Baldur’s Gate 3 Ending Guide#
Ending Overview#
BG3’s ending mostly depends on the key choices you make before and after the final battle in Act 3. The three main ending branches correspond to different philosophical stances — domination, total destruction and self-sacrifice. Each branch then has a large number of sub-variants depending on your companions’ survival, your alliances and how each character’s personal quest resolved
Comparing the Three Major Endings#
| Ending |
Core choice |
Difficulty |
Moral leaning |
Number affected |
Unlock condition |
| Control the Netherbrain |
Use the Netherstones to control the Netherbrain |
Medium |
Leans evil |
All companions + the people of the Sword Coast |
Persuade or defeat the Netherbrain, choose control |
| Destroy the Netherbrain |
Use the Netherstones to destroy the Netherbrain |
Easy |
Leans good |
All companions + the people of the Sword Coast |
Persuade or defeat the Netherbrain, choose destruction |
| Illithid Sacrifice |
The protagonist (or Orpheus) becomes a mind flayer, controls the Netherbrain, then commits suicide |
Hard |
Extremely good |
The protagonist + Orpheus |
Orpheus alive, protagonist agrees to transform |
Ending Choice Nodes#
| Decision node |
Prerequisite |
Option |
Ending result |
| Battle with the Netherbrain |
Complete all of Act 3’s main story |
Attack directly |
Decides which ending path you enter |
| The control choice |
Hold all three Netherstones |
Control the Netherbrain |
The three main ending branches |
| Orpheus’s fate |
Orpheus alive |
Free Orpheus |
Affects the Orpheus / githyanki ending |
| The Emperor’s fate |
The Emperor alive |
Ally with the Emperor |
Affects the Emperor’s ending |
| Raphael’s contract |
Complete Raphael’s side quest |
Honour the contract |
Affects the hell-related endings |
Ending One: Control the Netherbrain#
Choose to use the power of the Netherstones to control the Netherbrain rather than destroy it. You take the Netherbrain’s place as the new “Absolute” that controls everything. This ending is considered the evil-leaning route, though it can be read benevolently depending on your later choices
Requirements#
| Requirement |
Notes |
| Hold all three Netherstones |
Obtained by defeating Gortash, Orin and Ketheric |
| Do not destroy the Netherstones |
Keep the Netherstones intact throughout the game |
| Defeat the Netherbrain |
Clear the final battle in the Morphic Pool area |
| Choose control |
Pick the option to control the Netherbrain in the final dialogue |
| Intelligence / Charisma check |
A very hard DC 30 ability check may be required for full control |
Consequences#
| Consequence |
Description |
| You become the new Absolute |
You replace the Netherbrain as the ultimate power — with the ability to control every illithid and tadpole-infested creature |
| Mind flayer army |
You command a mind flayer army — usable to keep the peace or conquer the world |
| Transformation stops |
Everyone infected stops transforming any further — but those already turned into mind flayers cannot be reversed |
| Companion reactions |
Good-aligned companions may turn hostile or leave permanently |
| The githyanki’s fate |
If Orpheus is imprisoned or dead, the githyanki Queen Vlaakith keeps ruling |
| The future of Baldur’s Gate |
The city lies under your rule — its people live in fear or in order |
Control Ending Sub-Variants#
| Variant |
Trigger |
Description |
| Benevolent dictator |
Pick merciful dialogue options after taking control |
You use the Absolute’s power to protect the Sword Coast — but it is still a dictatorship in essence |
| Tyrannical rule |
Pick cruel dialogue options after taking control |
You become a ruler more terrifying than the Netherbrain — conquering everything |
| Secluded control |
Choose seclusion after taking control |
You vanish with the mind flayer army — no longer interfering in mortal affairs |
Ending Two: Destroy the Netherbrain#
Choose to use the power of the Netherstones to destroy the Netherbrain completely. This is the most direct “good ending” route — it wipes out every illithid tadpole, but you also lose the chance to use the Netherstones to save certain characters
Requirements#
| Requirement |
Notes |
| Hold all three Netherstones |
Obtained by defeating Gortash, Orin and Ketheric |
| Defeat the Netherbrain |
Clear the final battle in the Morphic Pool area |
| Choose destruction |
