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100% CompletionPATCH 2026.10.28

BG3 100% Completion Guide (Patch 8): Every Quest, Character and Item

By VGSources Team 13 min read

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A practical 100 percent run of Baldur’s Gate 3 is route-dependent, not a single checklist that every campaign can complete. Patch 8 is the final major content baseline, and several quests, companions, factions and rewards become unavailable or change when you resolve a major choice or cross an act boundary. Use the game’s journal as your primary record, keep hard saves before irreversible transitions, and use this act-by-act checklist to track quests, named characters and unique rewards. The honest scope is “as much as one campaign can reasonably expose”: mutually exclusive outcomes, random drops and mod-added content prevent any guide from certifying literally every possible result.

Game covered: Baldur’s Gate 3. Verify the exact edition, platform and region if purchasing it.

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What does 100 percent completion mean in BG3?

For this guide, 100 percent means recording every journal quest you can reach in one route, resolving all available regional and companion chains before their deadlines, meeting every named NPC, recruiting every available ally, collecting unique quest rewards, and preserving a save before choices that split outcomes. It does not mean obtaining every mutually exclusive reward, every random loot roll or every result from a modded game.

A live third-party index counted 299 journal quests (131 major, 125 supporting, 23 minor and 20 core), including 137 side missions, 86 main-story quests and 61 optional quests when observed in 2026. That total is a planning aid, not a permanent in-game target: journal state, patches and route choices can change what appears. The BG3 Wiki’s broad reference taxonomy separates quests, NPCs, companions, weapons, items, locations, character creation and D&D 5e mechanics; use those categories when checking a name or object the journal does not explain.

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How should I track a 100 percent campaign?

  1. Log the trigger. When a named character speaks to you or a journal entry appears, record the act, region, NPC, objective and any reward preview.
  2. Finish local time-sensitive work. Complete camp conversations, rescues and regional requests before using a major act transition.
  3. Keep hard saves. Make separate saves before the Mountain Pass, the Shadowfell and Moonrise endgame sequences, entering Wyrm’s Rock, beginning the Lower City endgame route, and any dialogue that warns of a point of no return.
  4. Record outcomes, not just completions. Note who survived, who left, which faction controls the area, and which reward you selected.
  5. Cross-check. Compare your journal and map with a current quest and character index. A database count cannot prove that your particular run has no omissions.

What can I complete in the Prologue?

The Nautiloid sequence is a short tutorial region with objectives that disappear when the ship ends. Explore each available chamber, speak to every captive or ally you can reach, and finish the escape before leaving the ship; do not assume a later act can recreate this map.

Quest layer Trigger and prerequisites Deadline or exclusivity Tracking notes
Escape the Nautiloid Begin the opening ship sequence; no prior quest is required. Ends when the ship crashes; the tutorial area cannot be revisited normally. Record the companions and captives encountered and any optional room objectives before the escape.
Rescue the captive Reach the captive during the ship sequence. Only available during the Prologue. The captive’s survival and later availability depend on completing the rescue before the sequence ends.

Which Act One quests should I finish before leaving?

Act One is a network of routes rather than a straight line. Visit the Ravaged Beach, Emerald Grove, Goblin Camp and Shattered Sanctum, Grymforge and the Underdark; then resolve the githyanki crèche and other regional threads before committing to the Mountain Pass or the next act.

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Ravaged Beach and early camp

  • Recruit or meet the available Origin companions and record their approval, romance invitations and personal-quest prompts.
  • Complete beach and camp conversations before advancing the main objective; camp scenes can unlock only after a long rest.

Emerald Grove and the goblin conflict

  • Track the grove leadership, tiefling refugees, druid requests and the goblin leaders as separate journal branches.
  • Choose whether the grove and goblin outcomes are allied, opposed or left unresolved; these outcomes are mutually exclusive and alter later survivors, merchants and allies.
  • Resolve the Ethel thread and the Halsin and tiefling/deep-gnome threads while their NPCs remain available.

