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 covers | Pages | What that means for you |
|---|---|---|
| One | 57 | Follow the steps; the only way to fail is to run out of time |
| Two | 39 | One question at the end, and the page tells you what each answer costs |
| Three or more | 13 | Read 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.
- Escape the Nautiloid: the prologue, Lae’zel, Shadowheart’s pod and Commander Zhalk with ten turns on the clock.
- Investigate the Beach: harpies, Mirkon, and Doni’s hideout.
- Find Your Belongings: the Tiefling pickpockets Mattis and Silfy.
- Find Mol: a short errand inside the Grove.
- Kagha’s Secret: the swamp, the shadow druids and the exposure.
- Rescue the Gnome: Barcus Wroot on the windmill.
- Rescue the Trapped Man: Benryn, Miri and the dowry in the barn.
- Rescue Volo: once from the goblins in Act 1 and once more in Act 3.
- Finish the Masterwork Weapon: Sussur bark, the furnace, one weapon.
- Help Omeluum Investigate the Parasite: the Arcane Tower, Timmask Spores and the Tongue of Madness.
- Retrieve Omeluum: the follow-up in Act 3.
- Deal with the Gnomes and Cure the Poisoned Gnome: Thulla and the Grymforge prisoners.
- Find the Mushroom Picker: Baelen, and the Noblestalk he went looking for.
- Protect the Myconid Circle: Sovereign Spaw’s duergar problem.
- Save the Grymforge Gnomes: Skickpit, Lunkbug, Elder Brithvar, Philomeen and the rubble.
- Find the Missing Boots: Thrinn’s errand at the cave-in.
- The Addled Frog: a talking frog and the treasure it guards.
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.
- Daughter of Darkness: Shadowheart, across all three acts.
- The Githyanki Warrior: Lae’zel, from Zorru to the Astral Prism.
- Our Fiery Friend: Karlach, from Anders to Gortash.
- The High Harper: Jaheira, the Nine-Fingers and the Counting House.
- In Case of Death: how to bring Gale back.
- The Scholar: a short Act 3 walkthrough.
Act 2 is a single long road with side paths, and most of its side quests are roads too.
- Lift the Shadow Curse: the eight steps from Halsin’s rescue to Ketheric’s death.
- Wake Up Art Cullagh: the House of Healing and the Battered Lute.
- Oliver Hide and Seek: two rounds and a family fight.
- Find Arabella’s Parents: what became of them in the cursed lands.
- Rolan in the Shadows: finding the Tiefling wizard before the curse does.
- Save the Distressed Patient: whether it can be done at all.
- Defeat the Shadow Cursed Shambling Mound: the mob is the weakness.
- Destroy the Scrying Eye: stealth, or a fight.
- Investigate the Selunite Resistance: the inn, Halfred’s note, the Masons’ Guild.
- Rescue Wulbren and the Tieflings: the Moonrise prison break.
- Punish the Wicked: the ledger and every correct answer for He Who Was.
- Leave No One Behind: every Tiefling saved from Act 1 to Act 3, and the achievement for it.
Act 3 has the most roads, because the city is full of errands, and it holds the main quest’s last stretch.
- Rescue the Grand Duke: Ravengard from Act 1 to the Iron Throne.
- Disable the Steel Watch: Wulbren’s bomb, Zanner Toobin and the Gondians.
- Investigate the Murders: Devella, the killer, Candulhallow’s Tombstones and Sarevok.
- Open Hand Temple Murders: the tunnels and the Flowery Key.
- Investigate the Suspicious Toys: Arfur’s basement and Felogyr’s Fireworks.
- Stop the Presses: the Gazette’s basement before the next edition.
- Aid the Underduke: Earspoon, Nine-Fingers Keene and the Counting House vault.
- Return Rakath’s Gold: the sluice gate and, optionally, Minsc.
- Find the Stern Librarian Ffion: Elminster’s library and Fraygo’s Flophouse.
- Find Dribbles the Clown: seven body parts across the city.
- Feed Crimson: the circus displacer beast.
- Mystic Carrion: Thrumbo and the jars of body parts.
- Help the Hag Survivors, Avenge the Hag Survivors and Save Vanra: the Hag’s Bane recipe, Captain Grisly, and Auntie Ethel for good.
- Avenge the Drowned: the water temple and its bug.
- Investigate the House of Grief: Mother Superior.
- Help Your Protector: inside the Astral Prism.
- Gather Your Allies: who answers the call.
- Confront the Elder Brain: both Netherstones, Orpheus, the allies, the Crown.
- Confront the Elder Brain without Netherstones: the shortest road of all, straight to the secret bad ending.
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.
- Ask the Goblin Priestess for Help: drink Gut’s potion, or not.
- Steal the Druids’ Sacred Idol: take it, and set Druids and Tieflings on each other, or leave it.
- Save the Refugees: the Grove’s fate, with the consequences listed.
- Save the Emerald Grove: Halsin or Minthara.
- Hunt the Devil: Anders and the Sword of Justice, or Karlach.
- Gandrel: kill the monster hunter or let him go, with Astarion in the balance.
- Deal with Auntie Ethel and Resurrect Mayrina’s Husband: whether Connor comes back.
- Avenge Glut’s Circle: help the sovereign or kill him.
- Glut or Spaw and Defeat the Duergar Intruders: which myconid rules the colony.
- Free True Soul Nere: side with him or kill him once the rubble is gone.
- Mountain Pass or Underdark: which road to Moonrise, and which first.
- Zaith’isk Outcomes: you in the chair, or Lae’zel.
- Mark of the Absolute: take the brand and its exclusive items, or refuse.
- Volo’s Eye Surgery: let him try, or keep your eye.
- Statue of Gods: an offering, or not.
- Search the Cellar: destroy the Necromancy of Thay or read it.
- Return the Locket: Meli keeps it or Barth gets it back.
- Find the Missing Letters: read them or deliver them sealed.
- Feed or Kill the Mind Flayer: the wounded one at Moonrise.
- Araj Oblodra: your blood for a potion, and Astarion’s bite for another.
- Formula Gruna: drink it yourself, or hand it to Karlach.
- Dolly the Pixie: free her for a blessing, or keep the Moon Lantern.
- Nightsong Choice: save her or let Shadowheart strike, past a point of no return.
- Lorroakan or Nightsong: the Act 3 sequel to that choice.
- Yurgir: save the Orthon or kill him for Raphael.
- Harleep: fight the incubus or sleep with it.
- Evolve or Not: the Emperor’s Astral-touched tadpole.
- Raphael’s Deal: the hammer for the crown, or no deal.
- Free Orpheus: the prince or the Emperor.
- Deal with Gortash: Gortash or Orin, and what refusing costs.
- Stone Lord or Guild: whose side in the Lower City.
- Arfur or the Squatters: whose house it is.
- Oskar Fevras: buy the artist’s freedom, or not.
- Yenna: invite the girl to camp, or decline, with Orin behind the question.
- Help the Cursed Monk: accept the laughing curse or refuse it.
- The Pale Elf: help Astarion at Cazador’s ritual, or refuse.
- The Wizard of Waterdeep: Gale stabs himself at the Heart of the Absolute, or you stop him.
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.