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Ending Outcomes | Game Over Screens |
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In Baldur's Gate 3, before a player reaches the final "endings" of the game, it is sometimes possible for players to encounter a "Game Over" screen as the result of a conversation option or fail condition during a combat encounter. Reaching a Game Over will not offer scenes or conversations that conclude the overall story of the campaign, but will cause a screen to appear that prompts the player to reload from a prior save.
This wiki wants to treat an "Ending" as being a different concept from a "Game Over", and will organize endings on a separate page.
Main Article: Endings
Known Cases of Game Over Screens
Grouped by the "Earliest Opportunity" that the screen can trigger.
Note: Some game-over triggers may not fire during co-op gameplay. Keep in mind that this information is not always accessible for a single contributor to confirm.
Ceremorphosis
Fail to prevent your own Ceremorphosis, or do something that causes you to lose what protection you did have against it. There is more than one opportunity for this to happen.
Gale
When Gale of Waterdeep is recruited as a Companion or played as an Origin, a large number of unique triggers for Game Over screens become available.
- With Gale recruited or as the selected Origin, fail to prevent the Orb from exploding after you become aware of its existence.
Prologue
- Fail to reach the transponder within the 15 allotted turns (without dying in combat).[Needs Verification]
Act One
- In Case of Death... - Triggered by failing to complete this quest within three long rests of when it is started.
- Crèche Y'llek (multiple intersecting quests) - Triggered during conversation with Vlaakith, by selecting conversation options that convince her to "prove her godhood" to the party.
- Find the Blood of Lathander - Triggered by attempting to take 'the blood' by "using force" and failing to escape or stop the big trap from firing before the turn counter runs out.
Act Two
- Use a certain ability that finally becomes available to Gale as early as the start of Act Two. (See above for additional cases)
Act Three
- Help Your Protector - Triggered in combat, if your 'protector' ends up hitting zero hit points.
- Fulfill the Deal - Triggered in conversation if the player first causes The Emperor to abandon the party, then refuse to sign Raphael's deal -- assuming the party does not already possess the Orphic Hammer.
- House of Hope - Triggered during conversation with Haarlep, by selecting conversation options that result in you "giving up" both your mind and your body.
- Iron Throne - Triggered if the player fails to escape the area before the turn counter expires.
- Confront the Elder Brain (multiple):
- Triggered if the player fails to finish casting a specific spell before the turn counter expires.