All Endings - Baldur's Gate III Guide - IGN (2024)

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There are several endings to Baldur's Gate 3. This is a rich and vibrant game where player choices really matter, and it's truly worth playing through several times to get each ending.

Below, we've provided a summary of each ending and listed what you'll need to do in order to unlock them. We've also summarized the most important choices that you can make throughout the game and how they affect the ending, too.

This is a page full of spoilers. If you've not played the game yet and don't want to find out anything important about the main story, come back here another time.

If it's your first time playing, it's best to just go through the game and choose your options and interactions based purely on your gut- don't worry about trying to get the perfect ending. There's a lot to unpack on this page, so keep reading for information about how to alter the ending (in terms of story and allies) or jump to the All Endings section instead.

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Which Choices Affect the Ending In BG3?

As mentioned, this is a game where player choices are of the utmost importance. A small decision that you made back in Act One might end up impacting the allies that you have on your side in the final battle, for example.

In fact, allies for the Gather Your Allies side quest represent one of the biggest player-impacted choices that can change the ending of Baldur's Gate 3. Here are all the choices you'll need to make in order to secure plenty of allies for the final fight:

  • Arabella. Arabella cannot be summoned in battle (thankfully) but she does give the Weavewalker buff which applies Freedom of Movement to all allies. To get this, complete Save Arabella in Act One, finish up her story arc in Act Two, then speak to her again in Act Three.
  • Armored Owlbear and Dammon. Recruit the Owlbear Cub in Act One while saving Emerald Grove, then complete Dammon and Karlach's story arc in Act Two. Find Dammon again in Act Three by visiting his forge. The Armored Owlbear can then be summoned in battle.

Note- summoning the Owlbear can be quite buggy in the final Act, especially if you do it when atop the Netherbrain.

  • Astarion. This can occur whether he's in your party or not and provides you with a good variety of allies to summon like giant skeletons. To get this, take down Cazador and let Astarion ascend.
  • Auntie Ethel. Auntie Ethel's ability in battle applies a 5-man invisibility buff. To get it, side with her at the Riverside Teahouse and again during Help the Hag Survivors.
  • Bhaal. This is a Dark Urge-only ally option. It lowers Critical Hit requirements for the Dark Urge by 2 and provides the ability to use Stunning Gaze. To get it, Impress the Murder Tribunal, take down Orin, and accept Bhaal's blessing.
  • Counsellor Florrick. This ally option summons 3 Flaming Fist guards. To get it, break Counsellor Florrick out of Wyrm's Rock Prison.
  • Dame Aylin. This option summons Dame Aylin to fight alongside you. There's a lengthy unlock process- you'll need to save Isobel, take down Ketheric, spare Dame Aylin in the Gauntlet of Shar in Act Two, and then defeat Lorroakan in Sorcerous Sundries in Act Three.

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  • Duke Ravengard. Duke Ravengard provides the temporary 'Rallied' HP buff. To get it, simply rescue him - either with Mizora's help or from the Iron Throne.
  • Gondians. To have access to the Gondians as allies, rescue their families at the Iron Throne, save them at the Foundry, and then protect them from the Iron Hand.
  • Guildmaster Keene. This summons two assassins from the Guild. To get them, stop the Zhentarim during the Minsc battle then head to the Guild afterwards and side with them. Make sure the Minsc questline is fully completed.
  • Halsin/Thaniel. The Halsin ability is not a summoning-based one. It's called Spirit of the Land and it gives allies an extra 2 metres of movement and +1 to all Ability Scores. To get this, complete Halsin's questline entirely.
  • Inspector Valeria. This option summons 3 City Watch weapons-trained fighters. To get them as allies, finish the Open Hand Temple Murders questlines, take down the Murder Tribunal, and rescue Inspector Valeria from the sacrifice room.
  • Iron Hand. This option provides 2 Gnomes with explosive weapons. The ally here will either be Barcus Woot or Wulbren depending on your choices. To get them, save Wulbren in Act Two, then take down the Steelwatch Foundry. From there, pick between Barcus or Wulbren.
  • Isobel. This ability provides a 14d6 heal that spans 24 metres for up to 6 allies. To get it, protect Isobel at the Inn, take down Ketheric, and save Dame Aylin.
  • Jaheira. This option provides 3 ranged Harpers. To get them, work with Jaheria in Act Two, find the Harper hide-out in Act Three, and add Minsc to your party.
  • Kith'rak Voss. This is one of the coolest ally options in the game. It summons Kith'rak Voss and a giant red dragon. The dragon has a 12d6 fire breathing attack with a 30 metre range. To get this, finish the Rosymorn Monastery questline and side with Voss. Find Voss again at Sharress Carress in Act Three, then complete the Orphic Hammer questline as well.