Pick the option to destroy the Netherbrain in the final dialogue |
| No special check needed |
The destruction option has no ability check requirement |
Consequences#
| Consequence |
Description |
| All tadpoles die |
Everyone infected by illithid tadpoles returns to normal — even mind flayers that already transformed die |
| The Netherbrain is utterly destroyed |
The power of the Absolute is gone forever — the Sword Coast is no longer threatened by it |
| You return to normal |
The tadpole in your head dies — you become an ordinary person again |
| Orpheus dies |
If Orpheus was not freed, he dies when the Netherbrain is destroyed |
| The Emperor dies |
If the Emperor was not released, he dies when the Netherbrain is destroyed |
| Baldur’s Gate is free |
The city escapes the Absolute’s control — returning to normal order |
Ending Three: Illithid Sacrifice#
This is the hardest ending to reach — and the route with the strongest story payoff. You (or Orpheus) must sacrifice your own soul, become a mind flayer to control the Netherbrain, and then have your companions kill you, ending the threat for good. This ending embodies the purest altruism
Requirements#
| Requirement |
Notes |
| Orpheus alive |
Rescue Orpheus in Act 3 instead of allying with the Emperor |
| Agree to transform |
You or Orpheus agrees to become a mind flayer |
| Defeat the Netherbrain |
Beat the final boss in mind flayer form |
| Choose suicide |
Pick the option in the ending to have a companion kill you |
| A companion with high approval |
One companion with sufficiently high approval is needed to land the final blow |
| Variant |
Trigger |
Result |
Companion reactions |
| Protagonist transforms |
The protagonist agrees to become a mind flayer |
The protagonist loses their soul — becoming a mind flayer |
Some companions are shocked or grief-stricken |
| Orpheus transforms |
Let Orpheus become a mind flayer |
Orpheus sacrifices himself — the githyanki lose their liberator |
Lae’zel is furious (if she is in the party) |
| Karlach transforms |
Karlach is in the party and volunteers |
Karlach becomes a mind flayer — solving her engine problem |
Depends on your relationship with Karlach |
Companion-Specific Endings#
Every Origin character has their own ending scene and fate at the close of the game. These depend on the personal quests you finished across the three acts, your key choices and your overall alignment in the final ending
Shadowheart#
| Branch |
Trigger |
Ending description |
| Dark Justiciar |
Shadowheart kills the Nightsong — becoming a Dark Justiciar of Shar |
Shadowheart returns to Shar’s temple — becoming Shar’s Chosen. She grows cold and merciless, losing the gentleness she once had |
| Selûnite |
Shadowheart spares the Nightsong — betraying Shar |
Shadowheart cuts her ties to Shar — seeking Selûne’s forgiveness. She abandons her past and starts a new life |
| Reunited with her parents |
Finish Shadowheart’s parents’ side quest — triggered in the Act 2 orphanage |
Shadowheart finds her parents — but must make a sacrifice. She moves with her family to a small estate in the outskirts of Baldur’s Gate |
| Romance ending |
Build a romance with Shadowheart — approval extremely high |
Shadowheart lives together with you — if you take the good route, you live in a country cottage near Baldur’s Gate |
Astarion#
| Branch |
Trigger |
Ending description |
| Ascended Astarion |
Astarion completes the Ascension ritual — sacrificing 7,000 spawn |
Astarion becomes a Vampire Ascendant — able to fly and walk in daylight. But he loses his humanity, growing more arrogant and cruel |
| Unascended spawn |
Stop Astarion’s Ascension — he stays a spawn |
Astarion keeps his soul — but cannot walk in the sun. He returns to life in the shadows, yet with more hope for the future |
| Good-aligned spawn |
Stop the Ascension + help the spawn |
Astarion chooses to help the other spawn in the Lower City of Baldur’s Gate — founding a secret spawn community in the shadows |
| Romance ending |
Build a romance with Astarion |
Ascended route: you become his consort and spawn |
Gale#
| Branch |
Trigger |
Ending description |
| The crown returned |
Gale refuses the crown’s temptation — sends the crown back to hell |
Gale returns to Waterdeep — becoming a professor at Blackstaff Academy. He lives a quiet scholar’s life and writes to you occasionally |
| The crown’s ambition |
