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A practical 100 percent run of Baldur’s Gate 3 is not a single route: major choices close other quests, companions can die or leave, and act transitions can permanently change earlier regions. Use the in-game journal as your primary checklist, keep saves before every irreversible transition, and cross-check entries against the BG3 Wiki’s quest, NPC, companion, item, and mechanics indexes. This Patch 8 guide covers the prologue, all three acts, companion arcs, named-character categories, and a reliable item-tracking method. Patch 8 is Larian’s final major content patch; later changes are expected to be minor hotfixes rather than new story content.
What you need: the game Baldur’s Gate 3, a separate save slot for each act boundary, and a simple log of recruited characters, completed journal entries, and unique rewards.
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What does “100 percent” mean in BG3?
There is no single save file that can contain every mutually exclusive outcome. A realistic completion target is to see every major quest branch available to one route, recruit and protect as many named characters as that route permits, collect unique rewards before they can be lost, and record alternatives for a second run. A live 2026 index counted 299 journal quests (131 major, 125 supporting, 23 minor, and 20 core), but its totals can change as entries are reclassified. Treat that number as a planning aid, not a certificate that a run has no omissions.
The BG3 Wiki reported 13,153 pages and a latest observed small hotfix dated September 29, 2026. That date is a freshness marker, not proof that every page changed. Patch 8 remains the stable narrative baseline; hotfix-sensitive recruitment and bug fixes should be checked against current patch notes.
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How should I prepare before starting?
- Play with a flexible party and keep at least one high-Charisma character for dialogue checks, plus proficiency in Sleight of Hand, Perception, and Arcana where possible.
- Use manual saves before the Mountain Pass, entering the Shadowfell, starting the Moonrise endgame assault, entering Wyrm’s Rock, and beginning the Lower City endgame sequence.
- After every major conversation, inspect the journal’s “completed” and “in progress” sections and write down the NPC, reward, and unresolved objective.
- Do camp scenes after each long rest. Companion approval, romance scenes, and personal quests can advance or close without a new map marker.
- Do not assume a quest is complete because its reward was collected; speak to the relevant NPC again and check for a new journal entry.
What must I do in the prologue?
The Nautiloid tutorial is short but contains content that disappears when the ship sequence ends.
- Explore every accessible room before reaching the control chamber; collect equipment, spell scrolls, and the tutorial companions’ gear.
- Rescue the captive in the pod rather than leaving the encounter unresolved. The outcome affects who appears immediately after the crash.
- Complete the escape objective and reach the transponder. Once the Nautiloid sequence ends, its rooms and uncollected objects are unavailable.
Save on the Ravaged Beach immediately after the crash. That file is your baseline for companion recruitment and the Act One checklist.
Which Act One quests should be on my checklist?
Finish the wilderness, Emerald Grove, Goblin Camp, Mountain Pass, Grymforge, and Underdark threads before committing to Act Two. Several outcomes are exclusive.
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| Quest or thread | Region and starting contact | Prerequisites and point of no return | Party, checks, and alternate solutions | Rewards and consequences |
|---|---|---|---|---|
| Find a Cure | Ravaged Beach and Emerald Grove; multiple leads including Nettie, Ethel, and goblin leaders | Begin after discovering the parasite. Leaving Act One can close unresolved healer conversations. | Medicine, Insight, and dialogue checks; pursue several leads without trusting any one “cure.” | Information, equipment, and companion approval; no cure removes the parasite. |
