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Baldur’s Gate 3 achievements

Find a requirement, follow its walkthrough link, or mark an achievement you already earned. Open an entry to reveal its requirements and story spoilers.

54 of 54 achievements · 0 marked earned

A Grym FateDetails

Requirement

Defeat Grym using your party's attacks while leaving the forge hammer out of the fight.

What you need

  • Grym alive
  • Mould and Mithral Ore

How to work on it

  • Reach the Adamantine Forge through Grymforge. Before turning the lava valve, put your characters on raised platforms and equip strong bludgeoning attacks.
  • Keep Grym standing in fresh lava so its Superheated condition removes its invulnerability. Reopen the valve when lava drains; examine its current resistances before spending major attacks.
  • Use the last attacker to draw Grym toward safe positions. Finish it without operating the hammer during combat, then use the forge normally to claim your crafted item.

Timing: Before killing Grym; finish before entering the Shadowfell in Act 2.

Save advice: Save before opening the lava valve. Honour players should prioritise survival.

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Absolute Power CorruptsDetails

Requirement

Take personal control of the Netherbrain at the final decision.

What you need

  • Finale reached
  • Independent domination

How to work on it

  • Complete the final Netherbrain battle and reach its last decision.
  • Choose personal control. If an allied mind flayer holds the stones, betray it instead of requesting destruction.
  • Tav can take this route; a Dark Urge who rejected Bhaal after Orin can rule independently. Loyal Bhaal domination belongs to Sins of the Father.
  • Finish the ending and verify the unlock.

Timing: Final Netherbrain decision; Dark Urge allegiance is set after Orin.

Other outcomes to plan for: Hero of the Forgotten Realms, Sins of the Father

Save advice: Keep separate saves before Orin's aftermath and the final decision.

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Action SurgeDetails

Requirement

Make five attacks with one character during a single turn.

What you need

  • Five attacks
  • One character, one turn

How to work on it

  • Equip a level 5 fighter with two light weapons and have Action Surge available.
  • In one combat turn, make two main-hand attacks, activate Action Surge for two more, and use your bonus action for an off-hand attack. Leave enough reachable targets to finish.
  • A level 11 fighter can instead make six attacks with two Attack actions. This avoids relying on Haste's different Honour rules.

Timing: Any combat before the campaign ends.

Save advice: Use a routine encounter; check the combat log if needed.

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All's Well That Ends WellDetails

Requirement

Finish a full campaign and allow the ending sequence to complete.

What you need

  • Act 3 finale completed

How to work on it

  • Resolve the Netherbrain encounter in Act 3; the final moral choice can vary.
  • Continue through the ending and any reunion. Speak to Withers to conclude the reunion when offered.
  • Use the full Act 3 route. An early Act 2 explosion ends the adventure prematurely and is not a substitute.

Timing: At the end of the campaign.

Save advice: Keep a pre-finale save for unfinished quests and alternate endings.

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Bedrolls and BreakfastDetails

Requirement

Take four fully supplied long rests within one campaign.

What you need

  • Four fully supplied rests
  • One campaign

How to work on it

  • Collect food and supply packs. At camp, choose End the Day and select enough supplies for a full rest.
  • Repeat on four separate nights; partial rests can advance camp conversations but do not satisfy this requirement.
  • Speak with companions between rests. Resolve active emergencies, such as a burning building, before leaving for camp.

Timing: Four full rests before the campaign ends.

Save advice: Resolve active emergencies before camping.

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BookwormDetails

Requirement

Open and read 100 different written items during one campaign.

What you need

  • 100 distinct texts
  • One campaign

How to work on it

  • Use Read on books, journals, letters, and notes; merely collecting them does not count.
  • Search the Dank Crypt, Blighted Village cellar, Grove, Moonrise, and city libraries. Read 100 distinct texts within this campaign; duplicate copies are unreliable.
  • Read quest documents before selling them to uncover passwords, motives, and alternative solutions.

Timing: Reach 100 distinct readings before the finale.

Save advice: No branch needed; keep interesting documents for their lore.

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Bottoms UpDetails

Requirement

Fund one full long rest entirely with alcoholic drinks.

What you need

  • Full rest funded entirely with alcohol

How to work on it

  • Collect enough wine, beer, or spirits to fund a full rest.
  • Clear the automatic camp-supply selection and choose only alcohol: normally 40 supply points, or 80 on Tactician and Honour.
  • Check that no food or generic supply pack is included, then confirm the full rest.

Timing: Any fully supplied long rest before the campaign ends.

Save advice: Inspect the selection before confirming; this also advances Bedrolls and Breakfast.

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BuskerDetails

Requirement

Earn a cumulative 100 gold in performance tips during one campaign.

What you need

  • Instrument proficiency
  • 100 performance gold
  • One campaign

How to work on it

  • Use a bard, a bard hireling, or another character with musical-instrument proficiency. Equip an instrument and choose Perform beside a group of neutral NPCs.
  • Wait for the Performance check to resolve, then stop playing so successful spectators can throw tips. Pick up the coins and keep your own running tally.
  • Move to new audiences after each payout. Repeating the same crowd is unreliable; the markets, taverns, docks, and streets of Act 3 provide many separate listeners.
  • Use the same performer as a simple tracking precaution. Improve Charisma and Performance proficiency or expertise; larger crowds can demand harder checks.

Timing: Earn all 100 tips before leaving the city for the Morphic Pool.

Save advice: Save before busking. A bard hireling can preserve your protagonist's build.

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CeremorphosisDetails

Requirement

Become a full mind flayer and complete the finale; destruction is the recommended route.