Gale accepts the crown’s power — trying to become a god |
Gale uses the crown’s power attempting godhood — but his ambition may destroy everything. He becomes arrogant and distant |
| The crown’s fall |
Gale uses the crown to control the Netherbrain — loses control partway |
The crown’s power exceeds Gale’s control — he vanishes into chaotic magical energy |
| Romance ending |
Build a romance with Gale |
Good route: you and Gale build a home together in Waterdeep — he teaches and you adventure |
Lae’zel#
| Branch |
Trigger |
Ending description |
| Freeing the githyanki |
Orpheus alive — Lae’zel joins the rebellion |
Lae’zel leads the githyanki rebellion alongside Orpheus — overthrowing the tyranny of Queen Vlaakith. She becomes a legendary warrior |
| Staying loyal to Vlaakith |
Orpheus dead or betrayed by the protagonist |
Lae’zel remains loyal to Vlaakith — returning to the githyanki army. She may join the Queen’s Guard |
| Independent gith |
Lae’zel chooses her own path — neither following Vlaakith nor Orpheus |
Lae’zel founds her own githyanki group — establishing an outpost in neutral territory |
| Romance ending |
Build a romance with Lae’zel |
Good route: Lae’zel takes you onto a red dragon — soaring across the sky together |
Wyll#
| Branch |
Trigger |
Ending description |
| Duke of the Blade |
Wyll breaks his pact with Mizora — choosing to protect Baldur’s Gate |
Wyll becomes a hero of Baldur’s Gate — known as “the Blade of Frontiers.” He gives up his warlock power but becomes an excellent swordsman |
| Hell’s envoy |
Wyll maintains his pact with Mizora — continuing as a warlock |
Wyll keeps serving Mizora — but his soul is under threat. He leaves Baldur’s Gate to avoid involving others |
| Saving Karlach |
Wyll chooses to go to hell with Karlach — helping her repair her engine |
Wyll accompanies Karlach into hell — the two become a legendary duo in the hells |
| Romance ending |
Build a romance with Wyll |
Wyll takes you to the celebration in Baldur’s Gate — becoming the city’s guardian couple |
Karlach#
| Branch |
Trigger |
Ending description |
| Return to hell |
Karlach chooses to go back to hell — to avoid her engine overheating and exploding |
Karlach says goodbye to her friends in tears — returning to the hell she hates. But at least she survives, and refuses to give up hope |
| Becoming a mind flayer |
Karlach volunteers to transform into a mind flayer — solving her engine problem |
Karlach’s soul changes — her engine stops overheating. But she is no longer herself |
| Wyll goes with her |
Wyll chooses to go to hell with Karlach |
Karlach and Wyll descend into hell together — no longer alone. The two survive and search for a way to repair her engine |
| The protagonist goes with her |
The protagonist chooses to go to hell with Karlach |
You walk into hellfire alongside Karlach — the power of love outlasting the flames of hell |
| Death ending |
Karlach neither goes to hell nor transforms |
Karlach’s engine overheats and explodes — she turns to ash, dying in your arms |
Minthara#
| Branch |
Trigger |
Ending description |
| Drow leader |
Minthara survives — returns to Menzoberranzan |
Minthara returns to the drow city — attempting to seize power. Her ambition may make her head of the house |
| Settler of Baldur’s Gate |
Minthara chooses to stay in Baldur’s Gate — abandoning the drow power struggle |
Minthara settles in Baldur’s Gate — trying to adapt to surface life. She is still cold and ambitious, but slowly begins to change |
| Romance ending |
Build a romance with Minthara |
Minthara sees you as an equal partner — even acknowledging how much you mean to her. For her, that is a huge breakthrough |
Halsin#
| Branch |
Trigger |
Ending description |
| Return to the Grove |
Halsin survives — the Emerald Grove endures |
Halsin returns to the Emerald Grove — resuming his druidic duties. He protects nature and guides the new generation of druids |
| Traveller |
Halsin chooses to roam the Sword Coast — no longer bound to one place |
Halsin sets out on his own journey — helping those in need along the way. He occasionally sends letters to you through travellers |
| Romance ending |
Build a romance with Halsin |
Halsin invites you to travel with him — living beneath the stars. But he also understands your duties and that you may choose differently |
Jaheira#
| Branch |
Trigger |
Ending description |
| Retirement |