| Save the Refugees / defend the Emerald Grove | Emerald Grove; Zevlor, Kagha, and the tiefling community | Resolve the goblin leadership and Kagha’s investigation before entering the Mountain Pass or resolving the grove’s final confrontation. | Investigate Kagha, negotiate, expose the Shadow Druids, or support the goblin route. | Tiefling survival, later allies, vendors, and companion availability change by outcome. Grove and raid outcomes are mutually exclusive. |
| Raid the Emerald Grove | Shattered Sanctum; Minthara | Commit to the goblin-side assault before resolving the grove’s defense. | Stealth, deception, or open combat; nonlethal and recruitment conditions can be hotfix-sensitive. | Goblin leaders’ rewards and a different companion path; many tieflings and later quests are lost. |
| Rescue Halsin | Goblin Camp and Shattered Sanctum; Halsin | Find Halsin in the Worg Pens before the grove’s final resolution. | Fight, sneak, or free him through dialogue; defeat the goblin leaders for the grove outcome. | Halsin becomes available later and can help lift the shadow curse. His death removes that route. |
| Find the Nightsong | Begins from the Emerald Grove and continues through the Goblin Camp, Underdark, Grymforge, and Shadowfell | The Shadowfell decision is the major point of no return for Act Two factions and the Nightsong. | Use exploration, persuasion, religion, and companion-specific dialogue; the Mountain Pass and Underdark are alternate entrances, not mutually exclusive areas. | Unique weapons, blessings, and major faction consequences depend on the Nightsong decision. |
| Githyanki crèche | Mountain Pass and crèche Y’llek; Lae’zel and githyanki leaders | Enter after resolving or deliberately postponing the grove. Leaving the crèche can end several conversations. | Lae’zel dialogue, deception, stealth, and combat offer different routes. | Githyanki lore, equipment, and Lae’zel approval; some crèche NPCs can die or become hostile. |
| Auntie Ethel and Mayrina | Sunlit Wetlands and Riverside Teahouse; Auntie Ethel | Confronting Ethel in her lair changes the rescue and reward options. | Investigation, perception, intimidation, and ranged attacks against illusions; spare or kill decisions are exclusive. | Hair, bargains, and Mayrina’s later fate vary; Ethel can return in Act Three. |
| Grymforge and True Soul Nere | Underdark; duergar and Sergeant Thrinn | Nere’s trapped chamber is time-sensitive once the cave-in is triggered. | Acquire explosives, use strength, or negotiate with duergar; free, side with, or kill Nere. | Adamantine equipment, tadpole information, and duergar/deep-gnome consequences. |
| Underdark requests | Myconid Colony, Arcane Tower, and nearby routes; sovereigns, Omeluum, and deep gnomes | Complete colony and rescue requests before leaving the region. | Stealth, poison resistance, Arcana, and persuasion open alternatives. | Unique consumables, Omeluum’s help, and deep-gnome survival; some rewards are lost if factions turn hostile. |
Before crossing into Act Two, complete both the Underdark and Mountain Pass if your party can survive them. Entering one route does not automatically prevent the other, but advancing the story can resolve the grove and tiefling situation.
What must I finish in Act Two?
The Shadow-Cursed Lands and Moonrise Towers contain the densest chain of timed rescues and faction outcomes.
- Last Light Inn: Meet Jaheira and Isobel, protect the inn during the attack, and speak with every rescued tiefling. If Isobel or the inn falls, many NPCs die and later quests change.
- Moonrise Towers infiltration: Visit before the assault. Rescue the tieflings and Wulbren from the prison, search merchants, and gather information about Ketheric Thorm.
- Lift the Shadow Curse: Follow Halsin’s request, find Art Cullagh, retrieve the lute, and defend the ritual. Halsin’s personal quest cannot resolve if key NPCs die.
- Find the Nightsong in the Shadowfell: Make a manual save before the final platform. The decision involving the Nightsong determines Isobel’s safety, Ketheric’s vulnerability, and several companions’ futures.
- Moonrise endgame: After the Shadowfell, return to Moonrise, complete the assault, defeat Ketheric Thorm, and collect items before moving on. The tower’s vendors and prisoners are no longer available afterward.
Which Act Three quests are easiest to miss?
Act Three is organized by Rivington, Wyrm’s Crossing, Wyrm’s Rock, and the Lower City. Entering the Lower City does not finish every earlier task, but the coronation and certain hostile actions can close routes.
