act 1 decisions are the ones that cost companions, and the bosses guide shows which of them can be settled without a fight.

Three endings or more

Thirteen pages have to cover three or more outcomes, and every one of them is a page to finish before the first line of dialogue, because the first line is often the decision. Most cluster in Act 1, where the Grove is decided, and at the very end, where the Emperor is.

Raid or Save the Emerald Grove is the widest fork in the game: raid it with Minthara and lose Wyll, Karlach and Halsin; save it and lose Minthara until Act 2; or stay neutral, cross into the Mountain Pass without finishing Halsin’s quest, and let the raid fail on its own so that every companion survives. Steal a Githyanki Egg has three ways to satisfy Lady Esther, ask the hatchery guard through two Persuasion checks, steal it and fight the room, or hand her an Owlbear Egg instead, and a fourth outcome if you refuse her. Save Mayrina runs from the Teahouse through the Overgrown Tunnel to a burning cage and then splits: take the hag’s hair, side with Mayrina, and later decide about her husband, with a coda in Act 3. Find the Missing Shipment and its companion page How to Deal with Rugan cover the gnolls, then three things to do with the chest: take it, let Rugan take it, or peek inside and carry it to the Zhentarim yourself, each with a different welcome at the hideout. Kill the Dream Visitor or Turn Against Vlaakith is three doors in the Creche: leave and lose Lae’zel, enter and kill your guardian, or enter and spare them, which the page is unusually direct about recommending.

In Act 2, He Who Was or Madeline ends with a confession and three verdicts, kill her, forgive her, or make her stab herself. Find the Nightsong is the long version of the Shadowfell decision and carries it into Act 3, where saving or killing her combines with siding with her or with Lorroakan. Save Barcus Wroot starts on a windmill in Act 1 and ends in Act 3 with a choice between Barcus and Wulbren that decides what the Ironhand gnomes become. In Act 3, Deal with the Devil gives Raphael’s contract three answers, accept, refuse, or refuse and take the hammer from his own house, and explains how to escape the deal if you signed. Impress the Murder Tribunal leads to Sarevok and then to becoming Bhaal’s Unholy Assassin, rejecting Bhaal, or simply fighting everyone in the crypt. Free the Artist begins with paying for Oskar or freeing him for nothing and ends in his atelier with a haunted painting and a servant of Mystic Carrion. And The Blade of Frontiers, Wyll’s quest, forks at Karlach, again at Mizora’s offer, and again at whether Wyll becomes Duke, which is why the companions guide counts it among the stories with the most endings.

Where the roads close

None of the counts above matter once an act is over. The stone bridge into the Mountain Pass soft-locks the Grove conflict, the descent into the Shadow-Cursed Lands hard-locks all of Act 1, the Shadowfell resolves the Moonrise prison and Isobel, Rivington closes Act 2, and the boat to the Morphic Pool closes the game. Between those, a handful of quests close on a long rest instead, Gale’s hunger, Karlach’s pursuers, Florrick’s five days, the Ox in Rivington, and the mechanics guide treats that rest as the only clock the game has. The dungeons guide covers the puzzles most of these quests run through, the items guide the rewards that come with a cost, and the regions guide how many ways into each area a quest sends you to.

Quest questions

How many quests are there?

We have walkthroughs for 109, from the prologue to the secret bad ending, plus the choice pages that some quests spawn. The main quest itself runs through five of them: Escape the Nautiloid, Find the Nightsong, Lift the Shadow Curse, Gather Your Allies and Confront the Elder Brain.

What is the best quest order?

Our pages give one rule rather than a list: finish everything in an area before its point of no return, and between the Mountain Pass and the Underdark take the Pass first. The neutral route to the Grove only works if the Pass comes before Halsin’s quest is complete.

Which quests can be failed by waiting?

Gale’s request for magic items, Karlach’s pursuers, the Owlbear mother, the gnome on the windmill, Thaniel’s rescue, Rolan, the Harper ambush, the Moonrise prisoners, Stop the Presses, the murders investigation, the Devilish Ox, and Counsellor Florrick. The missable quests page gives each one’s trigger and cutoff.