Grymforge, the Underdark and the crèche

  • Complete Underdark NPC requests, Grymforge objectives and deep-gnome business before taking a route that advances the act.
  • Visit the githyanki crèche and finish its dialogue and companion milestones before leaving the Mountain Pass area.
Quest or chain Starting NPC or place Prerequisite and point of no return Party, checks and alternate solutions Rewards and consequences Exclusive route?
Find a Cure Early companions, healers and regional leads. Begins after the parasite revelation; progress changes as you investigate each lead. Companion dialogue and class checks can open different leads. Information, approval changes and access to later story routes; exact rewards depend on the lead. No single cure path is guaranteed; several leads can coexist.
Emerald Grove–goblin conflict Grove residents and goblin leaders. Resolve before the act transition; moving on can close refugee and leader scenes. Combat, stealth, dialogue and deception are all possible approaches. Survivors, merchants, camp scenes and later allies change with the outcome. Yes; grove and goblin victories cannot both be the campaign’s final result.
Save the refugees / tiefling thread Tieflings in Emerald Grove. Must be advanced before the grove conflict is settled. Protect key NPCs and revisit the grove after major objectives. Later Act Two and Act Three appearances, rewards and ally availability depend on survival. Yes, because the grove outcome can remove the refugees.
Halsin’s rescue and personal thread Halsin, first tied to the goblin camp. Rescue him before deciding the grove’s final outcome. Infiltration, combat or negotiation can reach the relevant leaders. Halsin’s recruitment and later curse-related content depend on the rescue. Potentially; Halsin can be unavailable if the relevant camp outcome is hostile.
Defeat or bargain with Ethel Ethel and her victims. Act One regional progression; do it before leaving the area. Dialogue, investigation and combat offer different resolutions. Unique quest rewards and victim outcomes vary by bargain or rescue. Yes; a bargain and a full defeat do not produce the same result.
Find the Nightsong Act One leads and later Shadow-Cursed Lands objectives. The clue begins in Act One, but the decisive sequence is later; save before entering the Shadowfell. Companion approval and exploration determine available dialogue. Changes Act Two’s major ally, faction survival and later endgame scenes. Yes; the Nightsong’s fate changes multiple characters and rewards.

What should I do before Act Two?

Before taking the Mountain Pass or the Underdark route into the Shadow-Cursed Lands, finish every Act One journal entry you can, complete camp conversations, buy or steal time-sensitive equipment, and make a save. You can use both broad routes in one campaign before the act advances, but each transition can resolve or close unattended regional objectives.

  • Check Emerald Grove, the Goblin Camp, Shattered Sanctum, Grymforge and the Underdark for uncompleted requests.
  • Speak to every recruited companion at camp and trigger personal milestones, approval scenes and romance gates.
  • Record merchants and unique rewards; a merchant who leaves or dies may not return.

Which Act Two quests are missable?

Act Two covers the Shadow-Cursed Lands and Moonrise Towers. Infiltrate Moonrise before openly attacking it, protect Last Light, resolve the Nightsong in the Shadowfell, and complete rescues before the assault on Ketheric Thorm.

Quest or chain Starting NPC or place Prerequisite and point of no return Party, checks and alternate solutions Rewards and consequences Exclusive route?
Moonrise Towers infiltration Moonrise residents and faction contacts. Enter before the final assault; the assault changes which prisoners and merchants remain. Disguise, dialogue, stealth and combat can all support exploration. Information, equipment, rescued characters and a safer final assault. Yes; infiltration scenes are lost after the tower becomes a battlefield.
Protect Last Light Isobel and Last Light defenders. Speak with Isobel and resolve the protection crisis before leaving the area. Positioning, crowd control and dialogue choices determine who survives. Surviving tieflings, merchants and allies affect later quests. Yes; the protection outcome can remove the settlement and its NPCs.
Rescue the tieflings and Wulbren Moonrise prisoners and their allies. Complete before the tower assault. Breakouts can use stealth, prison routes or open combat. Prisoner survival, deep-gnome relations and Act Three appearances. Yes; prisoners can die or become unavailable.
Zevlor’s fate Zevlor’s thread in the Shadow-Cursed Lands. Resolve during the Moonrise endgame sequence. Explore thoroughly and return after major story revelations. Changes whether Zevlor can appear as an ally later. Yes; his survival and allegiance are outcome-dependent.
Lift the shadow curse Curse-protection chain involving Halsin and local NPCs. Advance before leaving Act Two; save before the Shadowfell. Companion participation and investigation open the required steps. Changes the region’s survivors and Halsin’s later role. Yes; the curse can remain and remove later content.
Nightsong and Ketheric Thorm Shadowfell and Moonrise Towers. Entering the Shadowfell is a major point of no return for Act Two side content. Choose the party member whose approval matters and prepare for the final confrontation. Nightsong’s fate, Ketheric’s route, companion arcs and Gather Your Allies options. Yes; the central Act Two branch is mutually exclusive.