What you need

  • Full protagonist transformation
  • Completed finale

How to work on it

  • During the final Astral Prism visit after the Morphic Pool, volunteer your protagonist for full transformation. Ordinary powers and partial transformation are insufficient.
  • Continue through the final battle, choose to destroy the Netherbrain and its tadpoles, and complete the ending. Transformation alone does not unlock this.
  • Guides disagree about domination endings; destruction is the conservative choice. Some also accept companion Karlach transforming, but using your protagonist avoids relying on that alternative.

Timing: Save before the final Astral Prism transformation decision.

Save advice: Keep a pre-Morphic Pool save; full transformation permanently changes that branch.

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Crash LandingDetails

Requirement

Kill Ansur while he is airborne charging his large lightning attack.

What you need

  • Wyrmway access
  • Lethal damage during Hoarding Energy

How to work on it

  • Enter the Wyrmway beneath Wyrm's Rock Prison and complete its trials. Bring substantial burst damage, healing, and protection from lightning.
  • Fight Ansur until he uses Gather Power and gains Hoarding Energy. He visibly rises into the air and becomes resistant to damage.
  • Deal the killing damage during that charging state, before Stormheart Nova resolves. Budget damage for his resistance; on Honour he also has a final survival mechanic and temporary hit points.
  • Keep a defensive option such as Globe of Invulnerability ready if the damage plan fails. Ordinary movement flight is not the intended achievement window.

Timing: During the one Ansur encounter, before killing him on the ground.

Save advice: Save before Ansur. Nova arrives next turn despite the charge initially displaying two turns.

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Critical HitDetails

Requirement

Complete the campaign on Tactician difficulty from the start.

What you need

  • Tactician throughout or successful Honour
  • Completed finale

How to work on it

  • Choose Tactician when creating the campaign and keep that difficulty throughout. Raising it just before the ending does not turn a lower-difficulty campaign into a valid run.
  • Plan for tougher encounters and doubled camp-supply costs. Use ordinary saves to prepare or retry the optional boss challenges.
  • Finish the Act 3 ending and any epilogue. Honour completion can also award the Tactician achievement, but check the platform record separately; Custom settings are not a substitute for selecting the required mode.

Timing: Character creation; avoid lowering difficulty at any point.

Save advice: Tactician permits multiple saves for alternate outcomes.

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Descent From AvernusDetails

Requirement

Escape the opening nautiloid sequence.

What you need

  • Activate helm transponder

How to work on it

  • Follow the ship's path, recruit the available temporary allies, and reach the helm.
  • In the final room, move a surviving character to the transponder and connect its nerves before the encounter timer expires.
  • If Devil's in the Details is still needed, kill Zhalk before using the transponder; leaving the ship closes that achievement window. Collect his dropped weapon before departing if you want it.

Timing: Opening prologue; awarded when the nautiloid escape succeeds.

Save advice: Save outside the helm if attempting Zhalk.

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Devil's in the DetailsDetails

Requirement

Kill Commander Zhalk during the opening nautiloid battle.

What you need

  • Zhalk killed

How to work on it

  • Recruit Lae'zel and free Shadowheart before the helm. Prepare Command on Shadowheart; Command: Drop can remove Zhalk's Everburn Blade and make his attacks less dangerous.
  • Help the allied mind flayer damage Zhalk while clearing the small enemies that threaten your party. Secure the actual kill before the timer forces your escape.
  • Loot the Everburn Blade and send someone to the transponder immediately afterward. Merely making Zhalk drop his sword earns the gear, not this achievement; incoming cambions make delays dangerous.

Timing: Before activating the nautiloid transponder; this location cannot be revisited.

Save advice: Save outside the helm and leave time to escape.

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Dig for VictoryDetails

Requirement

Uncover five buried treasure chests in one campaign.

What you need

  • Shovel
  • Five buried caches

How to work on it

  • Carry a shovel. Explore with the full party to give several characters a chance at Survival checks.
  • Interact with discovered dirt mounds, dig, and loot the exposed chest. Repeat at five distinct buried caches.
  • After failed Survival checks, the shovel's Use action can still target a known mound's location. Above-ground chests do not count.

Timing: Five buried chests before the campaign ends.

Save advice: Dig during exploration to avoid later backtracking.

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Embrace Your UrgeDetails

Requirement

Unlock the Slayer transformation on a Dark Urge protagonist.

What you need

  • Dark Urge origin
  • Slayer-awarding story choice

How to work on it

  • Select The Dark Urge at character creation. A custom Tav cannot acquire this origin's achievement by becoming an Unholy Assassin.
  • The early route follows Sceleritas Fel's Act 2 murder instruction involving Isobel, or the later demand involving your closest companion. These choices can destroy friendships and, if Isobel dies while maintaining the ward, Last Light and its residents.
  • A later route preserves those Act 2 lives: resist the murders, defeat Orin in the Dark Urge duel, then accept Bhaal's offer. This still commits that branch to a destructive allegiance.
  • Confirm the transformation unlock before reloading a resistance branch.

Timing: Choose Dark Urge at creation; last major opportunity is Bhaal's offer after Orin.

Save advice: Save before the Act 2 murder night or Orin aftermath. Isobel's murder threatens Leave No One Behind and Hot Date.

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EscapologistDetails

Requirement

Escape confinement after a guard actually arrests a party character.

What you need

  • Party member imprisoned
  • Escape completed

How to work on it

  • Use a settlement with a working prison, such as the Emerald Grove. Get caught committing a minor offence, then accept imprisonment through the guard dialogue.
  • Once jailed, use the cell's escape route, lockpicking, or a movement spell to leave confinement. Have another party member bring tools or open the way if your equipment was confiscated.
  • Recover your belongings from the evidence or equipment chest and avoid guards while the fugitive condition remains.
  • Simply opening someone else's cell or walking into a prison does not count as escaping your own arrest.

