Overview:

- Estimated achievement difficulty: 10/10
- Offline: 54 [1000]
- Online: 0 [0]
- Approximate amount of time to 1000: 200-300 Hours 
- Minimum number of playthroughs needed: 2 minimum, but probably more like 4
- Missable achievements: Most, if not all of them
- Does difficulty affect achievements: No (except Critical Hit (25G) and Foehammer (35G))
- Unobtainable/glitched achievements: None

Baldur's Gate 3 Road Map

Introduction
It's not very often a game comes around and defies all expectations… especially one that already had lofty expectations. That, ladies and gentlemen, is exactly what Baldur's Gate 3 did, a CRPG from Larian Studios.

Baldur's Gate 3 is an epic open-world turn-based classic RPG, that sees you travel across Faerun trying to cure yourself from a Mind Flayer parasite. What escalates though is beyond anyone's imagination. This 100+ hour journey is a game full of amazing stories, no filler, and genuine jam-packed with top draw content. It truly is one of the best games you'll ever play, especially if you D&D, stats, and deep RPGs with zany companions and one hundred and one ways to approach a situation.

Baldur's Gate 3 is genuinely a phenomenon. It's a freak. It's one of a kind. Not only is it the best game of the generation already, but it's up there with the best games of the last 20 years. Easily. So, play it, fall in love with it, and then have your soul crushed as you try Honour mode to finish off that 1,000Gs.

 

Walkthrough
First things first, let’s clear up a few things. Firstly, at the top of the page we said “2 minimum, but probably more like 4 playthroughs”... let us clear that up.

So, if you wanted to do it in 2 playthroughs, you’d have to go:

  • Playthrough 1 - Dark Urge playthrough on Tactician
  • Playthrough 2 - Honour mode playthrough

But that’s going to be super hard to pull off. Part of what will get you through Tactician and Honour mode’s difficulties are your knowledge of events, encounters, side missions, where to get the best weapons, best armours, what are the best builds, best setups, as well as possessing an intimate understanding of the mechanics, and so on.

So, we’re suggesting something a little more realistic… 3 or 4 playthroughs, that would go something like:

  • Playthrough 1 - Balanced mode playthrough while getting all the missable achievements 
  • Playthrough 2 - Dark Urge playthrough
  • Playthrough 3 - Tactician playthrough
  • Playthrough 4 - Honour mode playthrough

Secondly, let’s clear up why we rated it 10/10 in terms of difficulty too. 

Well, the truth is the majority of the list (about 940 points) is easily attainable, and they’re probably a 2 or 3 out of 10 in terms of difficulty. While Tactician difficulty can be hard on its own, it doesn’t really compare to the permadeath/one-save-only super hard Honour mode, which is even harder than Tactician. That’s why we’ve given it a 10/10 in terms of difficulty, but you could get most of them with the guide below without breaking a sweat.

So, the achievement guide below will approach the list as if we’re going down the 4 playthrough route (although you can combine your Dark Urge and Tactician playthrough in truth, and cut it down to 3, but that’s up to you). I would go 3 minimum though. Your first playthrough, to get 900Gs, and truly experience the best of the game; then your other playthroughs to mop up the rest of them and test your mettle.

In terms of the time too, we managed to get 900Gs (everything except the Dark Urge and difficulty achievements) in a 100 hour playthrough, doing as many side missions as we could find - I believe that’s how to get the most out of Baldur’s Gate 3, and truly experience one of this century’s best games in the best circumstances.

For the other 2 or 3 playthroughs… well, you can fly through a Dark Urge playthrough on Explorer if you want which will probably take 30-40 hours (max), with the last 2 taking however long they need (probably a lot slower than the 100 hour playthrough as each fight will take longer). To be honest though, because you’re not doing everything in those playthroughs, (perhaps just enough to get all the best gear and getting to level 12) and you should intimately know the game and its mechanics at this point, it might take less time, which is why we were so loose with the guesstimate.

Anyway! On with the show!
 

Step 1 - Complete your Balanced playthrough
The thing you need to be aware of in Baldur's Gate 3 is that there are an insane amount of missable achievements. That's in part down to the structure of the game, in that once you've done an Act you leave the previous area behind completely, and post-game, you can't go back into the open-world. Add into the mix time restraints on some quests and what not, and the challenge level starts to go through the roof.

However, stick with us and we'll guide you through it. Below you'll find each Act with the list of missable achievements you need to get before you move onto the next act.

Stick to this list and you'll be fine. One bit of advice though, is to familiarise yourself with the Leave No One Behind (15G) and She Cannot be Caged! (15G) achievements, as they span across multiple Acts too (as does the Karlach romance one too - Hot Date (15G)).

And finally, one last bit of advice, DO NOT USE WITHERS TO RESPEC YOUR CHARACTER UNTIL AFTER YOU’VE REACH LEVEL 12 AND UNLOCKED Jack-of-all-Trades (15G).

And on top of that, save a lot. Not only in case you die and have to load a previous save, but in case you miss an achievement or make a mistake with one of your choices. You'll also want to prepare ending saves as well, so you can quickly mop up the endings (see below).

Baldur’s Gate 3 General Achievements

 

Baldur’s Gate 3 Unmissable Story Achievements

 

Baldur’s Gate 3 Prologue Missable Achievement

 

Baldur’s Gate 3 Act 1 Missable Achievements

 

Baldur’s Gate 3 Act 2 Missable Achievements

 

Baldur’s Gate 3 Act 3 Missable Story Achievements

 

Baldur’s Gate 3 Ending Achievements

 

Step 2 - Complete your Dark Urge playthrough
The Dark Urge playthrough is relatively straightforward: choose Dark Urge as your character, become the Slayer, and then dominate the Netherbrain at the end of the game. Doing that will unlock:

Step 3 - Complete your Tactician playthrough
Once you’re done with the Dark Urge playthrough, and hopefully chock full of experience now, it’s time to tackle Tactician mode and unlock the Critical Hit (25G) achievement. It’s not going to be pretty at times, especially in the beginning, so heed our tips, combined with your experience, and save often, and you should start to get a feel for it fairly early on.

 

Step 4 - Complete your Honour mode playthrough
And finally, this one isn’t for the faint hearted, but it’s time to give Honour mode a crack and go after the Foehammer (35G) achievement, which is going to test anyone’s patience. By this time, though, you should know the game inside out, so if you need to cheese encounters, then do it. You likely won’t do this on the first attempt, so don’t get too disheartened. The truth is though, once you get out of Act 1, and start to hit level 5 or 6, you’ll get stronger, and hopefully at a rate quicker than the enemies do. Your Tactician playthrough should have given you great experience for this mode, but beware, this mode is harder. It’s not just Tactician with permadeath. All we can say now is: good luck!


Conclusion
And there we have it folks: a pretty nutty and testing 1,000Gs. There’s a good chance that the vast majority of us won’t have the time or patience to get through Tactician and Honour mode, but what helps is that the game’s bloody great anyway, so it should never feel like a chore. Plus, there’s a chance you might even see new content and outcomes you missed the first time around in your subsequent playthroughs! So, we’ve given you the tools below to assist, the rest is up to you! Good luck out there, folks, and we hope you enjoy it as much as we did!

Baldur's Gate III Achievement Guide

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There are 54 achievements with a total of 1000 points

  • Complete ten background goals in a single playthrough - you are one with your character.

    “Background goals” in Baldur’s Gate 3 are essentially unknown in-game objectives that your character class has to accomplish, in order to unlock a reward. These objectives in-game range from decisions you make, to items you discover, and will differ for each “background.” 

    Not only do you get a chunk of XP for every single background goal you accomplish, you'll also get an Inspiration Point, which allows you to reroll a dice at any point in the game (you can only hold 4 Inspiration Points at once though), which should be saved for big in-game decisions… don’t use them on a lock-pick or disarming a trap, for instance. That’s just a waste.

    If you're searching every area, doing all the side quests and diligently scouring all of Faerun, you'll smash through 10 of these in no time. To give you an example of what counts as a background goal, we picked up the following in the first few acts (and a few from the beginning of act 3):

    • Guild Artisan - Craft something in the Adamantine Forge.
    • Guild Artisan - Evaluate the ruins in Grymforge and share your findings with the duergar master.
    • Guild Artisan - Create a masterwork item from sussur bark.
    • Guild Artisan - Restore power to the elevator in the Arcane Tower.
    • Guild Artisan - Observe the effects of the Chest of the Mundane (Arcane Tower).
    • Guild Artisan - Repair the elevator in the Zhentarim hideout.
    • Guild Artisan - Rescue Oskar the painter from the Zhentarim.
    • Guild Artisan - Fill all sockets with Sharran gems in the Gauntlet of Shar.
    • Guild Artisan - Unlock and take the Spear of Rampant Night.
    • Guild Artisan - Return Wulbren’s tools to him.
    • Guild Artisan - Give your blood to Araj Oblodra.
    • Guild Artisan - Acquire a magical item from the toll collector’s confiscation chest.
    • Guild Artisan - Take Shar’s ceremonial dagger.
    • Guild Artisan - Obtain a piece of infernal equipment from Dammon.
    • Guild Artisan - Investigate the Moonlantern and find its power source.
    • Guild Artisan - Partake in the lurid services of Sharess’ Caress.
    • Guild Artisan - Return the Sentient Amulet to Shirra.
    • Guild Artisan - Commission a statue of yourself.
    • Guild Artisan - Discover the booby trapped toys.
    • Soldier - Kill every leader in the Goblin Camp.
    • Soldier - Defeat the duergar patrol on the Ebonlake.
    • Soldier - Survive a fight in which you kill ten enemies or more.
    • Soldier - Help Guex (Emerald Grove) learn how to fight.
    • Soldier - Kill all members of the Thorm family.
    • Soldier - Complete the assault on Moonrise.
    • Soldier - Defeat yourself in the Gauntlet of Shar’s mirror trial.
    • Soldier - Kill the orthon, sending him to Raphael.
    • Soldier - Obtain Selune’s blessing from Isobel.
    • Soldier - Tell Arabella what happened to her parents.
    • Soldier - Defeat the Surgeon without being operated on.
    • Pentacrush - Defeat 5 enemies in a single turn.
    • Sage/Acolyte - Unlock and read the Book of Dead Gods.
    • Acolyte - Destroy Selune’s protection over the Underdark fort.
    • Acolyte - Complete Eilistraee’s ritual of sorrow and obtain her blessed blade.
    • Acolyte - Earn the worship of the kuo-toa.
    • Acolyte - Resurrect anyone in your party.
    • Acolyte - Recover Selune’s lost treasure through prayer.
    • Acolyte - Piece together Ketheric’s allegiances. 
    • Acolyte - Solve each of Shar’s trials in the Gauntlet of Shar.
    • Acolyte - Witness Isobel’s ritual to keep up the protection of Last Light.
    • Acolyte - Witness Jonas’ funeral.
    • Acolyte - Find the aasimar’s journal.
    • Acolyte - Pass all of Shar’s tests in the middle of the cursed town.
    • Acolyte - Side with the open-minded priest.
    • Acolyte - Ask the Master of Love to test your bond.
    • Acolyte - Persuade the merchant to let the refugee squatters stay in his home.
    • Outlander - Destroy each kind of hazardous Underdark mushroom.
    • Outlander - Successfully tame the owlbear cub.
    • Outlander - Survive the bandit’s rolling boulder trap.
    • Outlander - Successfully use a fairy ring.
    • Outlander - See past the illusion covering the swamp.
    • Outlander - Explore all sections of the mind flayer colony.
    • Outlander - Reach Nightsong without having been affected by the shadow curse.
    • Outlander - Obtain orthon’s crossbow.
    • Outlander - Explore each key area of the Shadow-Cursed Lands.
    • Outlander - Enter a restricted area in Moonrise Towers from the outside.
    • Outlander - Enter the oubliette… for better or worse.
    • Outlander - Meet the tadpole hunting cat.
    • Outlander - Protect Halsin’s portal while he saves the spirit of the land.
    • Outlander - Take a full Long Rest in the Shadow-Cursed Lands.
    • Outlander - Conquer three combat encounters in the Shadow-Cursed Lands.
    • Outlander - Find the missing letters.
    • Outlander - Meet Commander Lightfeather.
    • Outlander - Tame the dilophosaurus, making it non-hostile towards you.
    • Outlander - Witness the Gur funeral. 