Jaheira survives — Baldur’s Gate restored to peace |
Jaheira finally retires — buying a small house in the outskirts of Baldur’s Gate. She receives visitors now and then and recalls past adventures |
| Still fighting |
Jaheira chooses not to retire — continuing to protect the Sword Coast |
Jaheira organises a new Harpers group — carrying on the fight against evil. She knows the Sword Coast will always need protectors |
Minsc#
| Branch |
Trigger |
Ending description |
| Keep adventuring |
Minsc survives |
Minsc and Boo carry on adventuring — “laughter is the best weapon” — leaving new legends in Baldur’s Gate |
| Jaheira joins him |
Jaheira is in the party |
Minsc follows Jaheira — his old friend. Together they become heroes of the Sword Coast once again |
Romance Endings#
Romance endings are special versions of companion-specific endings, and require that you have built a romance with that character. Different romance options have their own dedicated interactions and scenes in the final ending
Romance Ending Conditions#
| Character |
Approval required |
Key scenes |
Romance ending trigger |
| Shadowheart |
Extremely high (90+) |
Act 2 wine-drinking scene + Act 3 private conversation |
Confirm the relationship during the Long Rest dialogue before the final battle |
| Astarion |
High (70+) |
Agree to let him drink your blood in Act 1 + share personal stories in Act 2 |
Depends on whether he ascends — the final dialogue differs by romance route |
| Gale |
High (70+) |
Act 2 magic lesson scene + Act 3 astral projection conversation |
Triggers a unique ending scene after you tell him you love him |
| Lae’zel |
High (70+) |
Act 1 duel + sharing vulnerability in Act 2 |
Confirm your commitment to each other before the final battle |
| Wyll |
High (70+) |
Act 2 dance scene |
Wyll invites you to dance in celebration during the ending |
| Karlach |
Extremely high (90+) |
Act 2 engine-cooling embrace + Act 3 date |
Either go to hell together or part at the hellgate |
| Halsin |
Moderate (50+) |
Act 3 private invitation |
Invites you to join his travels |
| Minthara |
High (70+) |
After the Act 1 grove raid |
She sees you as a partner in power |
Dark Urge Exclusive Endings#
Dark Urge Ending Branches#
| Branch |
Trigger |
Ending description |
| Resist the Urge |
Keep resisting your dark urges throughout the game — refusing Bhaal’s call |
You finally break free of Bhaal’s curse — killing Bhaal, your father — and become a free person. You are no longer a tool of slaughter |
| Give in to the Urge |
Accept the dark urge — becoming Bhaal’s true heir |
You become Bhaal’s new Slayer — plunging Baldur’s Gate into a reign of terror. Your name becomes a byword for death |
| Control the Urge |
Control the dark urge while also controlling the Netherbrain |
You hold both the Absolute’s and Bhaal’s power at once — becoming the most dangerous being in the history of Faerûn |
| Sacrifice and redemption |
Resist the Urge + transform into a mind flayer at the end and commit suicide |
You sacrifice yourself in the purest way possible — a cursed killer who saved the world with their own death |
Dark Urge Key Decision Nodes#
| Act |
Scene |
Choice |
Effect |
| Act 1 |
Alfira’s death |
Kill Alfira |
Decides whether you can resist the dark urge — the first major test |
| Act 2 |
Isobel |
Assassinate Isobel |
Affects the outcome of the Moonrise Towers battle and the state of its defenders |
| Act 2 |
Sceleritas Fel |
Accept Bhaal’s gift |
Gain or refuse the Slayer transformation ability |
| Act 3 |
Bhaal’s temple |
Accept your inheritance |
Decides where the final ending lands — Bhaal’s son or a free person |
| Act 3 |
Kill your father, the god |
Kill Bhaal |
The climax of the resistance route — you have to kill your own father |
Full Table of Key Decision Nodes#
The table below lists every key decision node that affects the ending, sorted by act, to help you plan your save strategy
Act 1#
| Decision |
Location |
Option |
Effect |
| Emerald Grove conflict |
Emerald Grove |
Protect the tieflings |
Decides whether Minthara can be recruited |
| Goblin camp |
Shattered Sanctum |
Kill the three goblin leaders |
Affects Halsin’s survival and the rest of Act 1 |
| The Hag |
Swamp hut |
Kill the Hag |
Affects whether you meet the Hag in Act 3 |
| Astarion’s request |
Camp |
Agree to let him drink your blood |
Starts Astarion’s romance line |
Act 2#
| Decision |