Timing: Any accessible prison before the final point of no return.

Save advice: Use a separate save to protect settlement relationships and paladin oaths.

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Expand Your MindDetails

Requirement

Spend a collected parasite on an illithid power.

What you need

  • Parasite specimen
  • Power interface unlocked

How to work on it

  • Collect a Mind Flayer Parasite Specimen and progress Dream Guardian conversations until the illithid-power interface opens.
  • Use an eligible character to spend the specimen on one power node. Carrying the jar or using an illithid dialogue option is insufficient.
  • This power investment is separate from the finale's full transformation; consider your character's stance on parasites.

Timing: Before the campaign ends; available after the early Dream Guardian progression.

Save advice: Save before consumption if preserving a parasite-rejection roleplay branch.

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Fancy FootworkDetails

Requirement

Kill Gortash in Wyrm's Rock before any of the relevant traps activate.

What you need

  • Gortash at Wyrm's Rock
  • No trap activation

How to work on it

  • Attend the coronation peacefully first. For a story-rich route, resolve the Iron Throne and Steel Watch Foundry before your final confrontation; killing Gortash too early closes rescue content.
  • Approach the upper fortress by its exterior climbing route with the party ungrouped. Detect and avoid floor traps, and keep most characters outside the trapped office.
  • Have one mobile character provoke Gortash from a safe doorway and retreat, using movement or teleportation to draw him into your prepared trap-free fighting area.
  • Treat a grenade launcher firing as a failed attempt even if nobody takes damage. Guides disagree about destroying interior devices; the conservative plan avoids activation altogether.

Timing: Before any trap-triggering fortress attempt and before Gortash dies.

Save advice: Save outside the fortress before any launcher fires; verify the unlock afterward.

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Fetch QuestDetails

Requirement

Recruit Scratch and play fetch with his ball at camp.

What you need

  • Scratch recruited
  • Scratch's Ball

How to work on it

  • Find Scratch beside Gomwick's body in the forest near the Owlbear Nest. Calm him, avoid threatening his master's body, and offer your scent so he can find camp.
  • After he arrives, speak with him on later visits until he brings a ball. Obtain it through the offered interaction.
  • Use Throw to toss Scratch's Ball onto clear ground at camp, then let him retrieve it. Aim away from characters so the throw is not treated as an attack.

Timing: Recruit Scratch before permanently leaving Act 1; complete fetch while he remains in camp.

Save advice: Save before recruitment. Retain the ball and protect Scratch.

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First BloodDetails

Requirement

Defeat Orin while her ritual chanters remain active.

What you need

  • Orin alive
  • Chanters active

How to work on it

  • Prepare before entering the Temple of Bhaal arena. For the standard party battle, leave the chanting cultists alive and avoid area attacks or control effects that interrupt them.
  • Strip Orin's Unstoppable charges using multiple hits, especially an upcast Magic Missile, then deal heavy damage before the ritual refreshes her protection.
  • Coordinate initiative so your multi-hit caster acts before your strongest damage dealers. Kill Orin first; handle remaining enemies only afterward.
  • Dark Urge's duel changes the ritual. Do not assume it qualifies; the standard Tav encounter is the straightforward route.

Timing: During Orin's encounter; killing or stopping the chanters removes the intended condition.

Save advice: Save before entering the arena; preserve Dark Urge duel consequences.

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Fists of FuryDetails

Requirement

Land a lethal unarmed strike on an enemy.

What you need

  • Unarmed killing blow

How to work on it

  • Weaken an ordinary enemy, then unequip your finisher's melee weapon or select a monk's Unarmed Strike.
  • Turn off non-lethal attacks. Deliver the killing blow with the unarmed hit before another effect kills the target.
  • Any party member can do this; your protagonist need not change class.

Timing: Any combat before the campaign ends.

Save advice: Use an ordinary enemy, then re-equip your weapon.

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FoehammerDetails

Requirement

Finish a successful Honour-mode campaign.

What you need

  • Honour preset
  • Unbroken Honour status
  • Completed finale

How to work on it

  • Select the actual Honour preset at character creation. Custom difficulty with Honour combat rules does not award the Honour completion achievement.
  • Play through the campaign without a total-party defeat ending Honour status. Individual character deaths can be recovered; the run-ending failure is the party losing the run.
  • Complete the Act 3 finale and conclude the epilogue if offered. Check both the platform achievement and the golden-dice reward.
  • Treat optional achievement challenges as additional risk. A campaign continued after defeat can still be enjoyable, but it no longer qualifies for Foehammer.

Timing: Character creation; eligibility is lost when Honour status ends.

Save advice: Honour has one save; alternate-branch advice applies to ordinary campaigns.

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Forged in Blood and FireDetails

Requirement

Produce one piece of equipment in the Adamantine Forge.

What you need

  • Mould
  • Mithral Ore
  • Forge access

How to work on it

  • Collect a mould and at least one Mithral Ore in Grymforge. There are only two available ore deposits, so inspect the possible equipment before committing a craft.
  • Insert the mould and ore into their chambers, operate the forge lever to lower the platform, and open the lava valve.
  • Defeat Grym when it appears. If you also need A Grym Fate, complete that fight without the hammer; once Grym is dead, operate the hammer to finish the item.
  • Take the finished equipment from the mould chamber. Eject the mould if you intend to make your second item.

Timing: Before entering the Shadowfell, which closes return access to Act 1.