    The above is based on who was in my party for the most part - as you can see, I was running a Druid (with Guild Artisan), Fighter, Berserker and Cleric party composition, but background goals are available for all classes and of course depend on your character’s background (i.e. Lae’zel is a Soldier, Karlach is an Outlander, Shadowheart is an Acolyte, Gale is a Sage, Wyll is a Folk Hero and Astarion is a Charlatan).

    It seems to be 10 in total too, as opposed to for a single character, because I got this long before the end of Act 1. So, if you do a lot of searching and exploring, you'll no doubt unlock the ‘Roleplayer’ achievement as you go without too much of an effort, but if you are struggling, consult the list above and see what you need to go and do.

  • Take four full long rests in a single playthrough - adventuring's tiring work.

    There are very few achievements in Baldur's Gate 3 that you'll get naturally. The ‘Bedrolls and Breakfast’ achievement, however, is one of them. Throughout your time in Faerun, in order to replenish spell slots and certain other class specific actions (like the Barbarian’s Rage), you're going to need to perform a Long Rest.

    Long rests require sleeping at night at camp, and using 40 Camp Supplies (on Balanced, it's more on Tactician and Honour mode), and while they do refresh spell slots and the like, they also trigger key camp sequences, so they’re worth doing as often as you can, anyway. 

    Anything less than 40 camp supplies performs a Partial Rest, which isn't quite as effective as a Long Rest. So, perform 4 Long Rests in one playthrough and the ‘Bedrolls and Breakfast’ achievement is all yours. Don't sweat this one, you'll likely do closer to 100 if you're doing most of the game's content anyway.

  • Dig up five buried chests in a single playthrough - treasure!

    The ‘Dig for Victory’ achievement in Baldur's Gate 3 is another of those you're likely to get naturally. Perhaps the most important tool in BG3 is the shovel. This will allow you to dig up buried chests when someone in your party passes a perception check while out in the open-world.

    There are literally hundreds of these chests dotted throughout Faerun, and there's a good chance that you'll get this one as one of your first few achievements. 

    In terms of where to get a spade, if you miss the one on the critical path on the main road in the Wilderness in Act 1, various traders in and around Faerun stock them and sell them.

    If for some bizarre reason the game won't let you dig up a buried treasure when the mound of dirt appears after the perception check, pass the shovel to someone else and either get them to do it, or pass it back to your main character after and then it should work.

    Dig up 5 buried treasures and this achievement is all yours.

  • Successfully use Detect Thoughts to pry into someone's thoughts.

    Throughout your time in Baldur’s Gate 3, you’ll on occasion get the chance to use ‘Detect Thoughts’ on others, to see what they’re really thinking. These situations will happen throughout the game and to unlock this achievement, you just need to pass the check on one solitary occasion.

    The earliest instance of this we came across was with Silfy and Mattis in The Hollow in the Emerald Grove - two young Tiefling refugees. While you talk to Mattis, Silfy will try and steal from you, giving you the chance to [Detect Thoughts] in the conversation. If you pass the +10 skill check and successfully detect their thoughts, you’ll unlock the ‘No Penny Required’ achievement. 

    If you have a good Intelligence stat here, that will definitely help you here too, but so can a little tactical saving and loading. Wink wink. There’s also another couple of obvious instants in the Wilderness, which are as follows:

    • When we first spoke to Kagha in the Emerald Grove.
    • When you meet Kith’rak Voss in the northeast of the Wilderness, by the bridge.
  • Break out of prison after being arrested - aren't you daring?

    In order to get arrested and taken to prison in Baldur's Gate 3 you basically need to get caught either being hostile or stealing while inside one of the game's hub areas or well-guarded encampments i.e. the Emerald Grove or the Goblin Camp in the Wilderness in Act 1.

    So, basically steal something that's marked with red text while holding in the analog-right.png while in front of a guard and you'll get given a few options: Talk your way out of it, drop the goods, attack, or go to prison. Choose to go-to prison.

    Then, when in prison, lock pick your way out - or find an alternative escape route, like turning into a cat and going through a hole in the wall, or jumping your way out the back (like in the Emerald Grove). Once you’re out, the ‘Escapologist’ achievement is all yours.

    We advise doing this in the Emerald Grove for one reason: the prison where you get taken is opposite where Sazza is caged up, and when you've escaped, you can free Sazza for the She Cannot be Caged! (15G) achievement too. Win-win.

  • Recruit a hireling. You can befriend them or use them as cannon-fodder - we won't judge.

    First things first, before you can recruit hirelings and perform resurrections for gold in Baldur's Gate 3, you're going to need to rescue Withers from the Dank Crypt (as part of the Explore the Ruins quest) in the Wilderness - although he is said to eventually make his way to your camp if you don't, but to be safe, and to get some more XP for the combat encounters and get some decent loot, go and rescue him whenever you’ve got a squad of 4.

    You'll find Withers beneath the ruins to the east-south east of the Wilderness area (east of the Roadside Cliffs waypoint and north of the Overgrown Ruins waypoint). After defeating the looters outside and inside, make your way further in until you hit the main temple room, with a large statue in the middle. Withers can be found inside a large sarcophagus in a hidden room behind the statue - accessed via a secret button which is uncovered with a perception check.

    Once you've defeated the enemies that come to life, head into the secret room, open the sarcophagus and then answer Withers’ question (the answer doesn't matter). Once you've done that he'll make his way to your camp.

    Then, when he’s at your camp, he’ll offer you a few different services. If you speak to Withers, you’ll be able to do the following:

    • Resurrect a fallen squad member.
    • Respec your character.
    • Recruit a ‘hireling’

    Hirelings are blank slates, effectively, allowing you to create another squad member, who you can mould into your vision. So, if you want a Bard or a Paladin to complement your squad, then rescue Withers and spend 100 gold to get your own hireling. Plus, you’ll also get the ‘Outsourcing’ achievement.

  • Multiclass into every class in one playthrough without asking Withers to change your character.

    **Missable**

    First things first, as I said in the Road Map, it's important that you DO NOT use Withers to respec any character until after you’ve got this achievement. That’s because there have been others across the internet reporting that they didn’t get this achievement even though they fulfilled the criteria, after having used Withers to respec another character. So, just to be safe, don’t use him for this until you’ve unlocked the ‘Jack-of-all-Trades’ achievement.

    In terms of where to recruit Withers, as we explained in the Outsourcing (15G) achievement, you’ll find him in a sarcophagus behind the large statue in the central chamber of the Dank Crypt. The Dank Crypt can be found beneath the church ruins, which are east-southeast of the Wilderness area - to the east of the Roadside Cliffs waypoint and north of the Overgrown Ruins waypoint.

    Then, to get this achievement, you’ll basically want to get to level 12, and then once you have, speak to Withers in your camp and recruit a “hireling” - you’ll also get Outsourcing (15G) too for this.

    Once you have, basically choose a class for your hireling, and then level him up 12 times, changing classes at every level, so that you have 12 different classes under one character (Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock and Wizard).

    If you’re wondering how to multiclass on the Xbox Series X|S, it’s actually quite simple. Just hit the button-x.png button on the level up screen and you’ll be able to choose a new class.

    So, start with one class, and then cycle through them as you level up your hireling to level 12.

  • Create three unique alchemical solutions in a single playthrough - bottoms up!

    If you want to maintain an edge in combat in Baldur’s Gate 3 (especially on the harder difficulties) and not spend all your gold on potions, you’ll have to get your hands dirty with a wee bit of alchemy. 

    The first part of alchemy is getting all the materials together. This can be done by looting or harvesting plants and such in the open-world (like picking Bullywug Trumpets or Belladonna, for instance).

    Once you’ve got enough resources, head into your character wheel and go to alchemy at 11 o’clock on the radial menu. Then, when you’re in there, you’re going to want to go across to Extract, and either extract the items manually, or choose “Extract All Ingredients.” Now, usually, we’d do the latter, but you definitely should be aware that there will be the odd mission that will require a limited raw ingredient, so be careful what you do extract - for instance, “Help Omeluum Investigate the Parasite” will require a couple of ingredients (Tongue of Madness and Tinmask Spores) which you can actually extract and destroy, meaning you won’t be able to complete this optional side quest. Same with the Night Orchid for Shadowheart (see To Bloom in Darkest Night (15G))

    Anyway! Once you’ve extracted all your ingredients, you’ll unlock recipes you can then craft in the ‘Solutions’ tab (alternatively, you can find recipes in the open-world), and from there, you can brew them with one click of a button.

    So, when it comes to the whole process… for instance, 3 x Acorn Truffles can be extracted into an Essence of Acorn Truffle, which in turn, with any salt, can be turned into a Potion of Animal Speaking. 

    Do that for 3 separate potions, elixirs, grenades or coatings and you’ll unlock the ‘Homebrewer’ achievement.

    The most important potions (etc.) and what you need to brew them are:

    • Potion of Animal Speaking (if you don’t have someone that has the spell) - Acorn Truffle
    • Potion of Healing - Rogue’s Morsel
    • Potion of Healing: Greater - Balsam
    • Potion of Healing: Superior - Musk Creeper
    • Potion of Speed - Hyena Ear
    • Elixir of Bloodlust - Worg Fang
    • Elixir of The Colossus - Chasm Creeper
    • Oil of Accuracy - Daggerroot
  • Use one enemy as an improvised weapon against another.

    The most confusing aspect of the ‘Kill Two Birds with One Gnome’ achievement is two-fold:

    • Firstly, how the hell do you throw an enemy?
    • Secondly, “I’ve done that, why hasn’t the achievement unlocked?”

    The first part is simple, and best done with someone with a high Strength stat - a la Karlach. The enemy you need to throw needs to be smaller than you as well - i.e. you won’t be able to use Karlach to throw a dragon, for instance, but you can use her to throw a goblin. You will need to pass an Athletics check as well.

    In order to actually pick up an enemy (who is alive), you need to be within melee range, select Improvised Melee Weapon, hit the button-y.png button to “Select from World,” and then click on the character you want to throw - before choosing who you want to throw them at.

    Now, the most confusing part to this achievement is that there are in fact 2 different “Improvised Melee Weapon” abilities - one is an ‘action’ (green) and the other is a ‘bonus action’ (orange). For this achievement, you need to use the green action, and not the orange bonus action, otherwise the achievement won’t unlock.

    As far as we’re aware as well, you don’t even need to kill them both with one throw (as the name suggests). We got it by just killing the one we were throwing, but we suspect you don’t need to kill any of them.

    In terms of where to do this, there’s loads of chances throughout the game to get this. For instance, the vast majority of goblins in the Goblin Camp in Act 1 are throwable, as are most humans when you’re controlling Karlach. We actually got this in the northeast of the Grand Mausoleum area in Act 2, in an area accessible by interacting with the Ominous Crevice - inside there’s a load of tiny fish people that Karlach can throw around to her heart’s content.

  • Busker

     

    20

    Earn a hundred gold from playing sweet, sweet music in a single playthrough.

    For the ‘Busker’ achievement, you’re best off waiting until Act 3 to try this, and doing it one fell swoop - the reason for this is that PC players were reporting that the tracking can all of a sudden stop if you’re doing it over a long period of time. Below is a sure fire, tried and tested way to get it super easily.

    When you’re in Act 3, go to your camp and speak to Withers and pay him 100 gold to recruit a hireling. Then, when creating the hireling, you’re going to want to do the following:

    • Choose the Bard class.
    • Choose your proficiency boost in Performance and Skill Expertise in Performance at level 3 too.
    • Then, at level 4 and 8, you’re going to want to get your Charisma up to 20, choosing the Ability Improvement and Performer Feats to take you from 17 to 20 Charisma.

    Next step is to take your Bard, and send all their money back to camp - they won’t have any if they’re a new hireling, but if you did what we did and respecced a character instead of creating a new hireling (which is possible too), you’ll have loads of gold on you. This isn’t necessary, but it does allow you to track your progress in real-time. What’s also not necessary but we recommend it, is to take your Bard and separate them from the rest of the party and do this achievement solo.