You do not need to free Orpheus to have Kith'rak Voss as an ally in the final fight, but your choice regarding Orpheus will significantly change the endings that are available to you. We'll dive into that in more depth in a moment.

  • Lorroakan. This ally option provides a single-use AOE attack with massive damage output potential. To get it, rescue The Nightsong in Act Two then betray her by siding with Lorroakan in the final Act.
  • Mol. Mol provides a handful of useful buffs. This ally option provides a Fire damage reduction of 5, a 1d4 Charisma buff, and the ability for all party members to use Rays of Fire. To get this, free Mol from her contract at the House of Hope, keep Raphael's death to yourself, and convince her to work alongside your party.

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  • Mizora. This ability provides a summonable ally from Mizora who has access to Disintegrate and AOE attacks. To get it, save Mizora from Moonrise Towers in Act Two then agree to the deal that she presents your party with in Act Three.
  • Rolan. This offers the same massive AOE attack that Lorroakan offers, but they cannot both be claimed during the same run. Keep Rolan alive at the Grove in Act One, save the Tieflings from Moonrise Towers and find Rolan in Act Two, kill Lorroakan in Act Three and then speak to Rolan to give him ownership of Sorcerous Sundries.
  • Shar's Faithful (Shadowheart). This ability provides 4 mighty Sharran allies. To get it, kill the Nightsong in Act Two, take down Viconia DeVir and get the House of Grief to side with Shadowheart in Act Three, and kill Shadowheart's parents too.
  • Strange Ox. This option summons the Strange Ox with 300HP and various different forms. To get it, simply complete the Strange Ox questlines in each Act.
  • The Gur. Having The Gur as an ally provides 2 melee fighters and 1 ranged fighter in battle. To gain access to these, save the children from Cazador and then take them to The Gur.
  • The Zhentarim. This options summons 2 Zhentarim assassins. To get them on your side, track down Rugan and the Zhentarim hideout. Do not kill Rugan or betray the Guild in any way. When fighting Guildmaster Keene in Act Three, side with The Zhentarim.
  • Volo. Volo provides a bonus of 2 to Ability Checks, Attack Rolls, and Saving Throws. To get this buff, save him in both Act One and Act Three (from the Goblins and Foundry mob respectively).

You do not need to have accepted Volo's 'help' with the parasite/accepted the Magical Eye in order to have him as an ally.

  • Viconia DeVir. This option provides you with 4 powerful Sharran fighters. To get them, you'll need to betray Shadowheart at the House of Grief. You cannot have this ally option and the previously mentioned Shadowheart ally option in the same run.
  • Yurgir. To summon Yurgir in battle, you'll simply need to persuade Yurgir to join your side against Raphael at the House of Hope.
  • Zevlor. This ally option summons 3 powerful Tiefling Paladins called the Hellrider Platoon. To do this, rescue Zevlor from Moonrise Towers after saving the Grove in Act One.

As you can see, there are lots of ways to alter the final battle by choosing allies and finishing up specific side quests or companion quests. That's not the only way to alter the ending of Baldur's Gate 3, though.

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One of the most significant ways that you can choose to alter the Epilogue of BG3 is who you decide to work with in Act Three regarding The Emperor and Orpheus. Choosing to free Orpheus from his imprisonment will cause The Emperor to change sides, meaning that you'll end up facing off against The Emperor alongside all the other enemies.

Additionally, choosing to free Orpheus means that one of your party members will be asked to complete their transition into a Mind Flayer in order to take down the Absolute. Whoever you choose here will have their personal story ending changed slightly, with the most significant alterations happening to Lae'zel and Karlach's stories.