Save advice: Save before spending ore; choose equipment your party needs.

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Hero of the Forgotten RealmsDetails

Requirement

End the Absolute threat by destroying the Netherbrain and its tadpoles.

What you need

  • Finale reached
  • Destroy brain

How to work on it

  • Complete the final confrontation and reduce the Netherbrain to the final dialogue state.
  • Choose the command that destroys its parasites and the brain itself. If your allied mind flayer carries the Netherstones, support that destruction rather than betraying it for control.
  • Continue through the ending and reunion where applicable. This is the natural branch for seeing the survivors' closing stories.
  • If Bhaal claimed your Dark Urge earlier, defying him here has personal consequences; rejecting him after Orin first produces a different character outcome.

Timing: Final Netherbrain decision.

Other outcomes to plan for: Absolute Power Corrupts, Sins of the Father

Save advice: Save before the final decision; retain an earlier Dark Urge Orin save.

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HomebrewerDetails

Requirement

Craft three different finished alchemical products within one campaign.

What you need

  • Three different finished alchemical products

How to work on it

  • Collect ingredients and open Alchemy. Extract raw materials to unlock recipes, then craft three distinct finished potions, elixirs, or other alchemical products.
  • Three copies of one recipe or three extracts are insufficient; choose different recipes.
  • Reserve Shadowheart's Night Orchid before extracting ingredients, and inspect substitutions to avoid spending rare materials.

Timing: Before the final point of no return.

Save advice: Review ingredient substitutions before spending rare extracts.

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Hot DateDetails

Requirement

Complete Karlach's Act 3 dinner date, with romance prerequisites starting in Act 1.

What you need

  • Companion Karlach romanced
  • Dammon alive
  • Two engine upgrades
  • Act 2 commitment

How to work on it

  • Recruit Karlach before the tiefling celebration and keep Dammon alive. Raise her approval to at least 20, approach her at the party before committing to another partner, express romantic interest, and choose her night scene.
  • Bring Infernal Iron to Dammon for her first engine repair. Preserve the Grove and Last Light so he remains available for her second upgrade.
  • In Act 2, repair her engine at Last Light and take enough long rests for her commitment scene. Choose the romantic relationship and finish that scene before entering the Shadowfell; avoid locking in another partner first.
  • In Act 3, enter the Lower City, speak with Karlach, accept the date invitation, and complete the restaurant evening.
  • The current wiki reports broken spontaneous Act 1 initiation; use the tiefling party.

Timing: Recruit and initiate at the Act 1 party; commit in Act 2 before the Shadowfell.

Save advice: Save before the party, Act 2 commitment, and date; Act 3 cannot repair missed initiation.

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Interfectorem DraconisDetails

Requirement

Kill the dominated red dragon during the final battle above the Upper City.

What you need

  • Dominated red dragon killed

How to work on it

  • Bring the party through the Upper City and climb the brain stem into the battle atop the Netherbrain.
  • Commit damage to the dominated red dragon and kill it before entering the portal to the brain's final arena. Bring non-fire attacks because the dragon is immune to fire.
  • Dragon-slaying resources and concentrated ranged damage can shorten the fight. Keep party members spread out to reduce breath-weapon losses.
  • A finale route that lets Gale bypass this battle does not give you an opportunity to kill this dragon. Ansur is a different dragon with a different achievement.

Timing: Before leaving the exterior Netherbrain battlefield or bypassing it with Gale.

Save advice: Save before the brain-stem climb. On Honour, weigh this optional fight's risk.

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Jack-of-all-TradesDetails

Requirement

Give one never-respecced character one level in each of the twelve classes.

What you need

  • One level-12 character
  • Twelve classes
  • Candidate never respecced

How to work on it

  • Use the SAME character for all twelve classes: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, and Wizard.
  • That character must never ask Withers to change class before the unlock. Levels spread across the party do not count, and respeccing an existing level-12 build into twelve classes does not count.
  • The convenient route is to reach level 12 with your usual party, recruit a fresh hireling you have never hired or respecced, and assign each of its eleven available level-ups to a different remaining class.
  • Other characters can respec. Use Balanced, Tactician, Honour, or a Custom setup permitting multiclassing; Explorer normally hides that option.

Timing: Before any respec of the chosen candidate; complete before the finale.

Save advice: Reserve a fresh hireling; recruitment is permitted, candidate respec is not.

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Just a NibbleDetails

Requirement

Consent to Astarion's bite during his early camp scene.

What you need

  • Astarion recruited
  • Consent to night-time bite

How to work on it

  • Recruit Astarion near the crash site and advance his camp conversations through early Act 1 rests.
  • When his night-time bite scene occurs, consent to him drinking your blood instead of rejecting or attacking him.
  • Stop him before excessive feeding kills you. Romance and ascension are unnecessary.

Timing: During Astarion's early bite scene; advance camp conversations before leaving Act 1.

Save advice: Save before early camp nights; a combat bite is insufficient.

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Kill Two Birds With One GnomeDetails

Requirement

Swing one enemy into another using Improvised Melee Weapon.

What you need

  • Two enemies
  • Sufficient Strength
  • Improvised Melee Weapon

How to work on it

  • Find two nearby small enemies, such as goblins. Use a strong character who can lift the first target's weight.
  • Select Improvised Melee Weapon, pick the first enemy as your weapon, then target the second enemy and complete the melee attack.
  • Throw is a different action. A Strength elixir can help; use hostile enemies to preserve settlement relationships.

Timing: Any suitable encounter before the campaign ends.

Save advice: Save before combat and select Improvised Melee Weapon, not Throw.