    Then, all you need to do is fast-travel to Rivington, and walk from crowd to crowd, on your way to Baldur’s Gate’s Lower City. So, find a load of people, stop, select “Perform” from your ability wheel (you’ll obviously need an instrument equipped to do this) and then wait for the Performance check. If it’s successful you can stop the performance by moving the character, and then the people surrounding you will clap and then throw a gold piece at you. Then, simply hold the button-a.png button, hoover up all the gold from the floor, and move onto the next group of people. If you fail, just move onto the next crowd and try again.

    There’s more than enough people on the road from Rivington to Baldur’s Gate to get 100 gold (from the refugee camp and the circus, to the church and the bridge), and you’ll spend no longer than 5-10 minutes total getting the ‘Busker’ achievement.

  • Perform five attacks in one turn. Your enemies won't know what hit them (literally).

    The ‘Action Surge’ achievement may seem a tad daunting early on in Baldur's Gate 3, but as you work your way through the game, you'll pick up equipment and learn spells/actions that will mean that you'll be consistently making 5 attacks in one turn.

    The easiest way to get 5 attacks in one turn is with someone from the Fighter class (Lae’zel is a fighter, but you can create your main character as a fighter too, recruit a hireling or respec another character).

    With the Fighter class you'll get an Extra Attack at levels 5 and 11, taking your total from 1 attack to 3 attacks per turn. Now, if you combine that with the Action Surge ability (which a Fighter unlocks at level 2), you'll be able to perform 5 attacks in 1 turn with relative ease.

    There are other ways to improve the amount of actions and bonus actions per turn too, including Potion of Speed and learning the Haste Spell (a Transmutation spell available to spellcasters), for instance.

    You can also purchase the Darkfire Bow from Dammon in the Last Light Inn stable in Act 2, which allows you to cast Haste by whoever equips the bow. Even better, though, if you loot the legendary bow, Gontr Mael, from the Steel Watch Titan in the Steel Watch Foundry in Act 3, you can cast Celestial Haste, which is superb (it’s basically Haste, without the Lethargic state at the end) not only for this achievement, but for the end-game and on all difficulties too.

  • Kill a character with an unarmed strike.

    This one is as simple as it sounds. Go into your character menu, unequip your weapon, and then punch someone to death. You’re probably best whittling down someone’s health to pretty low before doing this, just to save you time. As soon as you whack someone with your bare fists and kill them, though, you’ll unlock the ‘Fists of Fury’ achievement.

    Two things to note: no, melee attacks as a Druid’s shapeshifted animal do not count; but a Monk’s ‘Flurry of Blows’ move does.

  • Defeat Commander Zhalk in the Nautiloid.

    **Missable**

    The ‘Devil’s in the Details’ achievement is the first missable achievement in Baldur’s Gate 3 - and actually, the first achievement you can actually unlock.

    The aforementioned Commander Zhalk can be found on the helm while you’re in the Nautiloid during BG3’s prologue. He’s hard to miss, as you’ll see him battling a Mind Flayer on the left hand side of the map from where you enter the ship’s helm.

    Now, this is missable because you can just wander past him and interact with the ship’s helm, and thus end the prologue, and the Mind Flayer will suggest as much. Ignore the Mind Flayer, though, and start whaling on him too.

    Some tips for the fight:

    • Rescue Shadowheart and temporarily recruit Us to make this fight easier.
    • When you get into the room, have one party member thin out the mobs, and have the other 3 go straight for Zhalk. Don’t stray past the halfway point either, as you’ll trigger more enemies.
    • Zhalk won’t attack you until the Mind Flayer is dead, so have someone buff and heal the Mind Flayer to protect your squad, because if he turns on your party, he hits hard.
    • Use Shadowheart’s ‘Command’ ability to make Zhalk drop its sword, making his attacks pretty tame in comparison. You can also pick it up and equip it on Lae’zel too - it's called the Everburn Blade and it's a great early to mid-game weapon for her.
    • And finally, when there are 11 turns to go, two Cambions will join the fight. These enemies are tough and hit just as hard as Zhalk, so try to finish off Zhalk before they get there. If it’s getting close, and they’re getting close, have Shadowheart make a dash for the controls at the far end of the helm. However, don’t interact with them until Zhalk is dead and you have his Everburn Blade.

    Stick to the above and you’ll not only defeat Commander Zhalk in no time, but you’ll also have its sword which is fabulous, as well as the ‘Devil’s in the Details’ achievement, which is even more fabulous.

  • Kill the Surgeon before he performs surgery on you in combat.

    **Missable**

    In Act 2, while in the Shadow-Cursed Lands, to the southwest of the Last Light Inn (over the bridge and on the northern side of Reithwin Town) you’ll find the House of Healing. Inside the House of Healing are a couple of important quest items and points of note.

    While upstairs, in one of the wings, you’ll find Arabella’s parents, down in the main area you’ll find Doctor Malus Thorm - AKA the “Surgeon” - who will have a key quest item that you’ll need to wake up Art Cullagh who’s comatose in the Last Light Inn.

    Now, while it’s certainly possible to get this achievement with a straight up fight with Malus Thorm, so long as you take down all the nurses before they hand the special weapons to him, there is a much easier way.

    First things first, you cannot talk Thorm into killing himself and having the nurses kill him - you need to enter into combat for this achievement. However, you can make this achievement easier if you persuade the nurses to operate on each other. You can do this by winning the rolls on the following conversation options:

    • “[Persuasion] The sisters aren’t ready. They’ll make me sick instead of curing me.”
    • “[Persuasion] Why not have them hone their skills on each other?”

    If you pass both of those checks (save before each conversation choice or use Inspiration Points if necessary) the nurses will take themselves out before the fight with Thorm.

    While this makes the fight 10-times easier, and sets you on your path to the ‘Non-invasive Procedure’ achievement, you will have to take out the nurses that he resurrects throughout the fight, before he grabs the weapon off of them. This is easy as they’ll only be resurrected with a tiny bit of health.

    Focus on the nurses as they get resurrected, and when they’re dead, throw everything that you have at Thorm. As soon as he goes down, you’ll unlock the achievement and be able to grab Art Cullagh’s instrument.

  • Defeat the Toll Collector without her using gold against you - excellent budgeting.

    **Missable**

    On the south-east side of Reithwin Town in the Shadow-Cursed Lands in Act 2, just by the bridge, and near to the Moonrise Towers, is the Tollhouse.

    Inside the Tollhouse, on the west side, upstairs, is Gerringothe Thorm AKA the “Toll Collector.” In order to let you pass, Gerringothe will want his toll.

    Now, if you plan to fight Thorm, before you enter into the conversation make sure you have no gold on you or any of your squad, as that gold will dictate Gerringothe’s damage output. Then, it’s a case of taking out the skulls, which removes a piece of her armour with everyone destroyed and thus reduces her health.

    However, to unlock the ‘Penny Pincher’ achievement easily, and to bypass the fight with Gerringothe, you simply need to talk her into exploding herself. Really. All you need to do that is have one solitary coin.

    To make Gerringothe Thorm kill herself and get the ‘Penny Pincher’ achievement, say the following things in your encounter with her:

    • “Who are you?”
    • “If I give you gold, what do I get in return?”
    • Toss the creature a gold piece.
    • “I don’t hand out so much for so little in return.”
    • “[Persuasion] Why stay in this rotted building? Take your gold and be free.” (you’ll need to roll an 18, so make sure you have someone with good Charisma involved in the conversation… or save scum).
    • “[Deception] Haven’t you heard? The local authority has decreed the gold belongs to the toll collector - you.” (you’ll need to roll a 21 on Charisma this time).

    If you manage to pass both tests, Gerringothe Thorm will literally explode, and you’ll unlock the ‘Penny Pincher’ achievement too (and also get the Twist of Fortune mace off her body). Not bad for 2 minutes of work.

  • Defeat Gortash in Wyrm's Rock without activating any traps.

    **Missable**

    In Act 3, when you hit the city of Baldur’s Gate, you’ll have two main objectives out of the gate: to kill Orin, and to kill Gortash - a devious and dangerous politician, who’s one of the Dead Three.

    While there are numerous times you can battle Gortash in Wyrm’s Rock - the big fortress between Rivington and the Lower City - the easiest way to battle him and get the ‘Fancy Footwork’ achievement, is by using the tools at your disposal to get the jump on him.

    First things first, you’re going to want to attend the coronation of Gortash (don’t fight him here, and if Kalach is with you, you’ll need to talk her out of it too). After that disable the Steel Watch in the city by visiting the Steel Watch Foundry and putting an end to all the gigantic robots patrolling the entirety of Baldur’s Gate itself. While this isn’t 100% necessary, it will mean you won’t have to resolve to stealth in and around Wyrm’s Rock itself when we get to the business end of this achievement. 

    Once you’ve done that, you’re free to fight him and get the ‘Fancy Footwork’ achievement with ease.

    To do that, head to the drawbridge at the northern end of Wyrm’s Crossing. Don’t go onto the drawbridge itself, but head to the left of it. Here, you’ll need to pop a Scroll of Feather Fall or cast the Feather Fall spell.

    Then, when it’s active, jump down to the grassy rock platforms underneath the bridge (on the far side of the ravine). From there, head left, up the knotted vines and follow the path around to the west.

    Once you’ve followed the path to the end you’ll come across a ladder (you’ll be on the west side of Wyrm’s Rock) and some knotted vines. Climb them to get onto the outer walls of Wyrm’s Rock.

    From there, go through the door (after you’ve picked the lock) and head south. From the southwest corner of the fortress, jump up the scaffolding and climb up. If you’ve got Misty Step, Fly or Dimension Door, it’ll make it easier for your entire party to make this trip up the walls. We actually had a few squad members (our main character and Shadowheart) who couldn’t make the jump, so we used Karlach to throw them up. Yes, that works.

    Then, when up there, go up the small stairs nearby and climb to the top of the armament - near where you get to the top. From there, use Misty Step, Fly or Dimension Door again to get all of them to the top roof. When up there, disable the two proximity mines, and enter the balcony area.

    From here, split up the party and unlock the ladder that leads down to the interior level. Send your best Dexterity character down said ladder, and in that room there are 4 traps you have to disarm - note: disarming them explodes them, but doesn’t void the achievement or alert the other guards, so don’t worry.

    When you’ve disarmed those 4, take that one character and fire a crossbow bolt/arrow/use a spell at Gortash in the next room, and then when the combat encounter kicks off, make a break for the ladder.

    At this point Gortash and co. will chase after you, and follow you up the ladder, where the rest of your party will be waiting. 

    Kill Gortash here - which doesn’t set off any traps - and the ‘Fancy Footwork’ achievement is all yours and potentially one of Act 3’s trickiest fights is a cakewalk

  • In the Wyrmway, wait until the dragon is midflight, then knock it out of the sky - KAPOW.

    **Missable**

    Deep beneath Wrym’s Rock in Act 3 of Baldur’s Gate 3 is an epic fight with a dragon. The less said about the story circumstances and what to expect, the better. But, suffice to say, if you make your way down there, prepare for a fight of epic proportions - and a pretty damn tricky one at that, which we’d advise waiting until you’re at least level 11 before attempting.

    To get to the Wyrmway, head to Wyrm’s Rock Fortress, and then head into Wyrm’s Rock Prison on the west side - accessible by interacting with the stairs down, labelled “Passageway.” Incidentally, it’s near the Wyrm’s Rock fast-travel point.

    When downstairs, interact with the sleeping guard and do the following:

    • “[Persuasion] Listen closely to the guard’s babbling” 
    • “Excuse me.”
    • “I’m here to see Old Man Otto. He’s my father.”

    Then, head down the four steps and go left at the junction. At the end of that corridor, on the south wall, are two dragon head lanterns. Use an electricity spell or scroll (like Scroll of Witch Bolt) on them to change the colour of their flame to blue (you can also use an Arrow of Lightning too).

    Once both dragon heads have blue flames, the wall between them will disappear and you can pass through it into a hidden area. Follow the path round and down the stairs and go through the door.

    You’ll now be in The Wyrmway. In order to fight the dragon though, you’ll have to complete a series of trials. Firstly, assess the statue with Arcana and then say “I am worthy. Open the way.”