Alongside this, your interactions with Raphael can also lead to a different ending cutscene. If you chose to strike a deal with him, you'll see an additional scene play out at the very end (after a cutscene from Withers) where he discusses intentions to take down other realms.

Choosing to let Gale sacrifice himself will also have significant implications for the story ending, too. You can outright skip Act Three by allowing Gale to sacrifice himself in Act Two (this kills the whole party along with the Absolute's Chosen) or in the final battle.

All in all, your choices really do matter in BG3 and it's worth playing through the game several times. Keep reading for more information about each individual ending that you can access.

All Baldur's Gate 3 Endings

As many of you reading will know, Baldur's Gate 3 is based off of the Dungeons and Dragons universe. If you've not played that before, Dungeons and Dragons characters have a moral alignment which tends to fit into the below table.

Lawful GoodNeutral GoodChaotic Good
Lawful NeutralNeutralChaotic Neutral
Lawful EvilNeutral EvilChaotic Evil

They're all relatively self explanatory; lawful good characters are morally just and will always strive to follow the law, chaotic good characters want to do well but they'll take any path to get there, and so on.

Character dialogue options and lore points in Baldur's Gate 3 tend to follow these alignment paths. It's not explicitly set out, but you can absolutely do a chaotic neutral or a lawful evil run, for example, and these alignments can be seen in the endings.

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The endings that you can get are as follows:

  • The 'Good' Ending. To get the good ending (or the standard story ending), you'll need to defeat the Netherbrain in the final battle of Act Three then command it to destroy itself, along with all the Ilithid Tadpoles. The game will wrap up with your characters watching the sunrise, along with the character conclusion cutscenes and shots of the city returning to normal.
  • The 'Bad' Ending. To get the bad ending, you'll need to defeat the Netherbrain in the final battle of Act Three but choose to take control of it and become the Absolute. There'll be a slight difference here depending on if you're a Dark Urge character or not, where Dark Urge characters will claim the power 'in the name of Bhaal' whereas regular evil characters will claim it for themselves. Your companions will be horrified (while some may even end up dead at your hands, as there's an option to stab your Ilithid ally) but you'll soon have them mind controlled and cheering at your side. You will not get any of the character conclusions here.
  • The 'Ugly' Ending. This ending happens before the final battle even occurs. Provided you've completed Gale's Companion Quest (along with exploring Sorcerous Sundries and speaking to Mystra), you can allow him to detonate the Netherese bomb before you even climb the brain stem. This means the game will cut to the final sunrise scene, but that Gale won't be present.

Each ending is worth seeing- and they can be quite emotional if you've gotten attached to the characters in your party, too.

The character conclusion options are too varied to list in full, but every companion and notable character's story will wrap up in full at the end of the game. The precise ending for each character will depend on:

  1. Whether you romanced the character
  2. Whether you completed their Companion Quest
  3. Whether you fulfilled specific goals or tasks within the game

There'll still be choices to make here. For example, if Gale is in your party (and if he's alive) you'll be able to tell him what to do with the Crown. He can keep it and attain immense power, give it to Mystra, or leave it to rot at the bottom of the ocean.

Our top tip here is to use entirely new party members when you do another playthrough and to try romancing other characters, too. It's worth the time- the stories and companion quests are expertly written and the ending is different every time. New scenes were added for characters without romantic partners to bridge into the Epilogue more effectively after the Netherbrain fight in Patch 6.

Once everything's wrapped up and the credits play, make sure not to close the game immediately. There's one more scene, featuring Withers. The dialogue with Withers was improved in Patch 6, too.

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He's seen in front of a mural of the Dead Three, talking about how your party did not overestimate the Gods and mocking. It's still not entirely clear what Withers is.

The screen will then fade to black, and Baldur's Gate 3 officially comes to a close.

Now all that's left to do is make your next character and find another way off the Nautiloid...

Up Next: Game Modes

PreviousConfront the Elder BrainNextGame Modes

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In This Guide

All Endings - Baldur's Gate III Guide - IGN (1)

Baldur's Gate III

Larian Studios

ESRB: Mature
PlayStation 5Xbox Series X|SPCMacintoshStadia

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OverviewBeginner's Guide - Essential Tips and TricksWalkthroughThings to Do First

All Endings - Baldur's Gate III Guide - IGN (2024)

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