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Leave No One BehindDetails

Requirement

Keep the required tiefling refugees alive across all three acts and finish the campaign.

What you need

  • Refugees saved
  • Last Light preserved
  • Prisoners and Zevlor rescued
  • Required survivors alive

How to work on it

  • ACT 1 — Resolve Save the Refugees in the tieflings' favour before the Mountain Pass or Act 2 transition. Prevent the Rite of Thorns and avoid triggering a druid–tiefling battle. Convince Rolan, Cal, and Lia to stay when you first meet them.
  • ACT 1 — Save Arabella from Kagha. For a fuller rescue story, also save Nadira from the bugbear and Mirkon from the harpies before the refugees depart; the current achievement checklist tracks a specific subset, so these are sensible extra safeguards.
  • ACT 1 SURVIVOR CHECK — Alfira, Arabella, Bex, Cal, Dammon, Danis, Ide, Lakrissa, Lia, Mol, Rolan, Umi, Zevlor, and Zorru should survive.
  • DARK URGE — Preserve Alfira before the compulsory bard murder. Keep pre-rest saves; if she arrives, reload to before that night, knock her out with non-lethal melee damage during that same day, and rest so Quil replaces her. Verify Alfira survives afterward. Spells and ranged attacks can kill despite the non-lethal toggle.
  • ACT 2 — Keep Isobel and the Last Light ward safe through the abduction attack, and later spare Nightsong. Check Alfira, Bex, Cerys, Dammon, Ide, and Umi afterward. Avoid collateral damage around the barn.
  • ACT 2 — Rolan leaves Last Light to find his siblings. Locate him fighting shadows southeast of town near the river approach to Moonrise and rescue him promptly once the encounter is active. Confirm he returns alive.
  • ACT 2 — Find Arabella at Reithwin's graveyard gate, invite her to camp, find Locke and Komira in the House of Healing, then tell her the news at camp and follow up with her and Withers. Her parents' scripted deaths do not invalidate the achievement.
  • ACT 2 — Before the Shadowfell, rescue Cal, Danis, Lakrissa, and Lia from Moonrise Prison. Return with them to Last Light and speak with Alfira, Bex/Danis, and Rolan's family to close their reunion conversations.
  • ACT 2 FINALE — After the rooftop battle, release Zevlor from the Tadpoling Centre pods in the Mind Flayer Colony. Choose release, never purge; protect him in the resulting fight and talk afterward.
  • ACT 3 — Check the refugee camp in Rivington, Alfira/Lakrissa in the city, and Dammon at the Forge of the Nine. Keep Rolan, Cal, and Lia safe around Sorcerous Sundries; if fighting Lorroakan, protect Rolan.
  • ACT 3 — Speak to Mol in the Guildhall and keep her safe during its conflict. Arabella can be found in the sewers. Avoid summoning Zevlor in the final battle, or ensure he survives if summoned.
  • FINISH — Complete the campaign with the named survivors safe. Unavoidable scripted deaths and absences do not automatically invalidate this achievement.

Timing: Starts at the first Grove visit; Rolan and Arabella before resolving the goblins; prison rescue before Shadowfell.

Save advice: Save before Grove resolution, Dark Urge nights, Isobel, Shadowfell, and finale. Killing Isobel while she protects Last Light breaks this rescue plan.

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LoopholeDetails

Requirement

Secure Wyll's release from his infernal contract.

What you need

  • Wyll retained
  • Mizora rescued
  • Choose pact release

How to work on it

  • Recruit Wyll and keep him in the story. During Act 2, agree to rescue Mizora's asset and negotiate Wyll's freedom when the opportunity arises.
  • In the Mind Flayer Colony, release Mizora from her pod. Do not press the annihilation option: her death also condemns Wyll.
  • In Act 3, attend Gortash's coronation, speak with Mizora, then long rest for the pact decision. Choose Wyll's freedom rather than renewing an eternal contract.
  • The threat to Duke Ravengard does not force you to abandon him. You can still attempt his Iron Throne rescue, with Mizora interfering; plan that rescue before destroying the Foundry or killing Gortash.

Timing: Keep Wyll and Mizora alive through Act 2; choose freedom at the Act 3 camp ultimatum.

Save advice: Save before Mizora's pod and ultimatum. Bring Wyll to the colony and request the Infernal Rapier reward.

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Mind BlownDetails

Requirement

Accept the Emperor's intimate encounter during an Act 3 dream.

What you need

  • Emperor receptive
  • Accept dream intimacy

How to work on it

  • Maintain a receptive relationship with the Dream Guardian and Emperor. For the safer planned route, do not attempt to kill the Guardian during the crèche's Astral Prism scene.
  • In Act 3, explore the Emperor's old hideout beneath the Elfsong Tavern and follow its personal conversation thread.
  • Long rest to receive the private dream scene. Choose interested, affectionate responses and agree to intimacy instead of insulting or dismissing the Emperor.
  • The scene can use its illithid or familiar Guardian appearance. Accepting the Astral-Touched Tadpole is not required, and this encounter does not itself force your final allegiance.

Timing: Early prerequisite in the Act 1 prism; final opportunity is the Act 3 dream before the finale.

Save advice: Save before the dream. This can coexist with Karlach's romance.

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Murder in Baldur's GateDetails

Requirement

Accept initiation as an Unholy Assassin at the Murder Tribunal.