    In order to open the door to the north, however, which is where the dragon is, you’ll have to enter the 4 adjacent chambers and complete their trials:

    • Chamber of Courage - Interact with the statue and survive a combat encounter.
    • Chamber of Strategy - Put the black king in checkmate in 2 moves on a giant chessboard (this one is random, but if you have Gale with you, he’ll tell you what to do).
    • Chamber of Insight - In this chamber you need to work out who isn’t serving the city to the best of their abilities. Clue: read the books flying around the room. Even bigger clue: kill Suelto to complete it.
    • Chamber of Justice - Cast Remove Curse on the Judge, and then pick up The Cell, and place it on the pedestal - the punishment then fits the crime.

    If you fail any of the above, however, it doesn’t really matter, in truth, as the door to the dragon boss fight will open. That said, failing any of the trials will spawn in a load of enemies in each of the chambers - some of which will seep into the main area too - so be wary of that.

    When you’ve passed the trials/cleared the way, head through the door to fight the dragon (Ansur).

    Now, the key to this fight is spreading your party out and first taking out the Elementals. Once you’ve done that, start wailing on Ansur - who doesn’t really have any weaknesses.

    When its health gets really low, Ansur will start to charge up an attack - it’ll glow and say that it’s in a “Gather Power” phase. This is the phase you need to kill it in - and while it might not look like it’s flying, it does when the attack lands.

    Ansur will take less damage in this phase, but won’t attack until he’s fully charged up (after the lightning bolt attacks, which give you time to do some serious damage). You’ll need to kill Ansur in this phase for the ‘Crash Landing’ achievement - or at least survive the attack to get through to the next “Gather Power” phase where you can kill it.

    The Scroll of Globe of Invulnerability (as is the spell if you have it) is a godsend here to protect your party from either the onslaught early on, or the devastating attack after he’s gathered power. If you’ve picked one up or bought one (or even have the spell unlocked), use it in this boss fight, it’s the best time to use it. 

    The truth is, this one might take a bit of luck too, with you needing to land a crit on Ansur as you’re wailing on him during the power gathering phase, so just make sure to do a few quicksaves along the way.

  • Long Rest using only alcohol - a time-honoured dwarfish tradition.

    The key to getting the ‘Bottoms Up’ achievement is to pick up every bottle of wine you find while adventuring, whilst also a.) not drinking them; b.) not using them for supplies for any Long Rests you do.

    Then, when you finally have enough, just choose alcohol to fill up all 40 Long Rest camp supply slots (it’s more on harder difficulties) and away you go - you’ll know it’s alcohol as it’ll have a yellow bottle symbol under where it says “Camp Supplies” and a number indicating how many turns the effect stays for.

    If you’re looking for wine galore, and are still in Act 1, head to the northeast of the Wilderness to where the mission “Find the Missing Shipment” takes place. In the crates there will be loads of wine. 

    If all else fails, head to a local tavern and buy all the booze the bartender is serving - or just steal it. Your call.

  • Kill a creature with falling damage.

    One of Baldur’s Gate 3’s easiest achievements, this. As the achievement says, you just need to kill someone/something with fall damage. So, pick someone who’s strong (Karlach) and find an enemy on a ledge (preferably over an abyss as it’s an insta-kill), and then “Shove” them into oblivion. If your character passes the Athletics check, they’ll fly off into the abyss.

    Personally, I’d prepare a save before doing this one, and then load the game after, as any loot that person has on them will disappear with their corpse - and we hate to waste loot! You can, of course, do this from high ledges as well, by pushing (or throwing) them down to lower areas of the map, but sometimes it won’t kill them. It needs to kill them to unlock the ‘Shove Off’ achievement.

    An easy place to get this, though, is on the boat fight between the Underdark and the Grymforge, as you can push loads of them into the water.

  • Read 100 different books in a single playthrough. Adventuring isn't just daring quests, you know.

    This might seem a little daunting from the off, but the actual truth of the matter is, there’s bloody loads of books (probably thousands of them) to read throughout your time in Baldur’s Gate.

    So, when you see a note, a book, or something you can read, simply “read” it  by interacting with it and then leave it where it is - after all, you don’t want those books weighing you down.

    Once you’ve done that 100 times, the ‘Bookworm’ achievement is all yours.

  • Defeat twenty opponents while drunk - down them.

    When you drink alcohol in Baldur’s Gate 3, you’ll get a temporary “Alcohol” status, indicating that you're drunk. The key to getting the ‘Punch Drunk’ achievement, then, is to defeat 20 opponents while this status effect is present on the character that’s doing the killing. Now, you can do this as you go, in various fights, one or two here as you make your way across all 3 acts, or, because there’s no real point to drinking alcohol in a fight and you don’t want to waste a bonus action, you can also just wait until Act 3 and do it all in an instant with our strategy.

    When you reach Lower City in Baldur’s Gate, if you head west from the Basilisk Gate fast-travel point, on the main road, to the north, is the Elfsong Tavern.

    If you head into the kitchen and speak to Chef Roveer you’ll be able to start the side quest, “Roveer’s Storehouse.” He’ll ask you to clear the basement of the kitchen because it’s developed a rat problem - this is also part of the murder mystery quest in the city too, as he’ll be one of the targets.

    The next bit is simple. Take your character with big AOE attacks - maybe a Druid or Wizard with Ice Storm - and separate them from the group. Then, make sure they have all the alcohol on them. It doesn’t matter if it’s Brass City Struggle, Common Table Wine, Whaleboned Spiced, Suzailian Sweet or whatever, all that matters is the alcohol status effect.

    Before you head downstairs, drink one drink that has a 2 turn status effect, and as soon as you’ve drunk it, click on the stairs down. As soon as you land in the basement the fight against a crapload of rats will start. Instantly drop an Ice Storm, hitting as many as you can, and you’ll kill more than half instantly.

    Then, let the rats have their turn. And when it’s your turn, firstly make sure you’ve still got the alcohol status - if you haven’t, drink another alcoholic drink. And then secondly, finish the rest of the rats off with another Ice Storm.

    Bang! Once you’ve done that you’ll have unlocked the ‘Punch Drunk’ achievement in about 30 seconds and without even breaking a sweat. Not bad, eh?

  • Play fetch with Scratch - the best boy in the Realms.

    **Missable**

    Now, we’ve marked this one as missable, as it’s entirely possible that you can miss Scratch altogether - a dog you can recruit to your camp - and thus, miss the chance to play fetch with him.

    You’ll find Scratch to the north-northeast of the Blighted Village in Act 1 in the Wilderness - just before you enter the Blighted Village, hug the east wall and follow the path into the woods (he’s near the Owlbear nest). You’ll find Scratch there by his now dead owner’s body, Gomwick.

    If you pop a Potion of Animal Speaking (or use the spell if one of your party has it) you can speak to Scratch and persuade him to come to your camp - you will need to pass a number of checks, of course. In fact, you can do this without an Animal Speaking spell or potion, it just makes it a little bit trickier. Whatever you do though, do not shout at the corpse, as that will anger Scratch and you won’t be able to recruit him.

    If successful, Scratch will stay for the time being, but will eventually make his way to your camp. Then, when he’s at your camp, every time you rest, make sure to find Scratch and pet him.

    After a while he’ll start to bring you gifts, like a bone, maybe a potion of healing, before eventually bringing you an object called ‘Scratch’s Ball.’ If you pass a Strength/Sleight of Hand or Animal Handling check, you’ll be able to get the ball from him.

    And then, to unlock the ‘Fetch Quest’ achievement, simply just throw the ball somewhere in the camp using the ‘Throw’ action, and Scratch will go and fetch it for you - try not to throw it into a heavily populated area, as Scratch has a tendency to get stuck.

    The irony is, that in a game with no fetch quests as side quests, the only one that remotely resembles a fetch quest is actually a game of fetch for an achievement called ‘Fetch Quest.’ That's a mind boggler!

  • Complete the game in Tactician mode.

    Tactician mode is the game’s hardest standard difficulty (well, aside from the new Honour mode, of course - see Foehammer (35G) for that) and anyone who’s played Divinity Original Sin 2 will know how tricky this can get. Also, before we push on: no, you can't change the difficulty at the end of a Balanced playthrough and get this - you must start on Tactician and end on Tactician.

    Tactician mode means enemies have more health, they have better strategies, they hit harder, they have better spells, more spells, heal and support each other more often, amongst other things. It’ll also cost twice as many resources to Long Rest now too.

    Luckily, however, because of the game’s open-world nature, Baldur’s Gate 3’s perceived difficulty compared to DOS2 is a lot more forgiving, because if you’re struggling, you can go elsewhere and do something and then come back later. 

    Like DOS2, however, the game follows a similar pattern in terms of difficulty spikes and what not, in that it’s pretty hard early on, then gets a lot easier when you start to level up with side content in the latter parts of Act 1 and 2 (when you start to outlevel your foes), before getting much harder when you reach the level 12 level cap towards the end of the game.

    In terms of actual tips, here’s what we suggest:

    • If you’ve already played the game on Balanced, there’s a chance that you never had to use scrolls, elixirs, or even potions to get through encounters. On Tactician difficulty, these should become part of your routine in every fight.
    • Use examine on enemies to a.) see their weaknesses; b.) see their resistances; and c.) work out what kind of attacks they’ll do.
    • Use the objects in the environment. Carry barrels. Set traps. Funnel enemies into a choke point. Cripple them. Combine elements like water and electricity, and so on. Just be an absolute annoyance. 
    • Don’t overstretch too much. Let the enemies come to you and control the battlefield between you and them. Remember, use parts of the environment to your advantage too, i.e. use walls as cover to force an enemy to exit their comfort zone to open up the line of sight; and use the high ground where possible. 
    • Shove! Shove! Shove! Have your strength character push grunts into abysses where possible too, just don’t do it with boss-like characters if you want their loot.
    • If this is your second playthrough (and it really should be), you’ll know when fights are coming and when and where you can ambush/pre-setup your squad (like get them up high, find a stealthy place to aggro them, etc.). 
    • Kill. Kill. Kill… especially early on. XP early on is massive, because it helps you climb those levels, and the best way to do that is to kill enemies. Just don’t get embroiled in impossible fights too early though, as it’s a sure way to die, but if you can get to level 6 or 7 by the end of Act 1, the next 30 hours will be infinitely easier.
    • Advantage is your friend. For Tactician you need to get your head around the Advantage system, and when you do, you’ll fare a lot better in battles. On the flip side, get your head around Disadvantage too, and how not to attack from disadvantaged positions - and how to get the best out of your attacks.
    • Likewise, you should be buffing (Bless) squadmates and debuffing enemies as a standard part of your fight moveset. Buffing your squad and griefing the enemy is more important than getting one solitary hit in.
    • In terms of builds, the Paladin is pretty solid as it stands, as is the straight up Sorcerer, but honestly, we found a composition of a Druid, Fighter, Berserker and Cleric pretty effective. The Fighter and Berserker were the frontline, while the Cleric and Druid offered backline support. On Tactician, the enemy will target your squishies, so leave them well protected. Having the Druid’s Wild Shape, though, (and becoming an Owlbear at level 6) can effectively be an extra life, adding an incredibly mobile attacker too to the frontline when you need it, so there’s plenty of flexibility as well.
    • You also want to keep an eye on your actual main character’s stats as well - having high Charisma will help with worming your way out of certain situations, and making some fights easier (like killing the nurses before you fight the Surgeon in Act 2).
    • Summons! It’s always easier when you have more turns and more units on the field. So, summon distractions and annoyances to slow down the enemy, and give your attackers some breathing room. Remember, some summons, like the Elementals, can be summoned outside of battle too, saving you a turn when you get into the mix of things. If you can get Scratch (to trigger battles and stop getting surprised), Quasit, and so on, you’ll eventually just win because of pure numbers.
    • Get all the legendary armour and weapons you can. So, do the Adamantine Forge, get the Blood of Lathander, get the Helldusk Armour, and so on, and so forth. By Act 3 you want all your squad members to have the best armour and weapons available to make things as easy as possible.
    • Loot and sell. Loot and sell. You can then use that gold to buy valuable equipment and also spend 5k when you get to the Circus to get the statue boost in Act 3 as well. Plus, you need a ton of supplies to Long Rest too, which is incredibly important, so keep an eye out for any food and drink, and always loot it.
    • Don’t forget to move characters around while one character is engaged in a conversation and a battle is imminent. This will stop a lot of encounters going south from the first enemy attack (with them being all bunched up). Spreading your party out in general is something you should do too, to avoid AOE attacks from the enemy combatants.
    • Save. Lots. And don’t be afraid to reload if you have an awful start to a fight or get a rough roll of the dice.