| Quest | Start and prerequisites | Irreversible risk | Important outcomes |
|---|---|---|---|
| Gortash and the coronation | Wyrm’s Rock; attend Gortash’s ceremony before attacking the fortress. | Attacking or disabling the Steel Watch can make Gortash hostile and alter the alliance route. | Choose an alliance, investigate, or oppose him; the decision affects the Netherstone and city safety. |
| Steel Watch and Gondians | Lower City foundry; Gondian workers and Toobin/Zanner. | Explosives, prison rescues, and foundry destruction are sequential and can kill workers. | Save Gondians, destroy the foundry, or accept losses; this changes Gortash’s defenses and allies. |
| Counting House | Lower City; Rakath and the vaults. | Hostage and vault decisions can remove merchants or rewards. | Recover the stolen gold, open vaults, and resolve the Bhaalist connection. |
| Circus of the Last Days | Rivington; entering the circus starts several optional encounters. | Leaving or exposing impostors can end performances and vendor access. | Complete the contests, investigate the murder plot, and speak to every performer. |
| Hag and Vanra | Lower City; Lora and the hag survivors. | Attacking the wrong target can kill Vanra or close the rescue. | Use the anti-hag solution, rescue Vanra, and resolve the survivors’ faction. |
| Baldur’s Mouth Gazette | Lower City; editor Ettvard. | Publishing the hostile story can affect city dialogue and rewards. | Investigate, sabotage, or persuade the editor before the newspaper runs. |
| Cazador’s palace | Lower City; Astarion’s personal quest. | Proceeding without Astarion changes dialogue and the ascension decision. | Free the prisoners, decide Astarion’s ritual, and collect the palace rewards. |
| House of Hope | Lower City; Raphael and the devil’s portal. | Leaving the house or breaking the contract changes available loot and allies. | Retrieve the Orphic item, free Hope, and decide whether to confront Raphael. |
| House of Grief | Lower City; Shadowheart and the Sharran enclave. | Shadowheart’s identity and the enclave’s survival depend on dialogue and combat choices. | Resolve Shadowheart’s parents and collect the enclave’s unique equipment. |
| Ansur and the Wyrmway | Wyrm’s Rock; Wyll and the Grand Duke thread. | Wyrm’s Rock hostility can block access; complete the trials before the endgame. | Learn the Emperor’s history, resolve Ansur, and secure Wyll-related allies. |
| Orin and the kidnapped companion | Lower City sewers and Bhaalist areas. | Long delays and failed confrontations can endanger the hostage. | Identify the impostor, rescue the companion, and choose Orin’s duel route. |
| Gather Your Allies and the Netherbrain | Final approach after the Netherstones and faction quests. | Entering the final sequence ends free exploration. | All surviving allies, companions, and faction leaders determine the final battle options and epilogues. |
Which companion and Origin quests should I track?
Recruitment, approval, romance, and survival are separate flags. A character can appear without being recruitable, be recruited without being romanced, or return only as a final-battle ally.
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| Character | First appearance and recruitment | Personal milestones | Failure or end-state flags |
|---|---|---|---|
| Astarion | Ravaged Beach; recruit after the roadside encounter. | The Pale Elf, approval scenes, and Cazador’s palace in Act Three. | Can die, leave, or become a vampire ascendant; romance is approval-gated. |
| Gale | Roadside Cliffs waypoint. | Feed magical items, resolve the Netherese orb, and complete his Act Three choice. | Can leave or die; romance and the orb’s ending alter the finale. |
| Lae’zel | Nautiloid pod, then the roadside cage. | Crèche Y’llek, Vlaakith, Orpheus, and the githyanki rebellion. | Can die or leave; her survival changes githyanki allies and the ending. |
| Shadowheart | Nautiloid pod rescue or Ravaged Beach. | Daughter of Darkness, the Shadowfell, and House of Grief. | Can be killed or abandon the party; romance and faith choices determine her epilogue. |
| Wyll | Emerald Grove. | Karlach contract, Mizora, Grand Duke Ravengard, and Ansur. | Can be exiled or transformed; his survival affects Ravengard and final allies. |
| Karlach | Risen Road. | Infernal engine upgrades, Gortash, and her Act Three decision. | Can die, leave, or receive an alternative ending; romance is approval-gated. |
| Halsin | Worg Pens after the goblin-camp rescue. | Lift the Shadow Curse and investigate Thaniel. | Can die before recruitment; returns as a camp companion only if the Act Two chain succeeds. |
| Minthara | Shattered Sanctum. | Recruitment conditions depend on the grove/goblin route and current hotfix behavior. | Can be killed or missed; her later recruitment is not compatible with every grove outcome. |
| Jaheira | Last Light Inn. | Moonrise assault and the Harpers; recruit before the Act Two finale. | Can die at Last Light or Moonrise; survival enables Minsc and final allies. |
| Minsc | Lower City, after Jaheira’s personal chain. | The Stone Lord and sewer investigation. | Requires Jaheira and a nonlethal resolution; can be killed or permanently missed. |
| Dark Urge | Custom Origin choice. | Butler scenes, resisting or embracing the urge, Orin, and the final choice. | Not a recruitable companion; Origin decisions substantially alter NPC deaths, romance scenes, and the ending. |
Who else belongs on a named-character checklist?
- Camp followers and pets: Withers, Volo, Scratch, and the Owlbear cub. Their camp scenes and services are easy to miss if the rescue or recruitment conversation is skipped.
- Faction leaders and allies: Zevlor, Isobel, Nightsong, the Emperor, Raphael, Omeluum, Wulbren, and the deep-gnome leaders. Record whether each is recruited, returns as an ally, dies, or becomes hostile.
- Major bosses: Ketheric Thorm, Gortash, Orin, Cazador, Raphael, Ansur, and the Netherbrain. Mark both the encounter and the quest branch that produced it.