What you need

  • Tribunal access
  • Valeria sacrificed
  • Unholy Assassin initiation

How to work on it

  • Follow the murder investigation in the Lower City and obtain the means to enter the hidden tribunal beneath Candulhallow's Tombstones.
  • Present acceptable proof to Sarevok and agree to the tribunal's initiation rather than attacking him or rejecting the cult.
  • Complete the ritual by killing Valeria and accept the Unholy Assassin status.
  • This route sacrifices a named investigator and opens the cult's merchant options, including access to Bhaalist equipment. A Tav can do it; it is not the same as becoming Bhaal's Dark Urge chosen or taking the brain for Bhaal.

Timing: Before killing Sarevok, rescuing Valeria, or closing the tribunal's initiation route.

Save advice: Keep an alternate tribunal save before sacrificing Valeria.

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No Free LunchesDetails

Requirement

Defeat the Apostle of Myrkul before it consumes a single necromite.

What you need

  • Apostle defeated
  • No necromite consumed

How to work on it

  • Prepare before the Mind Flayer Colony's final lift. Bring reliable ranged damage and area attacks for the small undead.
  • During Ketheric's phase, remove necromites and other dangerous support enemies before triggering the Apostle where possible.
  • When Myrkul appears, assign party members to destroy nearby necromites and their incubating sources while the rest attack the boss. Prioritise any necromite approaching consumption range.
  • Darkness can help limit the Apostle's options, but keep actively removing the undead. Merely preventing healing is not equivalent to preventing consumption.

Timing: During the Apostle encounter; any consumed necromite fails the attempt.

Save advice: Save before the colony's final elevator, before any consumption can occur.

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No Penny RequiredDetails

Requirement

Successfully read an NPC's thoughts through the dialogue option.

What you need

  • Successful Detect Thoughts dialogue

How to work on it

  • Give your conversation character Detect Thoughts through a spell, scroll, or Potion of Mind Reading.
  • Choose the Detect Thoughts dialogue response when offered and pass its check. Casting the spell without actually reading dialogue thoughts is insufficient.
  • Use bonuses or Inspiration for important checks; failed intrusion can anger an NPC.

Timing: Any suitable conversation before the campaign ends.

Save advice: Save before significant conversations; inspect your check bonuses.

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Non-Invasive ProcedureDetails

Requirement

Kill Malus Thorm in combat before his instrument-assisted surgery hits your party.

What you need

  • Malus killed in combat
  • No qualifying surgery

How to work on it

  • Enter the House of Healing and prepare to control Malus and his surgical sisters.
  • You may persuade the sisters to practise on one another first, removing their support. Then start combat with Malus.
  • Kill or disable surviving sisters so they cannot supply his instruments, and prevent Malus from reviving them. Focus damage on him while keeping vulnerable characters away.
  • The dedicated current wiki guide says a dialogue-only death, with the sisters operating on Malus, does not count. Use an actual combat kill before he performs the relevant surgical attack.

Timing: Before Malus dies or performs surgery on a party character.

Save advice: Save before dialogue; preserve a separate branch for peaceful surgery.

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OutsourcingDetails

Requirement

Recruit one of Withers' hirelings.

What you need

  • Withers
  • Recruitment fee
  • Open party slot

How to work on it

  • Find Withers in the Dank Crypt, or meet him after he reaches camp.
  • Leave a party slot open, pay his fee, and recruit an offered hireling.
  • Keep or dismiss the recruit after the unlock. For Jack-of-all-Trades, preserve a candidate's initial class and never use Withers' class-change service on that character.

Timing: Any camp visit with Withers before the final point of no return.

Save advice: Hiring is allowed for Jack-of-all-Trades; respeccing its candidate is not.

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Penny PincherDetails

Requirement

Defeat Gerringothe Thorm before she uses her qualifying gold abilities.

What you need

  • Gerringothe defeated
  • No qualifying gold abilities

How to work on it

  • Find the toll collector upstairs in Reithwin Tollhouse. A strong conversation character can challenge her authority or greed through the dialogue chain and cause her destruction without combat.
  • If fighting, send your carried gold to camp first and remove loose coins from the arena. These precautions reduce her attack options but do not by themselves guarantee the achievement.
  • Eliminate the Grim Visages to strip her coin armour, keep her controlled, and finish her before the relevant gold abilities are used. An opening shove from the upper window can create a fast kill opportunity.
  • Verify the unlock before leaving.

Timing: During Gerringothe's single encounter.

Save advice: Save before speaking; dialogue avoids the combat restriction.

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Pest ControlDetails

Requirement

Kill the Phase Spider Matriarch without allowing any of her eggs to hatch.

What you need

  • Matriarch killed
  • No egg hatched

How to work on it

  • Enter Whispering Depths through the Blighted Village well or blacksmith's cellar and locate the matriarch's nesting platforms.
  • Before engaging her, sneak a character into range and destroy all three egg clusters. Clear the distant clusters first; the nearest cluster may start combat when attacked.
  • Check that no eggs remain intact, then defeat the matriarch. If combat begins early, prevent her from hatching the remaining clutch.
  • Destroying webs can drop her onto lower ground, but ensure your tactics do not leave an unbroken egg cluster available on her first turn.

Timing: Before any egg hatches in the matriarch encounter.

Save advice: Save before the nests; ungroup your sneaking scout.

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Punch DrunkDetails

Requirement

Earn twenty kills with a party character who is drunk at each killing blow.

What you need

  • Twenty kills while drunk
  • One campaign

How to work on it

  • Keep alcoholic drinks on the character who will deliver the kills. Drink before combat or during a turn, then confirm the Drunk condition is still active.
  • Accumulate twenty defeated opponents in one campaign. Do not assume an unrelated drunk companion makes a sober character's kills count.
  • Convenient low-health groups include the cursed ravens in Act 2 and the rats in the Elfsong Tavern cellar in Act 3. An area-damage character can defeat many at once.
  • Refresh the short-duration condition when needed, and use your own tally if the platform does not show progress.