Which Act Three areas and quests complete the run?

Act Three spans Rivington, Wyrm’s Crossing, Wyrm’s Rock, the Lower City and the final confrontation. Explore each district before committing to the endgame, because faction leaders, merchants and quest NPCs can move or die.

Quest or chain Where to start Prerequisite and deadline Key party/check notes Rewards and consequences
Gather Your Allies Journal updates from surviving Act One and Act Two allies. Build throughout the game; finalize before the Netherbrain confrontation. Every surviving faction leader and companion can add a different option. Endgame support and unique final scenes.
Gortash, Wyrm’s Rock and the Steel Watch Wyrm’s Rock and Gortash’s faction. Investigate before choosing a final confrontation; the Steel Watch and Gondian chain can alter access. Talk, sabotage, rescue and combat routes exist. Gortash’s alliance or defeat, Gondian survival and city-state consequences.
Counting House Lower City financial district. Available after entering the Lower City; complete before the final assault. Investigation and faction dialogue identify the relevant targets. Money, information and faction outcomes.
Circus and the hag/Vanra chain Rivington circus; later Lower City leads. Visit the circus before its Act Three events move on; resolve Vanra’s chain before the endgame. Noncombat solutions and investigation can protect civilians. Unique rewards and survival of Vanra and related NPCs.
Gazette Lower City newspaper. Complete while the newspaper storyline is active. Dialogue, stealth or investigation can change the result. Reputation and access consequences in the city.
Cazador Lower City leads tied to Astarion. Resolve before the final confrontation to complete Astarion’s personal arc. Astarion’s presence changes dialogue and outcomes. Companion end-state and later ally availability.
House of Hope Raphael’s contacts. Enter before the final confrontation if you want its optional rewards and story resolution. Prepare for a high-risk optional route; companion dialogue matters. Unique equipment, Raphael’s outcome and companion reactions.
House of Grief Shadowheart’s Act Three leads. Complete before the endgame and while the relevant faction is present. Shadowheart’s participation unlocks personal dialogue and choices. Shadowheart’s end-state and faction consequences.
Ansur Wyrm’s Rock leads. Investigate before the final confrontation. Companion and faction revelations change available dialogue. Unique reward and consequences for the city’s leadership.
Orin Lower City and murder-investigation leads. Resolve before entering the final Netherbrain route. Investigation, rescue and faction choices determine the approach. Companion survival, quest outcomes and endgame allies.
Netherbrain and final confrontation Endgame quest chain. Point of no return; make a final save. Confirm companion, faction and Gather Your Allies records first. Campaign ending and final companion/faction scenes.

How do companion and personal quests affect completion?

Track each Origin companion separately from generic NPCs. Recruitment, approval, romance gates, personal milestones, survival and final choice can all change later scenes. A companion who leaves or dies can remove an entire quest branch.

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Companion or origin Track from recruitment to endgame Failure conditions to watch
Astarion Recruitment, approval and romance scenes; Cazador chain in Act Three; final personal choice. Leaving him out of key conversations or allowing personal-quest deaths can close his ending.
Gale Recruitment, camp conversations, approval gates and personal revelations through the Netherbrain route. Missing camp scenes or rejecting required dialogue can alter his final options.
Lae’zel Recruitment, githyanki crèche, approval/romance and late faction decisions. Crèche and githyanki choices can cause departure or death.
Shadowheart Recruitment, approval/romance, Nightsong and House of Grief milestones. Nightsong decisions determine her faction and end-state.
Wyll Recruitment, tiefling and pact-related scenes, approval and Act Three resolution. Grove and faction outcomes can change his availability.
Karlach Recruitment, approval/romance, tiefling contacts and endgame survival route. Failure to protect relevant allies can remove later scenes.
Dark Urge Origin-specific camp events, approval, resistance or surrender choices and final confrontation. Origin decisions can replace ordinary scenes; record them separately from generic companion progress.
Halsin and Minthara Recruitment conditions, grove/goblin outcome, curse thread and later camp status. The grove route can make one unavailable or prevent later recruitment.
Jaheira and Minsc Act Two survival, Act Three recruitment conditions and Gather Your Allies status. Deaths or missed rescue steps remove their late-game ally entries.