Location |
Option |
Effect |
| The Nightsong |
Shar’s Gauntlet |
Free the Nightsong |
Decides Shadowheart’s fate and the difficulty of the Moonrise Towers battle |
| Isobel’s protection |
Last Light Inn |
Protect Isobel |
Decides whether everyone in the inn survives |
| Ketheric Thomm |
Top of Moonrise Towers |
Persuade Ketheric to kill himself |
Grants one Netherstone |
| Moonrise Towers prisoners |
Moonrise Towers dungeon |
Rescue the tieflings / gnomes |
Affects whether the tieflings survive to Act 3 |
| Raphael’s offer |
Last Light Inn |
Accept Raphael’s contract |
Affects the Act 3 Raphael side quest and the hell endings |
Act 3#
| Decision |
Location |
Option |
Effect |
| Kill Orin |
Bhaal’s temple |
Duel Orin alone |
Grants a Netherstone |
| Kill Gortash |
Wyrm’s Rock Fortress |
Assassinate him at the coronation |
Grants a Netherstone |
| Raphael’s mansion |
House of Hope |
Defeat Raphael |
Grants the Orphic Hammer |
| Rescue Orpheus |
Astral prison |
Use the Orphic Hammer |
Decides your allies in the final battle |
| Final choice |
The Morphic Pool |
Control |
Decides which of the three major endings you get |
Ending Difficulty and Time Estimates#
| Ending |
Play time |
Difficulty rating |
Collection requirements |
Save management |
| Destroy the Netherbrain (good ending) |
60-80 hours |
Medium |
Low — just finish the main quests |
No special management needed |
| Control the Netherbrain (bad ending) |
50-70 hours |
Easy to medium |
Low — the evil route is faster |
Save before key choices |
| Illithid Sacrifice |
70-90 hours |
Hard |
Moderate — needs Orpheus alive |
Save at key Act 2 and Act 3 nodes |
| Dark Urge resistance |
70-90 hours |
Hard |
High — requires constant resistance to the Urge |
Save before every Urge scene |
| Dark Urge submission |
50-70 hours |
Easy |
Low — just accept everything |
No special management needed |
| Best ending for every companion |
100-130 hours |
Extremely hard |
Extremely high — requires completing every companion quest and making optimal choices |
Requires careful save management |
Ending Rewards and Unlocks#
| Ending |
Achievement / trophy |
Reward |
New game plus unlock |
| Destroy the Netherbrain |
End the Absolute |
No special in-game reward |
Honour Mode unlocks the Golden Dice |
| Control the Netherbrain |
Absolute Power |
No special in-game reward |
None |
| Illithid Sacrifice |
Sacrifice |
No special in-game reward |
None |
| Dark Urge resistance |
Sins of the Father |
No special in-game reward |
None |
| Dark Urge submission |
The Slayer |
No special in-game reward |
None |
| Honour Mode clear |
Foehammer |
Golden D20 dice skin |
Usable in all later playthroughs |
Save Planning Suggestions#
| Strategy |
Description |
Suited to |
| Single natural playthrough |
No deliberate planning — experience the ending naturally |
Players on their first run |
| Multiple saves at key choices |
Branch your saves at nodes like the Nightsong and the final choice |
Players who want to see several endings without replaying everything |
| Completionist full collection |
Finish all content — use a guide to secure the best ending for every companion |
Achievement hunters and perfectionists |
| Evil speedrun route |
Raid the grove + submit to the dark urge — the fastest clear route |
Players who want to unlock a second playthrough quickly |
Common Ending Questions#
| Question |
Answer |
| Can I see multiple endings at once? |
Yes — save before the final choice, reload and pick differently to see another ending |
| Do unfinished companion quests affect the ending? |
Yes — an unfinished companion quest means no ending scene for that companion, or a bad ending |
| Can Minthara be recruited on a good route? |
Theoretically yes — but you must not kill her in Act 1, must take the non-lethal route and must not raid the grove |
| Does the ending affect a second playthrough? |
No — all endings unlock the same second-playthrough content |
| What happens if you fail an Honour Mode run? |
The save is deleted — with no ending of any kind |
| Can Karlach survive without sacrificing herself or dying? |
Only through two options: becoming a mind flayer or going to hell |
| Can Astarion walk in the sun? |
Only on the Ascension route — but the price is killing 7,000 spawn |
| What is the best Dark Urge ending? |
Resisting the Urge and killing Bhaal — considered the most narratively complete route |