Timing: Before exhausting convenient enemy groups or ending the campaign.

Save advice: Save before the enemy group; check Drunk before attacking.

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Repairing the WeaveDetails

Requirement

Have Elminster stabilise Gale's Netherese orb.

What you need

  • Gale retained
  • Elminster camp scene

How to work on it

  • Recruit Gale from the unstable waypoint near the crash site and keep him with you. Supply the magical items he requests so his personal quest continues.
  • Meet the Weary Traveler near the Mountain Pass route to the Shadow-Cursed Lands or the Grymforge elevator approach. Let him speak with Gale and invite him to camp.
  • Complete Elminster's camp conversation and the stabilisation scene.
  • This is relief for Gale's condition, not a requirement to use the newly available explosion ability. Keep progressing his story if you want its later choices and endings.

Timing: Keep Gale recruited until meeting Elminster around the Act 1–2 transition.

Save advice: Save before Gale's recruitment as Dark Urge; avoid accidental orb detonation.

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RoleplayerDetails

Requirement

Trigger ten background goals in a single campaign.

What you need

  • Ten background goals
  • One campaign

How to work on it

  • Inspect the Inspiration journal and your party's backgrounds to understand which discoveries and decisions award goals.
  • Explore with varied companions: scholars favour discoveries, folk heroes favour rescues, and other backgrounds reward their own themes.
  • Complete ten background goals in this campaign. Spending Inspiration does not erase completed goals; ordinary quest completions are not equivalent.

Timing: Ten background goals before the campaign ends.

Save advice: No special branch needed; bring companions to relevant scenes.

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Rude, Crude, and Full of AttitudeDetails

Requirement

Find the unique quasit scroll and summon Shovel.

What you need

  • Unique quasit scroll
  • Shovel summoned

How to work on it

  • Enter the apothecary's cellar in the Blighted Village. Move the crates, use the hidden lever, and explore the chamber containing coffins.
  • Find the Scroll of Summon Quasit among the coffin contents. This is the special Shovel scroll, not an ordinary Find Familiar summon.
  • Cast it to summon the quasit. If you want a lasting party resource, have a wizard learn the scroll before casting, rather than consuming the only copy without a permanent plan.
  • Speak with the summoned creature to enjoy its dialogue; renaming it does not change the basic summoning objective.

Timing: Collect the unique scroll before the Shadowfell closes Act 1 access.

Save advice: Save before casting; wizard learning preserves repeat summons.

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She Cannot Be Caged!Details

Requirement

Save Sazza at all three stages: the Grove, Goblin Camp, and Moonrise.

What you need

  • Three Sazza rescues
  • One campaign

How to work on it

  • GROVE — Intervene before Arka shoots the imprisoned goblin. Unlock Sazza's cage and escort her out alive; the hidden tunnel is useful after you clear its goblins and disable its guardian-statue hazards.
  • GOBLIN CAMP — Meet her by the bridge and follow her inside while the camp is still neutral. Complete her conversation with Minthara and defend her so she is not sent to the spiders.
  • GOOD-ROUTE PRECAUTION — Finish that pardon dialogue before attacking or knocking out Minthara. For a camp-clearing route, knock Minthara out with non-lethal melee damage, kill Gut and Ragzlin, and keep Sazza out of lethal areas.
  • The current quest reference warns that killing all three leaders can also kill Sazza. The knockout route preserves Minthara as a later story possibility and avoids requiring a Grove massacre.
  • MOONRISE — Visit the audience hall peacefully before the Shadowfell. After the judgement scene, choose to release Sazza and the other surviving goblins rather than execute them or challenge them to lethal combat.

Timing: First Grove prison visit; second rescue before camp hostility; third before Shadowfell.

Save advice: Save before each rescue. Check Sazza survives the cleared camp; her flags can be fragile.

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Shove OffDetails

Requirement

Cause a creature's death through falling damage.

What you need

  • Lethal falling damage

How to work on it

  • Choose an enemy on a ledge above reachable ground and weaken it enough for a lethal fall.
  • Move a strong character alongside, inspect the Shove trajectory, and push. Knockback attacks also work when falling damage delivers the kill.
  • Avoid inaccessible chasms when you want the victim's loot.

Timing: Any encounter with a suitable drop.

Save advice: Save before pushing named enemies; inspect the landing preview.

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Sins of the FatherDetails

Requirement

Dominate the Netherbrain as Bhaal's loyal chosen.

What you need

  • Dark Urge
  • Bhaal allegiance
  • Dominate for Bhaal

How to work on it

  • Select The Dark Urge at character creation; a Tav cannot unlock this ending by merely joining the Murder Tribunal.
  • Win the Dark Urge confrontation with Orin and accept Bhaal's claim over you. Rejecting him here removes this ending route from that branch.
  • Complete the finale and choose to take the Netherbrain in Bhaal's name rather than destroying it or pursuing independent rule.
  • Allow the ending to complete and verify the achievement. This is a destructive outcome for the world and your character relationships; treat it as a deliberate alternate ending.

Timing: Dark Urge at creation; accept Bhaal after Orin; choose Bhaal's ending at the finale.

Other outcomes to plan for: Hero of the Forgotten Realms, Absolute Power Corrupts

Save advice: Keep a pre-Orin-aftermath save; the final choice cannot reverse Bhaal's rejection.

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Taking BloodDetails

Requirement

Obtain the Blood of Lathander beneath Rosymorn Monastery.