    Tactician mode is pretty damn tough, but as long as you take your time, save often, and have a plan for every situation, you should be able to make your way through it. Just remember, you can’t really afford to have a weak point in your play, whether that’s squad composition, positioning or move selection, so get a foolproof strategy for your build, and stick to it.

    If you need some more tips, we've put some really high level ones in our Foehammer (35G) guide that are more applicable for Honour mode, but work here too. So check that out if you're looking to gain every advantage.

  • Complete the game in Honour mode.

    Honour mode in Baldur’s Gate 3 is the hardest of hardest modes. It’s basically Tactician Plus mixed together with permadeath and giving players one solitary save slot. I’m not going to sugarcoat it… It’s bloody hard.

    Not only do enemies seem smarter and have bigger skill sets, but bosses in Honour mode have devastating legendary attack moves too. So, combine that with the fact that you only have one save slot (auto-saves included) and any squad wipe will end the run, and boy, do you have a challenge ahead of you.

    We put some general tips for Tactician mode in our Critical Hit (25G) guide, which are all relevant here, but below are some Honour mode specific tips that you’ll need to get your head round as well.

    And no, the Tactician and Honour mode achievements do not stack. You have to do each mode separately. We’d suggest doing this last, of course (unless you’re a madman) as you may develop some strategies along the way in previous playthroughs that will help in the long run.

    Anyway! Here’s some tips for Baldur’s Gate 3’s Honour mode.

    • First things first, examining bosses is absolutely essential for Honour mode. This will allow you to see what their legendary action is, and work out how to avoid it.
    • Initiative is massively important in Honour mode runs. Because if your enemy attacks first, some enemies might not even get their first turn! Attack is the best defence, and all that. So, any items that improve Initiative or stats that help you attack first, are vitally important - Dexterity is key to winning Initiative rolls. The following skills/abilities/items are great for getting your strike in first:
      • The Alert Feat (available for all classes at level 4).
      • A Ranger’s Dread Ambusher subclass has a Gloom Stalker ability which is +3 Initiative and gives the attacker two turns out of the gate for the first attack in every encounter.
      • A Fighter’s Champion subclass gets the Remarkable Athlete: Proficiency at level 7, which significantly increases Initiative.
      • Barbarians get Feral Instinct at level 7, which adds +3 to Initiative and guarantees they can’t be surprised.
      • The Soulbreaker Greatsword, dropped by Kith'rak Therezzyn in the Creche Y'llek has a +2 to Initiative.
      • The Elven Chain medium armour has a +2 Initiative bonus, and can be purchased from Exxvikyap in Rivington.
      • The Elixir of Vigilance gives you a +5 Initiative bonus until you Long Rest, so use it if you know there’s an ambush coming up.
    • If in doubt, use Invisibility spells/scrolls to get the hell out of dodge, or to move someone out of danger. It's always best to have Invisibility scrolls or spells handy for every character in every fight.
    • If you’re struggling and have lost party members and need to escape before you suffer a full squad wipe, the Feign Death ability/scroll can be a godsend to de-aggro enemies, especially if you’ve moved out of the combat arena a little.
    • If you’re looking like the party is about to be wiped, or you have no chance to win the encounter, then run away, head back to camp, and resurrect your party with Withers, and then try again either when you’re higher levelled, or more prepared.
    • Seek out permanent boosts and stat buffs where possible i.e:
      • Making a deal with Ethel in Act 1
      • Getting the see Invisibility eye from Volo in Act 1
      • Read all of the Necromancy of Thay (Danse Macabre in Act 3 is great as a distraction spell)
      • Convince Astarion to bite Araj Oblodra in Moonrise Towers in Act 2 (and give her your blood too for a bonus in Act 3)
      • Save Us in Act 2 for an additional summon
      • In Act 3 have the statue commissioned at the Circus
      • Interact with the Mirror of Loss in Act 3
      • Get the Unstable Blood from Araj Oblodra in Act 3 (great for Karlach)
      • Read the Tharchiate Codex in Act 3
      • Let Astarion complete the ritual in Act 3 
    • Don’t take on fights that you don’t need to. So, if you're not feeling confident about fighting someone like Cazador or Raphael, don't. The important thing is getting to level 12 for the Orin fight and end-game, anything else is a bonus.
    • Every fight, especially boss fights, you should have a strategy. For instance, taking in someone with Magic Missile to fight Orin; disarming Zhalk; summoning minions to fight Viconia; and so on.
    • For encounters, it's always important to have an escape route/plan B in case things go sideways.
    • Always have Inspiration Points to avoid fights you don’t want to take on - or make them easier. i.e. the Toll Collector and the Surgeon in Act 2.

    The truth is, Honour mode is just really an evolution of the strategies you’ll have learned while finishing Tactician. It’s a mode where you have to master the systems, the mechanics, and really understand the nuts and bolts of everything. You can’t afford to waste turns, so every turn must be carefully planned out. Knowing little things like the 100% guaranteed Magic Missiles don’t work in darkness shrouds comes from experience, and will help you in good stead as you plough through another playthrough.

    Lastly, don’t stress too much. There’s a good chance you won’t do this on your first attempt, so don’t go in expecting to do so. You’re likely to die more times in Act 1 than any other act, and that’s because when you get past that early game grind and start to open up your build, you’ll become more effective and fights will become easier.

    And if all else fails, folks, and you’re sick of getting wiped and having to restart, try having a party of 4 and leaving 1 outside of combat, and then using the party of 3 active players to get through the game (while the fourth relaxes elsewhere on the map). Sure, you’ll have less party members in a battle making it harder, but you won’t have to keep restarting. It might take the honour of our Honour mode, but it’ll save you some frustration!

    If you take these Honour mode tips, in conjunction with the Tactician mode tips, you’ll be well set to defeat the bloody hard Honour mode! And if you beat it, you’ll more than deserve the 'Foehammer' achievement. Congrats to you if you can do it! 

 

Secret achievements

  • Take control of the Nautiloid and escape the hells.

    Story-related, cannot miss.

    You’ll unlock this achievement once you've completed the game’s prologue. After you’ve reached the helm of the Nautiloid and escaped from the Mind Flayer’s ship, you'll crash-land in Faerun, in the Wilderness on the Sword Coast, concluding the prologue and starting the first act.

  • Leave Act One - for somewhere altogether darker.

    Story-related, cannot miss.

    Now, there are a few ways to leave Act 1 in Baldur's Gate 3. You can take the Risen Road through the mountains, to the northwest of the Wilderness (that also leads to the Creche Y'llek underneath the Rosymorn Monastery). Or, you can take the lift in the Grymforge (accessible via the boat in the lake in the Underdark). Whichever way you go though, as soon as you reach the Shadow-Cursed Lands, you’ll find yourself in Act 2.

  • Leave Act Two - Baldur's Gate is just over the horizon.

    Story-related, cannot miss.

    Act 2 is slightly more linear than Act 1, leaving you one possible route to leave the Shadow-Cursed Lands and head towards Baldur’s Gate. Basically, though, to advance you’ll need to head to Moonrise Towers, then to the Grand Mausoleum, before returning to Moonrise Towers for the finale. After you’ve left the Shadow-Cursed Lands and made your way to Baldur’s Gate, the act will come to a close and this achievement will unlock.

  • Finish the game (with a heartfelt "thank you!" from Larian Studios).

    Story-related, cannot miss.

    The ‘All’s Well That Ends Well’ achievement is your reward for completing Act 3 of Baldur’s Gate 3 and completing the game - the achievement will unlock when the credits roll. 

    Act 3 is chock full of quests and activities, but the main crux of the act is killing Gortash and Orin, before assaulting the Elder Brain itself. So, Act 3 can be as short or as long as you like. The good news is, though, that there’s lots of XP up for grabs, and loads of side quest achievements too, all of which will take you to level 12 - the max level cap - and leave you in a good position to take on the challenges of the final assault.

  • Reign with terror: take control of the Netherbrain and bend the world to your will.

    **Missable**

    The ‘Absolute Power Corrupts’ achievement is one of Baldur’s Gate 3’s ending achievements - and depends on a binary choice made at the end of the Netherbrain fight, up above the Upper City.

    After entering the portal and beating the Netherbrain you’ll be presented with 2 options. So, firstly, prepare a save, as there’s an achievement for the other ending.

    Then, when given the two choices, select:

    • “Betray ****. Dominate the brain. Become the Absolute.”

    If you are a Mind Flayer at this point, the text might be slightly different and have “Conquer the world” at the end, but the choice is effectively the same. Once you choose the above, you’ll set into motion the more morbid ending of the game, and when the credits finally roll, the ‘Absolute Power Corrupts’ achievement is all yours.

  • Save the realms: destroy the Absolute once and for all.

    **Missable**

    The other main ending achievement in Baldur’s Gate 3 is the ‘Hero of the Forgotten Realms’ achievement - which is rewarded for the good ending, basically.

    After fighting your way through the Upper City and getting past the Dominated Red Dragon, you’ll cast the Mind Flayer spell on the crown to gain access to the Netherbrain via a portal. Once you’ve defeated it you’ll get a binary choice to make with two decisions. The ‘dominate brain’ option unlocks the Absolute Power Corrupts (25G) achievement, while choosing “Go ahead. Command the brain to destroy all the tadpoles and then itself” will unlock the ‘Hero of the Forgotten Realms’ achievement.

    Once you select that, you’ll go through a series of ending cutscenes and even a post-game gathering (if you didn’t decide to become a Mind Flayer and kill yourself, of course), before the credits start to roll. As soon as they do, this achievement will unlock.

  • Claim your Throne of Blood: take control of the Netherbrain for Bhaal and break the world.

    **Missable**

    The ‘Sins of the Father’ achievement (along with Embrace Your Urge (15G)) are two of Baldur’s Gate 3’s “Dark Urge” playthrough achievements. These two require you to choose the Dark Urge character when you’re choosing a character at the beginning of the game.

    The Dark Urge playthrough is a wholly unique playthrough, that has a unique exclusive character that’s part of your journey, and has you and your character battling against the dark tendencies as you fight your way through Faerun - in short, you’re going to be killing a lot of people, sometimes innocents.

    In order to get this ending, you’ll have to go along with your dark urges throughout the game. Sure, you can get this ending by resisting a few of them here and there, but just to be safe:

    • Kill Isobel when you’re asked to.
    • Kill the elephant at the trial.
    • And then one-vs-one Orin and kill her.

    Doing that will grant you Bhaal’s Slayer form, meaning that when you get to the end of the game, you can dominate the Netherbrain for Bhaal (like you would in the Absolute Power Corrupts (25G) achievement) and get ‘The Sins of the Father’ achievement.

  • Make the ultimate sacrifice: become a mindflayer to defeat the Netherbrain.

    **Missable**

    The ‘Ceremorphosis’ achievement is another ending related achievement, however, the choice for this achievement comes much earlier than the choices made in Absolute Power Corrupts (25G) and Hero of the Forgotten Realms (25G).

    In order to “make the ultimate sacrifice” and become a Mind Flayer, you’ll need to make his decision early on in the end-game.

    After facing off against the Elder Brain for the first time, and ultimately failing, you’ll head to the Astral Plane to talk to the Emperor as part of the Confront the Elder Brain main quest.

    There you’ll have a lengthy conversation with the Emperor and he’ll offer you a number of choices:

    • To give the Emperor the 3 stones to become powerful enough to defeat the Netherbrain;
    • Become a Mind Flayer yourself, and reach your full potential;
    • Let one of your party members become a Mind Flayer;
    • Or, if you have the Orphic Hammer, free Orpheus.

    The latter choice, actually branches out into a choice as well, which is: become the Mind Flayer (or have one of your party do it); or let Orpheus become the Mind Flayer.

    I’d prep a save here if you don’t want to become Mind Flayer on your first runthrough of the ending (we went back after we saw the ending we wanted), and then you can come back to it.

    To get the ‘Ceremorphosis’ achievement, you need to become the Mind Flayer.

    Do that by saying:

    • “Would I be able to wield the stones myself if I become illithid and assimilate Orpheus?”
    • “Make me a Mind Flayer” or “If it will let me wield the stones. I accept”
    • Open your mind to the parasite

    Then, simply just finish the game (choosing whichever of the other endings you want), and as soon as the credits start rolling, this achievement will unlock.