Record romance and approval independently: a completed personal quest is not proof that every romance scene or approval gate occurred.

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Which other characters belong on my checklist?

Use separate columns for “encountered,” “can be missed,” “can be killed,” “can be recruited,” “returns as an ally,” “camp relevance,” “romance relevance,” faction and latest act seen.

  • Camp followers: Volo, Withers, Scratch and the owlbear camp thread; note recruitment conditions and whether their camp scenes were triggered.
  • Faction leaders and allies: Isobel, Halsin, Zevlor, Wulbren, the Nightsong, the Emperor, Gortash, Orin and Raphael.
  • Quest specialists: Omeluum, Ethel, Ketheric Thorm, Cazador, Ansur and the Gondians.
  • One-time or merchant NPCs: record every named trader, prisoner and leader before an area’s point of no return.

A Patch 8-era Steam checklist uses 54 named characters and seventeen character or multiclass plans, but it explicitly does not certify every quest, achievement trigger, random drop or installed mod. Treat a named-character list as a structured aid, not proof of exhaustive encounters.

How do I track every item without chasing an impossible total?

Do not rely on a single “all items” number. The reference taxonomy separates weapons and items, while random drops, merchant inventories, restocks and mods make a universal total unstable. Track unique rewards and quest objects first, then use filters for weapons, armor, accessories, consumables, spells, quest objects and unique rewards.

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Unique and legendary equipment

For each item, record name, slot, act, source, prerequisite quest, build fit and whether losing the NPC, failing the quest or choosing another reward makes it unobtainable. When two rewards compete, compare power, class or ability-score synergy, damage type, saving-throw strategy, the earliest point it becomes available and the opportunity cost of rejecting the alternative.

Quest items and keys

Write down the quest unlocked, whether the object is consumed, stolen or replaced, and where it is stored. A key that appears in a quest inventory is not necessarily a permanent collectible.

Build-enabling equipment

Group equipment by class, ability score, damage type, saving-throw plan and rarity. This makes a completion run useful even when a random drop differs between campaigns.

Consumables and crafting materials

Record reliable locations and merchants, but label restocks and random drops as variable. Do not treat one merchant’s inventory as a guaranteed global list.

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What are the most important points of no return?

  • End of the Nautiloid Prologue.
  • Leaving Act One through the Mountain Pass or Underdark after regional cleanup.
  • Entering the Shadowfell and beginning the Moonrise endgame sequence.
  • Openly assaulting Moonrise Towers after infiltration and prisoner rescues.
  • Entering Wyrm’s Rock and resolving its faction confrontation.
  • Committing to the Lower City endgame route.
  • Starting the final Netherbrain confrontation.

At each boundary, make a new manual save, review every open journal entry, speak to companions at camp, check merchants and record the survival status of named NPCs.

Is Patch 8 the correct baseline for a completion guide?

Yes. Larian Studios described Patch 8 as the final major game patch, adding the last major content and stating that no further significant narrative, Origin-character or companion changes were planned apart from minor bug fixes. Later hotfixes can still affect mechanics, so verify a specific interaction against the current game build. 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 then.

Frequently Asked Questions

Can I get every quest reward in one BG3 playthrough?

No. Grove and goblin outcomes, Nightsong decisions, companion survival and several faction choices are mutually exclusive. Keep a pre-choice save or plan a second route if you want to see the alternate reward and consequence.

What carries from Act One into Act Three?

Surviving companions, tieflings, deep gnomes, faction leaders and recruited camp followers can return as quest participants or Gather Your Allies options. Their return depends on the choices and rescues you completed, not simply on reaching the next act.

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Does long resting fail quests in Baldur’s Gate 3?

Some regional situations advance through explicit story triggers rather than a fixed number of rests, while camp scenes often require resting to appear. Rest only after checking urgent objectives, and keep a save if an NPC has warned that an attack or deadline is imminent.

How do mods affect a 100 percent checklist?

Mods can add, remove or alter quests, items, encounters and reward tables. Use the vanilla Patch 8 checklist for an unmodded run, then maintain a separate mod list because no published character or quest count can certify modded content.

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