What you need

  • Secret chamber access
  • Mace acquired

How to work on it

  • Resolve the Grove before entering the Mountain Pass. In Rosymorn Monastery, obtain the Dawnmaster's Crest through the ceremonial-weapon puzzle or hidden compartment.
  • Reach Crèche Y'llek's inquisitor room. Rotate its two Lathander statues according to the sunrise/sunset inscriptions to open the passage.
  • Pass the barriers and traps, insert the crest at the altar, and take the mace.
  • The crest preserves the monastery. Taking the weapon without it starts a destruction countdown and risks unfinished crèche content.

Timing: Before entering the Shadowfell; acquire before leaving Act 1 permanently.

Save advice: Save before the altar; finish crèche content before any destructive theft.

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The City AwaitsDetails

Requirement

Finish Act 2 and continue toward Baldur's Gate.

What you need

  • Act 2 completed
  • Leave for Baldur's Gate

How to work on it

  • Resolve Nightsong and Moonrise, enter the Mind Flayer Colony, and defeat Ketheric's final form.
  • Finish post-battle conversations and accessible Act 2 errands, then take the road to Baldur's Gate.
  • Check rescued characters first. Zevlor's colony rescue and pre-Shadowfell prisoners must be handled earlier.

Timing: Act 2 exit after its final boss.

Save advice: Save before departure; check companion commitments and quest rewards.

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The Lich-Queen's WrathDetails

Requirement

Agree to work with Voss against Vlaakith.

What you need

  • Lae'zel and Voss alive
  • Crèche sequence
  • Accept Voss

How to work on it

  • Recruit Lae'zel and keep her alive. Visit the githyanki crèche and pursue the inquisitor, Vlaakith, and Astral Prism sequence.
  • Return from the prism, survive the crèche confrontation, then long rest after leaving so Voss can visit camp.
  • Listen to his account of Vlaakith and agree to help him rather than attacking him or dismissing his offer.
  • This opens the rebellion thread and the later Voss meeting in Baldur's Gate. It does not require immediately deciding every Orpheus or Emperor outcome at the finale.

Timing: Complete the crèche and Voss camp visit before permanently leaving Act 1.

Save advice: Save before the inquisitor and rest after the crèche.

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The Plot ThickensDetails

Requirement

Enter the Shadow-Cursed Lands and begin Act 2.

What you need

  • Enter Shadow-Cursed Lands

How to work on it

  • Resolve the Grove refugees and check Act 1 deadlines before accepting a travel warning.
  • Enter the Shadow-Cursed Lands via Grymforge's elevator or the Mountain Pass route.
  • Rosymorn and the crèche remain Act 1, but entering their region can resolve unfinished Grove events. Both Underdark and Mountain Pass content can be explored in one campaign.

Timing: Awarded on the transition into Act 2.

Save advice: Save before travel warnings; review Karlach, Sazza, and refugee deadlines.

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To Bloom in Darkest NightDetails

Requirement

Give Shadowheart a Night Orchid through her conversation.

What you need

  • Shadowheart retained
  • Preference learned
  • Intact Night Orchid

How to work on it

  • Build Shadowheart's trust and discuss her interests until she mentions Night Orchids.
  • Collect an intact orchid in the Act 2 Ruined Battlefield, such as near X:54, Y:175; reserve it from alchemy.
  • Use her special gift dialogue while carrying the flower. Romance is unnecessary, and inventory transfer alone does not trigger the scene.

Timing: Give it in Act 2 before the Shadowfell decision can remove Shadowheart from your party.

Save advice: Reserve an orchid before using Extract All.

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Under Lock and KeyDetails

Requirement

Escort all Moonrise prison captives safely out during the same rescue.

What you need

  • Both prisoner groups evacuated
  • Every captive survives

How to work on it

  • Infiltrate Moonrise while it is still neutral, before entering the Shadowfell. Speak with the tieflings and Wulbren; the standard full rescue includes Cal, Danis, Lakrissa, Lia, Wulbren, Nimble, and Nickels.
  • Clear prison guards and Scrying Eyes before releasing captives where possible. Give Wulbren a bludgeoning weapon, or access the rear tunnels and break both cells' rear walls yourself.
  • Prepare the escape boat, then move both groups through the rear route together. Avoid simply opening front doors into armed guards, and do not let one group leave the other behind.
  • Accompany them to Last Light and confirm everyone arrived. Once Wulbren has the tool, do not wander off or long rest: the escape can start without you.
  • This prison rescue is separate from Zevlor's later colony pods.

Timing: Before entering the Shadowfell; complete the escort without any captive dying.

Save advice: Save before supplying the tool; verify every rescued prisoner.

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You Have Two Hands for a ReasonDetails

Requirement

Recruit Scratch and the owlbear cub, then pet both during their shared camp scene.

What you need

  • Scratch and cub recruited
  • Shared petting scene

How to work on it

  • Recruit Scratch near the forest's dead courier. Meet the owlbear family in its cave and keep the cub alive.
  • After the cub appears at the Goblin Camp, win or negotiate its freedom and offer your scent so it can find camp. You do not need to kill its mother personally.
  • Take subsequent long rests and respond kindly when the cub visits: feed it, let it return, and heal its injury so it stays.
  • Continue resting until a night scene shows Scratch comforting the cub. Approach them and choose the option to pet both.
  • Protect both real camp animals and keep them with you; ordinary separate petting interactions do not fulfil the paired scene.

Timing: Arrange both recruitments in Act 1 and do not dismiss or kill either pet.

Save advice: Save before recruitment checks; allow several camp nights.

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Your marks use the same playthrough as the walkthrough. Platform achievement list ↗