  • Consume a parasite and unlock a new power - is it meant to wriggle the whole way down?

    There are plenty of chances to get the ‘Expand Your Mind’ achievement in Baldur’s Gate 3. In order to get it you simply need to consume a parasite that you find along the way.

    The parasites usually come in flasks and are called, “Mind Flayer Parasite Specimen,” and are found all over Faerun. They can be on desks, on people you kill who were controlled by a parasite, or even on corpses you come across.

    When you come across your first, simply open up the inventory menu and then click the button-a.png button to consume it - and get your first illithid power.

    In terms of where to find them, most bosses (those controlled by the Absolute) have them, but in order for the most obvious ones, you can find them here:

    • On Flind’s corpse, a Knoll Warlord, by the caves to the northwest of The Risen Road waypoint in the northern part of the Wilderness (near where Find the Missing Shipment mission ends up).
    • There’s one on Nettie’s desk in the Emerald Grove.
    • All of the goblin leaders have one.
    • There are 3 (yes, 3!) in Zaith'isk’s office in the Infirmary of the Crèche Y'llek.

    And so on, and so forth. 

    By the end of the game we had 20 or so in our inventory, so they’re not hard to come across.

  • Pet Scratch and the Owlbear cub at the same time - the greatest joy an adventurer could ask for.

    **Highly Missable**

    The ‘You Have Two Hands for a Reason’ achievement in Baldur’s Gate 3 is one of the game’s massively missable and multi-fold achievements.

    In order to unlock it, you’ll need to do the following:

    • Firstly, you need to seek out Scratch and persuade him to come to your camp - he’s just to the northeast of the Blighted Village, near the Owlbear nest.
    • Secondly, you need to head into the Owlbear nest and kill the momma Owlbear, but do not kill the Owlbear cub.
    • Thirdly, you then need to head to the Goblin Camp and find Krolla near the trader in the main area outside. Krolla will have captured the Owlbear cub and replaced the chicken in their Chicken Chase mini-game with the Owlbear cub itself. There are a number of ways to approach this, but basically, you need to persuade Krolla to give up the Owlbear cub to you (or persuade the Owlbear cub to kill its captors, before recruiting it).
    • Fourthly, while Scratch will automatically make his way to your camp, the Owlbear cub will need more persuading, and will turn up periodically. When it’s hungry, feed it. When it’s hurt, offer to help it. Doing so will mean that the Owlbear cub eventually makes your camp their home (these scenes usually take place during Long Rests).

    The last part to this achievement is that you need to pet both Scratch and the Owlbear cub every time you return to camp - primarily when you go there for a Long Rest. This will allow both Scratch and the Owlbear cub to become friends with you, but not just you, each other. This will avoid a pretty catastrophic outcome at the camp, so it’s essential that you do this.

    After a while, when going to sleep, a cutscene will trigger showing that the two of them have become good friends, and during said sequence, you’ll be able to select the option to pet both of them at the same time, thus, unlocking the ‘You Have Two Hands for a Reason’ achievement.

  • Find and summon the quasit Shovel. Or is her name... Fork? Maybe Basket?

    **Missable**

    In order to summon the quasit Shovel and unlock the ‘Rude, Crude and full of Attitude’ achievement in Baldur’s Gate 3, you first need to find the Scroll of Summon Quasit.

    The location of the Scroll of Summon Quasit is relatively easy to find, and is something you can find fairly early on in Baldur’s Gate 3. When you reach the Blighted Village, there’s a building with a bar of sorts near the Moss Covered Chest and the well.

    In this building, behind a bar, is a basement - in the basement you’ll not only find an Ornate Mirror and some undead zombies in coffins, but also, near the Ornate Mirror, is another coffin with the Scroll of Summon Quasit in it.

    Use the scroll whenever, and as soon as you do, you’ll not only get to meet the wily quasit in it, but you’ll also unlock the ‘Rude, Crude, and full of Attitude’ achievement.

    If you’re interested in what the answers you need to get past the Ornate Mirror are, say the following:

    • Yes, I’m an ally of your master.
    • Szass Tam is a foul wretched creature.
    • To clean a wound.
    • To remove the parasite from your head.

    Not necessary for the achievement, but just good to know while you’re down there.

  • Craft an item in the Adamantine Forge.

    **Missable**

    Both this and the A Grym Fate (20G) achievement are pretty much linked. Because to craft an item in the Adamantine Forge, you first need to defeat Grym - I mean, you don’t need to kill him without using the forge’s hammer, but you do if you want both of the achievements.

    The Adamantine Forge can be found in the south-southeast of the Grymforge, which is accessible via the boat at the docks of the Underdark.

    Getting to the Adamantine Forge is a matter of using the platforms above the main area, as well as a series of levers, to cross the tracks overhead. From there, it’s just a matter of heading south. If you’ve got characters with Fly, Dimension Door and Misty Step, you can make quick work of this (just have 3 characters sit on the moveable platforms, and have the more mobile one using the levers).

    When you reach the Ancient Forge fast-travel point, you’re just a stone’s throw away. However, to craft an item with the Adamantine Forge, you’ll need two things: a mould and some ore. Here’s where to find them all.

    • Shield Mould Location - In the northeast corner of the Grymforge area, up top, (X -563; Y 408), through a large locked door, on a skeleton on the stairs on the far side of the room. It makes the Adamantine Shield.
    • Longsword Mould Location - On the northern end of the hanging platforms (X -264; Y 410). It makes the Adamantine Longsword.
    • Splint Mould Location - North-northeast of the Ancient Forge fast-travel point, on the rocks near the stairs (X -596; Y 310). It makes Adamantine Splint Armour (heavy).
    • Scimitar Mould Location - On a skeleton near the lever platform up top (X -605; Y 325). It makes the Adamantine Scimitar.
    • Mace Mould Location - Near the Ancient Forge fast-travel, on a table (X -607; Y 283). It makes the Adamantine Mace.
    • Scale Mail Mould Location - Near an enemy encounter near the Ancient Forge fast-travel point (X -621; Y 260). It makes the Adamantine Scale Mail (medium).

    Next you need Mithral Ore. There are two places to get this:

    • Mithral Ore Location #1 - From the platform that leads to the actual forge, is a small walkway that leads to a library of sorts (northeast). The first Mithral Ore vein is there. Use a hammer (bludgeon) to destroy the deposit and get the ore. Just watch out for the ambush.
    • Mithral Ore Location #2 - From the Ancient Forge fast-travel point, head southwest, past the area where the Scale Mail Mould encounter is, and follow the cliffs to the end. If you head past and over the lava, you’ll find another Mithral Ore deposit to mine there.

    Then, when you have all the pieces (at least one mould and one Mithral Ore), you can start the process.

    • Firstly, put the Mithral Ore in the Crucible at the centre.
    • Then, put the mould in the Mould Chamber next to it.
    • Next, pull the Forge Lever on the southern end of the forge platform, which will drop the hammer and move the platform down.
    • When down the bottom, head east and turn the Lava Valve. This will start the Grym fight, so make sure you’re ready, and don’t forget to get the A Grym Fate (20G) achievement too.
    • After the fight, when the area is full of lava (if it isn’t, turn the Lava Valve again), pull the Forge Lever again.
    • And finally, collect your item from the Mould Chamber.

    Once you pick it up, the ‘Forged in Blood and Fire’ achievement will unlock. In terms of what to create, honestly, the two armour sets are perfect, as they make you immune to crits, so if you want to make something, make both of them.

  • Rescue all the prisoners from the depths of Moonrise Towers in one playthrough.

    **Missable**

    The ‘Under Lock and Key’ achievement might actually seem a touch daunting when you walk through the Moonrise Towers and into the Moonrise Towers Prison (accessible in the east side of the Moonrise Towers themselves) and realise how many guards there are, but this achievement is actually pretty straight forward.

    In order to unlock it, you need to free Cal, Lakrissa, Lia, Danis (the Tieflings) and Wulbren, Nickels, Nimble (the Ironhand Gnomes) without any of them getting killed.

    This is actually rather simple.

    • When in the prison, head to the right cells and speak to the prisoners. You may need to pass a check if a guard passes, and persuade them that it’s okay if you speak to them.
    • Then, Wulbren will tell you about his hammer.
    • The hammer is on the second floor of the central column. It’s possible to jump up around the edge of the column to the stash room (this is the room is above the Warden) without being seen.
    • Then, head back to Wulbren and give him the hammer.
    • Wulbren will then smash a hole out the back of his cell and then free the Tieflings too.
    • All that might happen here is a brief combat encounter with a few guards (we aggro’d 2 guards and that was it). Once taken down, follow Wulbren and co. to the docks out the back.
    • Jump in the boat and go back with them, and once you do, provided none of the prisoners got killed, you’ll unlock the ‘Under Lock and Key’ achievement.
  • Rescue Sazza from the Emerald Grove, Goblin Camp, and Moonrise Towers in one playthrough.

    **Highly Missable**

    The ‘She Cannot be Caged’ achievement is one of a few really tricky (but easily possible) multi-staged achievements. To be fair, the only reason that this is tricky is because you need to do it so you can save Sazza and all the Tiefling refugees (Leave No One Behind (15G)) in one run.

    Here’s how you do it:

    • First things first, you have to free Sazza from the Makeshift Prison in the Emerald Grove (in the far north near the prison if you get arrested, just north of the traders). Before you open the cage, however, you’ll need to do a few things:
      • Firstly, talk down Arka by first standing in between her and Sazza, and then talk her out of killing her (we always used “[Persuasion] This won't avenge Kanon. It won't change anything.”).
      • Then, before talking to Sazza, head north and round the back around the rocks, and you’ll come across an Underground Passage - you need to pass a perception check. Head in and kill all the guards and disable all the traps.
      • Then, head back to Sazza and free her from the cell, and then walk her through the now cleared Underground Passage. When you get out the other side, she’ll run off back to the Goblin Camp, but promises to get you access.
    • Secondly, you need to save her from Minthara by intervening and saying that she had no idea who you were. This will save her from the Goblin Camp, BUT in order to save the Tiefling refugees as well, you’ll need to agree to assault the Emerald Grove with Minthara. However, because we don’t want to attack the Emerald Grove, when Minthara crosses the nearby wooden hanging bridge, shoot the wooden strut underneath to collapse the bridge - just make sure Sazza has crossed before you do this. This does 3 things: a.) stops the assault on the Emerald Grove (saving the Tieflings and the Druids); b.) stops Sazza from getting dragged further into this mess; c.) takes out one of the 3 goblin leaders without anyone noticing.
    • And then finally, you need to rescue Sazza from the Moonrise Towers. This encounter will be the first one you encounter when you walk into the main area of the Moonrise Towers themselves - provided you pretended to be a True Soul at the main door, to gain access, which you should absolutely do every time. In this encounter you’ll get to choose what the Absolute and their followers do with Sazza. Spare her and the ‘She Cannot Be Caged’ achievement is all yours.
  • Steal the Blood of Lathander from underneath Rosymorn Monastery.

    **Missable**

    The Blood of Lathander is a great mid to late-game legendary mace that you can unlock when you get to the Rosymorn Monastery (to the northwest of the Wilderness, above the Creche Y'llek).

    Like anything worth getting in Baldur’s Gate 3, you’re going to have to jump through a few hoops to get it. Firstly, you need to find 4 ceremonial weapons littered about the Monastery itself.

    • The Ceremonial Mace can be found in the first room of the Monastery, which is a cask/brewing room of sorts, populated with a load of pissed up Kobolds littering the place. Kill them all, and one of them will have the mace on them.
    • The Ceremonial Battleaxe can be found on an active Guardian upstairs on the first floor.
    • And finally, the Ceremonial Hammer can be found in the Eagle’s Nest, on the roof of the Monastery. If you speak to the Blue Jay on the way to the Monastery, you’ll get a handy mission marker on your map for this one.

    Yes, we did say finally, because the fourth one, is already exactly where it needs to be - on its plinth in the puzzle room.

    Your next port of call will be to find the ceremonial room on the first floor of the Monastery - on the north side. There you’ll find 4 plinths and a load of stained glass windows - including one on the floor.