- One-time quest NPCs: Auntie Ethel, Mayrina, Art Cullagh, Lora, Vanra, Ettvard, Rakath, and Gondian leaders. Many can disappear after a region transition.
Keep “can be missed,” “can be killed,” “can be recruited,” and “returns as an ally” as separate columns. A named-character checklist is not proof that every random encounter, random drop, achievement trigger, or modded NPC was seen.
How do I track every item without relying on a fixed total?
No current source establishes a permanent all-items number. Use the wiki’s separate filters for weapons, armor, accessories, consumables, spells, quest objects, and unique rewards, then record each item’s source and loss condition.
| Category | What to record | Examples and cautions |
|---|---|---|
| Unique and legendary equipment | Name, slot, act, source, prerequisite quest, and whether it can be lost. | Examples include the Blood of Lathander, Adamantine Forge equipment, Markoheshkir, Nyrulna, Balduran’s Giantslayer, and Helldusk Armour. Some are tied to faction choices or one-time vendors. |
| Quest items and keys | Quest unlocked, consumed/stolen/replaced status, and final destination. | Do not sell or discard keys, contracts, Netherstone-related objects, or items needed for a ritual until the journal confirms completion. |
| Build-enabling gear | Class, ability score, damage type, saving-throw interaction, rarity, and earliest availability. | Compare an item’s build fit and opportunity cost, not just its listed rarity. |
| Consumables and crafting materials | Reliable location, merchant, restock behavior, and whether the drop is random. | Merchant inventories and restocks can vary; random drops cannot be guaranteed by a checklist. |
| Competing rewards | Power, build fit, availability date in the run, and the reward given up. | Save before reward dialogues when two exclusive items or faction rewards are offered. |
What should I do before each act transition?
Before Act Two
- Resolve the grove and goblin outcome, recruit or lose Minthara, and rescue Halsin.
- Complete Ethel, Mayrina, the crèche, Grymforge, the Myconid requests, Omeluum’s request, and deep-gnome objectives.
- Buy or collect unique rewards from vendors who may leave.
Before the Shadowfell and Moonrise assault
- Protect Last Light, rescue the tieflings and Wulbren, complete the curse-lifting ritual, and search Moonrise before the assault.
- Finish companion camp scenes and create a save immediately before the Nightsong decision.
Before entering the Lower City endgame
- Attend Gortash’s coronation, investigate Wyrm’s Rock, and complete the Wyrmway if available.
- In Rivington, finish the circus, refugee, and murder-related conversations before moving on.
Before the final confrontation
- Complete Cazador, House of Hope, House of Grief, Ansur, the Gazette, Counting House, Hag/Vanra, Steel Watch, Gondians, Orin, and Gortash routes that your choices still allow.
- Speak to every surviving companion and faction leader, then create a final “allies” save before entering the Netherbrain sequence.
How do I avoid missing anything?
- At each new region, open the map and journal, then speak to every named NPC before fighting.
- Mark every quest as active, completed, failed, or deliberately skipped; do not rely on memory.
- Long-rest after major companion events, but do not leave a time-sensitive area without checking its urgent objectives.
- Use nonlethal attacks, stealth, and dialogue when a quest requires a living target or a later recruitment.
- Keep separate saves before all listed points of no return and before mutually exclusive rewards.
- At the end of each act, compare your notes with the external quest and character index. The journal is authoritative for your run; the index is a discovery aid.
Frequently Asked Questions
Can I see every BG3 ending in one campaign?
No. Origin choices, companion survival, faction alliances, and the Nightsong, Orpheus, Gortash, and Dark Urge decisions produce incompatible outcomes. Use a pre-decision save for exploration, but plan a second campaign for genuinely different end states.
Does starting the Mountain Pass immediately end Act One?
Not by itself. You can usually explore the Underdark and Mountain Pass in the same run, but advancing the grove or entering later Act Two sequences can resolve unfinished Act One quests. Save before crossing and check every regional journal entry.
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Why did a companion disappear from my camp?
Companions can leave after approval failures, faction choices, deaths, or a missed recruitment encounter. Review the last major decision and an earlier save; some departures are permanent for that campaign.
Are merchant inventories and item drops identical for every player?
No. Merchant stock, restocks, and random drops can vary with level, long rests, region state, and game updates. Record guaranteed quest rewards separately from items that are merely possible.
Do mods count toward a 100 percent checklist?
A Patch 8 checklist covers the unmodded game’s documented quests, characters, and items. Modded quests, NPCs, achievements, and random encounters need their own load-order-specific checklist.
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