    Next up, you’ll need to go into your inventory, find the relevant Ceremonial item and select “Place in world,” and then put them on the relevant plinth. The relevant weapon and plinth are as follows:

    • Put the Ceremonial Warhammer on the plinth in the northeast.
    • Next, put the Ceremonial Mace on the southeast plinth.
    • And finally, put the Ceremonial Battleaxe on the plinth in the southwest corner.

    Once you’ve done that, the window/secret hatch to the north will open, and you’ll be able to grab the Dawnmaster’s Crest. This is the difference between you getting the Blood of Lathander without blowing up the entire Monastery. Really.

    Your next step is to continue the story revolving around the Creche Y'llek until you get access to the Inquisitor’s Chamber. Do whatever you need there to advance the story until you get a chance to explore the area.

    To the west of the room is a corridor. At the end of the corridor are a load of chests, but also, there’s a statue on either side. Turn the statue on your right (north side) to look east, and turn the statue on the left (south side) to look west - you may need to hit this one to free it up. Once you’ve done that a secret passage will unlock.

    Follow the secret passage and shoot the blue crystals to deactivate the force fields blocking the way (the last one is down in the rock face to the right of the door).  As well as that, you will also need to disarm the traps along the way.

    And then finally, when you get to the central console at the end of the corridor, interact with it, put in the Dawnmaster’s Crest, and the Blood of Lathander legendary mace is all yours. As is the ‘Taking Blood’ achievement.

  • Save every tiefling refugee you can throughout the game in a single playthrough.

    **Highly Missable**

    Out of all the achievements in Baldur's Gate 3, the ‘Leave No One Behind’ achievement is the most intensive. Not only does this take place across multiple Acts, and rely on multiple actions and events during those acts, but it can all go tits up if you make even one wrong decision. And if you don't pick up on it until a few hours later, it's a long way to go back for a save. 

    Fear not though, folks, we got this on our first attempt by doing the below, but it did require a lot of juggling and planning, so familiarise yourself with each act before you jump in (I’ve tried to put them in some sort of order too).

    Here's who, when and where to go to save all the Tiefling Refugees in Baldur's Gate 3 (and yes, you can save Sazza and the tiefling refugees in the same playthrough too):

     

    Act 1 Tiefling Refugees to Save

    • Save Nadira from being killed by the Bugbear Assassin - up in the cliffs to the right, above the main gate at the Emerald Grove.
    • Stop Arka from killing Sazza near the Makeshift Prison in the Emerald Grove.
    • Free Arabella from Kagha’s grasps at the Emerald Grove.
    • Save Mirkon from the Harpies in the northeast corner of the Wilderness.
    • Don’t attack the Emerald Grove with Minthara.
     

    Act 2 Tiefling Refugees to Save

    • Don’t let any of the Tiefling Refugees die during Marcus’ attack on the Last Light Inn (perhaps the trickiest of the lot, so we recommend leaving this one until late in the Act when you’re a higher level… just don’t talk to Isobel too early and this sequence won’t trigger).
    • Speak to the Tiefling Refugees around the Last Light Inn to start the ‘Find Mol,’ ‘Find Zevlor’ and ‘Rescue the Tieflings’ side quest (Bex, Alfira, Cerys, Mattis, etc.).
    • Save Roland at the far south of the map, near the southernmost bridge across to Moonrise Towers (it’s important that you don’t trigger the combat and then walk off because he’ll die, so head there with purpose and mark this one as done as soon as you can).
    • Help Arabella find her parents (who are at the House of Healing in Reithwin Town), then report back to her and finish the side quest. Arabella is by the gates into the cemetery.
    • Save Cal, Lakrissa, Lia and Danis from the Moonrise Towers Prison (speak to them after around the Last Light Inn just in case).
    • Save Zevlor in the Mind Flayer Colony (in the far north of the map) and make sure he doesn’t die in the fight sequence that follow immediately after their rescue.
     

    Act 3 Tiefling Refugees to Save

    Now, in terms of Act 3, there’s only a couple of instances where you actively have to save the Tiefling Refugees (or at least keep them alive). They are:

    • In the Sorcerous Sundries tower battle with Lorroakan, Rolan will side with you. Make sure he doesn’t die.
    • And finally, don’t summon Zevlor and his Hellrider Platoon in the final assault on the Upper City - mainly because they might die.

    Other than that, we’re not sure if the below is necessary, but we went to check with all the other Tiefling refugees in the area to see if they were alive - and thankfully they were. They can be found at the following places:

    • In the refugee area in Rivington, you’ll be able to find Bex, Cerys, Danis, Ide, Umi and Zorri (on the east side of the Requisition Barn.
    • Mirkon and Matthis can be found on the west side of the Requisition Barn.
    • Alfira and Lakrissa can be found on the roof of the Elfsong Tavern (accessible via a ladder upstairs in the tavern).
    • Dammon can be found in the Forge of the Nine (west of the Elfsong Tavern).
    • Cal and Lia will be in the Sorcerous Sundries mage tower after Lorroakan is defeated.
    • Silfy can be found in the Lower City, near the Heapside Strand fast-travel waypoint.
    • Arabella can be found in the sewers beneath Lower City.
    • Mol can be found in The Guildhall (we didn’t return her contract that we nabbed from Raphael, so that’s not necessary).
    • And finally, Zevlor can be found in the Upper City just before the endgame onslaught. Again, don’t summon him, in case he dies.

    Then, if you’ve been successful, the ‘Leave No One Behind’ achievement will unlock when the credits start to roll. Congrats! That was stressful!

  • Coat the streets of Baldur's Gate in blood - become an Unholy Assassin of Bhaal.

    **Missable**

    The ‘Murder in Baldur’s Gate’ achievement is a late Act 3 achievement, in which you have to decide to follow through on some rather… nefarious deeds. So, if you’re looking for a good or even chaotic good runthrough, we’ll let you know when you should save (so you can reload after).

    So, in order to become the Unholy Assassin of Bhaal, you’ll first need to do a few things:

    • Firstly, stop the murders around the Lower City, until the objective changes to go to the Candulhallow's Tombstones.
    • Then, kill Gourtash (before Orin) and you’ll get Gourtash’s Hand.
    • Next up, head to Candulhallow's Tombstones, move the painting and push the button to gain access to the seedy underbelly of the city: the Bhaalist Crypt.
    • Prepare your back-up save now if you’re on a “good” run.
    • When inside, speak to the demon at the head of the tribunal, Sarevok Anchev, and show him the hand.
    • Then, in response to his question, say that you ended Gourtash’s existence and took his arm. The council will be happy with this response.
    • And finally, follow them into an adjacent room, and kill (AKA sacrifice) Valeria, the flying elephant you met earlier.

    Doing so will turn you into an Unholy Assassin of Bhaal and net you the ‘Murder in Baldur’s Gate’ achievement, which will also gain you access to Orin’s territory in the sewers underneath the Lower City.

    Now, if you want something a little more on the good side of the spectrum, load your save and batter the living daylights out of Sarevok.

  • Romance the Emperor.

    **Missable**

    The “Emperor” in Baldur’s Gate 3 is actually the in-game name of your guardian/dream visitor, and as you get into Act 3, more of their backstory - who they are and who they were - will become more apparent. What also will become apparent is that you can romance them too - well, hook up with them is perhaps a better description.

    It’s actually fairly easy to romance the Emperor in BG3, and as long as you don’t act like a dick to him throughout or go against him, and are fairly amenable and pleasant to him, during a Long Rest in Act 3 you’ll have the chance to bump… tentacles?

    It should be noted, as well, that this might be reliant on heading to his former base of operations underneath the Elfsong in the Lower City and completing that side quest - we say this because he does reference his hideout in the romance scene’s dialogue. So, make sure you finish that quest, clear out the Githyanki, and look at his former possessions, which brings that quest to a close.

    This night sequence will start with the Emperor talking about home. To initiate the romance section, choose the following conversation options:

    • “You really don’t sound like a mind flayer.” / “You led an exciting life. Why did you conceal it from me?” / “Why did you resort to subterfuge at all?”
    • “You make it sound like I was some sort of experiment.” / “And what did you learn?” / “You could have been open with me from the start.”
    • “True” / “You’re trying to flirt with me now?”
    • If you say the latter, you can then follow-up with either “I’m not stopping you.” “Perhaps.”
    • Then choose either “Lean in towards it” or “Take its tentacle in your hand, invite it in.
    • Kiss the tentacle and hope it’s an erogenous appendage” or “Would you mind parting those tentacles?”
    • “Was that… a good sound?” and then “Do it again.”

    At which point the romance scene with the Emperor will commence and the ‘Mind Blown’ achievement is all yours. 

    It’s worth noting as well that you can also get an option for them to change to the dream visitor form that you’re familiar with too, although that option doesn’t always show up. We assume that’s tied to things you may have said in the past (or perhaps it’s tied to an Insight check). 

    Either way, the form doesn’t matter, just the achievement.

  • Kill the Spider Matriarch before her eggs hatch - why do they have so many legs?

    **Missable**

    In the centre of the Wilderness in Act 1 of Baldur’s Gate 3 is a treacherous area called the Blighted Village. At the centre of said village is a well, which you can go down. Going down said well takes you to the Whispering Depths, where there will be plenty of valuable items (like the Dark Amethyst which opens up the Necromancy of Thay book).

    After clearing the first encounter, be careful not to venture in too much further, as that’s where you’ll find the Spider Matriarch. On her own she can be tough, depending on your level, but if she hatches her eggs, it makes this fight even worse.

    So, for the ‘Pest Control’ achievement - and an easier time of it - here’s what to do.

    So, in all there are 18 eggs that the Spider Matriarch can hatch (3 batches of 6).

    For the first batch, take the second left-hand path after the first encounter and it’ll lead you down to a large cavernous open area. Before you will be a smaller Phase Spider, and a couple of rock faces you can climb down. Go down the first one and use a range attack (we used Ice Knife) to take out all 6 of the eggs down here. As long as you don’t go down the second rock face, you can destroy all 6 eggs at the bottom of the stone pillar without alerting anyone.

    The second batch is fairly easy too. Just head back to where you were and then, go up and around on the north-northeast side. You should now find yourself on the upper levels of the Spider Matriarch’s lair. From there you should see the platform over a spiderweb walkway. Don’t go on the walkway, but clear the 6 eggs out from distance once again.

    At this point I’d quicksave (just in case), and then, when the Spider Matriarch walks away to the south, dash across the spiderweb pathway to the platform where you just took out the second batch of eggs. Then, quickly look to the platform at the end of the next spiderweb walkway and take out the last 6 eggs - preferably with an AOE attack to save time. The timing on this one can be luck based in truth, because if you fail a check, you’ll alert the Spider Matriarch and trigger the fight early, so maybe don’t take everyone on this suicide run to destroy the eggs, just take one of your party… and then hope for the best.

    At this point the fight should start, and all you need to do then is kill the Spider Matriarch after taking out all the eggs and the ‘Pest Control’ achievement is all yours.

  • Kill the Adamantine Golem without using the Forge Hammer.

    **Missable**

    While not inherently linked to the Forged in Blood and Fire (15G) achievement, these two really go hand in hand. The aforementioned achievement is for actually using the Adamantine Forge and making a piece of equipment, while this one is for defeating its Golem - its protector - without using the large hammer in the middle of the map…which honestly, is actually quite easy if a.) you had no idea that was a thing (like us); or b.) you get your strategy right from the off.

    So, first things first: where is the Adamantine Forge? Well, the Adamantine Forge can be found to the far south-southeast of the Grymforge - the Grymforge being a large underground structure that you can access if you use the boat at the dock on the lake in the Underdark.

    Now, getting to the forge itself can be a test too. Basically, you want to keep heading up and up (so, round to the right and following the path) until you’re above the main room. Then, it’s a matter of using levers and movable walkways to move your characters from the far north to the far south - you’ll know when you’re there, because you’ll unlock the Ancient Forge fast-travel point.

    In terms of triggering the Adamantine Golem boss fight, AKA Grym, head down into the forge itself, hit the Forge Lever on the south side of the platform, which will take you down to the ground level. When down there, you’re going to want to hit the Lava Valve wheel on the east side. This will trigger a cutscene and will spawn Grym.

    So, some things to get through this fight without using the Forge Hammer in the middle of the arena:

    • Grym doesn’t have many weaknesses and has a lot of resistances. The best weapon for this, then, is any Bludgeoning Weapon. We equipped our Karlach with one, as she could get more actions when she rages (Lae’zel and the Figher class is a good option too).
    • Grym is only vulnerable to damage for 2 turns when he’s supercharged, which happens when it comes into contact with lava. That means you’ll need to use the Lava Valve periodically (which you can trigger with an arrow from distance).
    • And finally, Grym tracks the last person to do damage to it, so if you need to get him to walk through lava to supercharge it, then position someone at the other side of the arena and bait Grym over.

    With that in mind, the best way to do this is to load up Karlach and Lae’zel with bludgeoning weapons and then get your caster to cast Haste on them, as well as Bless and anything that buffs their damage and hit rate. With those two buffed up, and with their extra actions, you’ll smash through Grym in no time.

    Plus, because you didn’t use the Forge Hammer, you’ll also have the ‘A Grym Fate’ achievement too. Nice!

  • Defeat the Apostle of Myrkul before it consumes any Necromites.

    **Missable**

    The Apostle of Myrkul is the final boss fight in Act 2 of Baldur’s Gate 3. After smashing your way through the Moonrise Towers (after going through Shadowfell), you’ll find yourself underneath the Towers themselves in the Mind Flayer Colony. At the end of this area you’ll face off against Ketheric Thorm in a fairly large arena.

    Your first port of call in this fight should be to free Nightsong, then you’ll be able to start doing damage to Ketheric Thorm (of course, this can differ depending on outcomes in various other quests, but most players will find themselves in this situation, we’d assume).

    Once he’s on the verge of defeat, he’ll call upon the Apostle of Myrkul to empower him to defeat you. This is what this achievement refers to.

    That said, there are dialogue passes you can do to avoid the Ketheric fight entirely, but the actual truth is, that makes this fight harder, as you can use the Ketheric stage to kill all the mobs and free Nightsong, leaving you free to focus on Ketheric and then Myrkul after.

    The actual truth of the matter here for me was that I actually managed to see Myrkul off before he managed to even attempt to do anything with the Necromites - part and parcel because I cleared all the enemies in the Ketheric phase.

    So, clear the enemies in the Ketheric phase, and then towards the end of that, load up on speed potions and Haste spells, so that when Myrkul appears, you'll be able to see him off before he literally does anything of note, let alone consuming his Necromites, which hadn't even spawned by the time we dropped him.

    If he does spawn Skeletal Involucre, which spawn Necromites, focus on them straight away, so that when Myrkul performs Call of the Dead, he doesn’t consume any Necromites - this obviously gets harder on harder difficulties, so try and do this on your Balanced playthrough.

    So, just focus on that and the ‘No Free Lunches’ achievement will unlock if you’re successful.

  • Kill Orin while her cultists are performing their ritual chant.

    **Missable**

    Getting to the Orin fight is actually trickier than the criteria for “First Blood,” it really is.

    To get to Orin you need to solve the murders in the Lower City and try and prevent them, and from there you'll gain access to a devilish tribunal beneath a tombstone shop, and from there you'll have to battle your way through the sewers and the underground Temple of Bhaal just to face off with her.

    To get the ‘First Blood’ achievement all you need to do in your fight with her is attack her and only her, leaving all the cultists to perform their ritual.

    The Orin fight itself is less straightforward, in truth, thanks to her ever replenishing Unstoppable barriers. The best way to counteract this is by popping a load of Haste spells and/or potions, or, our favourite, having a mage with Magic Missile, allowing you to hit her enough times to whittle her Unstoppable shield down to next to nothing.

    When that's gone, she's toast. And when she's proper toast, the ‘First Blood’ achievement will unlock - and then, and only then, can you destroy the cultists.

  • Kill the Red Dragon in the Upper City.

    **Missable**

    We've marked this one down as missable, because it's actually possible to just skip this fight and encounter altogether, even though it's the main last fight of the entire game.

    Yes, the “Red Dragon” this achievement refers to us the Dominated Red Dragon that you fight on the Elder Brain in the last fight of the game. While you can just dart for the finish line here (i.e. the crown), make sure you take out the dragon before you do to get the ‘Interfectorem Draconis’ achievement.

    On Balanced difficulty, this boss is a bit of a cake walk. Use the Mind Flayer’s Black Hole on him instantly, and then just constantly stun it with Mind Blast, while the rest of your squad unleash hell on it.

    If you did a load of side quests to recruit allies for the final siege too, heck, call them all in. The more the merrier, I say.

    Compared to Ansur, Upper City’s Red Dragon is a walk in the park. Once it's down, proceed with your Mind Flayer to the crown to perform the specialist spell, and then onto the Netherbrain itself.

  • Stablise Gale's Netherse orb.

    **Missable**

    Now, we're not entirely sure if this is actually missable, in truth. But we've earmarked it just in case, because a.) You could miss out on recruiting Gale; b.) If you refuse to give Gale magical artefacts he will leave your party and wander off into the sunset.

    The truth is though, as long as you recruit him from the glowing hole on the wall just to the north of the crashed Nautiloid in the Wilderness, and give him enough magical items to satiate the hunger that stems from the Netherse Orb, you'll get this one naturally.

    If you've done both of those things, at the beginning of Act 2, as you trek from the Wilderness to the Shadow-Cursed Lands (it doesn't matter if you go via the Risen Roads through the mountains or through Grymforge), you'll encounter Elminster. Whether Gale is in your party matters not, he'll enquire as to Gale’s whereabouts. At this point you can send him back to your camp.

    When you get back to your camp and speak to Elminster, he'll bring word from Mystra, the Goddess of Magic herself, and Gale's former mistress. In exchange for stabilising the core, she'll ask Gale to sacrifice himself to destroy the Absolute.

    You don't even really need to agree to it, it's assumed that you will just do it. And with that, Gale's Netherse Orb is stabilised, and the ‘Repairing the Weave’ achievement is all yours.

  • Ally with Voss against the Githyanki God-Queen. Good luck.

    **Missable**

    In order to ally with Kith’rak Voss in Baldur's Gate 3, you're going to need to do a few things.

    • Firstly, and rather importantly, when you encounter him and his squad in the northwest of the Wilderness on the Risen Road, do not fight with him. Doing so will render this achievement impossible - if you have Lae’zel with you, you should be fine.
    • Secondly, you need to head to the Githyanki Crèche underneath the Rosymorn Monastery and progress Lae’zel’s companion side quest. This will mean visiting the Infirmary, facing off with the Githyanki Captain (Kith’rak Therezzyn), then dealing with the Inquisitor, and ultimately defying Queen Vlaakith. 

    Sure, Lae’zel might not be too pleased with some of the outcomes of it, but after she nearly died (if you put her into the machine), she kind of understands.

    Thankfully, they weren't the only ones keeping tabs on the situation, and Gith’rak Voss will visit you in your camp when you Long Rest in Act 1/ Act 2 and propose that you create an alliance with him to take down the true nuisance: Queen Vlaakith. Again, Lae’zel will be confused, but having Voss there will smooth things over.

    So, agree to Voss’ alliance and ‘The Lich-Queen’s Wrath’ achievement is all yours.

  • Gift Shadowheart a night orchid - her favourite flower. Always knew she was a softie.

    **Missable**

    If you start speaking and getting to know Shadowheart during your time in Baldur's Gate 3, she'll start to reveal a few things to you. Now, firstly, this achievement does not affect the other romance achievement with Karlach (Hot Date (15G)) so it's possible to get both in one playthrough.

    One of the bits of information she'll reveal to you at some point in Act 1 is that she really likes Night Orchids, which if you can find, you can give one to her at camp.

    You'll find your first Night Orchid in Act 2, as you get into the Cursed-Shadow Lands. If you came from the Grymforge, you'll encounter a party of Harpers on the main road very early on in the region, where you'll be ambushed by shadow creatures.

    After defeating the shadow creatures and completing the encounter, if you head north slightly of where that ambush kicked off, you'll be able to find and harvest your first Night Orchid.

    If, however, you went through the mountain pass by the Risen Road and came out further to the southeast, fear not, you can still make your way around to the northeast to complete this encounter and get the Night Orchid that’s nearby (there's also another one in the southeast, but you'll want to do the above encounter anyway).

    Once you have the Night Orchid, head back to camp to speak to Shadowheart if she's not in your party and give her the Night Orchid. Once you do, the ‘To Bloom in Darkest Night’ achievement will unlock.

    Incidentally, if you missed this during Act 2 and are in Act 3, you can get a number of Night Orchids in a small passage in the depths of the House of Grief, which can be found in Baldur's Gate's Lower City.

  • Go on a date with Karlach - now that's playing with fire.

    **Missable**

    There's no doubt about it: Karlach is one or the best companions in Baldur's Gate 3. Not only is she great in combat, but she's upbeat and pretty funny too. She's also the only character who has their own romance achievement too, so Larian Studios clearly agree with us - and also wanted to push players down that path.

    In order to romance Karlach and unlock the ‘Hot Date’ achievement, which takes place in Act 3, you're going to need to put in the groundwork though.

    First things first, you'll have to rescue her/meet up with her in the Wilderness (she can be found just north of central, northeast from the Blighted Village) and then clear Zariel’s zealots masquerading as Paladins just to the north in the Tollhouse near the Risen Road fast-travel point (further north).

    Once you've done that, now you can start being friendly and flirting with her. This will open up her companion quest, in which she needs to cool herself off. To do that, you'll need to visit the Tiefling blacksmith, Dammon, down in the depths of the Emerald Grove (near Sazza, Ethel and the jail).

    Dammon will reveal he needs Infernal Iron to cool down Karlach and stop her from overheating. The two easiest pieces of Internal Iron to get from Act 1 are:

    • In the Apothecary Basement in the Blighted Village.
    • Inside the treasure stash crates at the back of the Goblin Camp interior, the Shattered Sanctum - just behind goblin leader Dror Ragzlin, who has the key if you can't pick the lock.

    Once you have 1 piece, go back to Dammon, who will help Karlach cool down immediately.

    In terms of raising her approval rating… generally, as long as you do the right thing AKA don't side with the goblins, and do nice things for people and stand up to oppressors, Karlach will approve of your actions. She's definitely a fan of helping the little guy, unlike Astarion or Lae’zel, the sadists.

    It's not until Act 2, however, when you can finally start to make your move on Karlach. Visit Dammon in the stables of the Last Light Inn and give him the second piece of Internal Iron you got from Act 1. Now you can finally get down and dirty with Karlach if you're friendly enough with her.

    However, it's not until Act 3, during a Long Rest, that you'll actually be able to actually go on a date with her. If up until now though you've not sided with Gortash, and been a generally stand-up adventurer, she'll want to speak to you at camp one night, where she'll ask you out on a date.

    Say yes, go on the date, unlock the ‘Hot Date’ achievement.

  • Let Astarion bite you at night - ouch.

    **Missable**

    At some point during a Long Rest in Act 1 in Baldur's Gate 3, you'll trigger a cutscene between you and Astarion - provided you persuaded him to join you while adventuring around the Wilderness (he's west of the Nautiloid crash site).

    It’s at this point that Astarion will reveal to you that he's actually a vampire (if the pasty complexion didn't give it away already). Not only that, but he'll ask you whether you’d let him bite you.

    Firstly, that's probably not a good idea. But secondly, if you do let him, you'll get an achievement. So, let him bite you and you'll unlock the ‘Just a Nibble’ achievement. A worthy price to pay for an achievement if you ask us.

  • Break Wyll's Pact with Mizora.

    **Missable**

    You'll be able to meet and recruit Wyll after you've helped defend the Emerald Grove's main entrance fairly early on in Act 1. If you speak to him inside, you can recruit him for your band of merry adventurers.

    Very quickly you'll learn that Wyll has made a deal with the devil - literally.

    This will all come to a bit of a head in Act 2, when you head back to camp for a Long Rest. During the night, Mizora, the devil with whom Wyll has the pact, will appear and order Wyll to free an asset for her. However, it's at this point that you can negotiate with Mizora and make a deal to free Wyll from his pact if you free the asset for her.

    Of course she's not just going to agree to this just because you asked, but if you can pass a check (depending on what dialogue option you choose - we chose the history one, which needed a 14), she will finally agree to the deal.

    The next step to this achievement is to carry on with Act 2 until you enter the Mind Flayer Colony in the basement of the Moonrise Towers (where you'll go after visiting Shadowfell and fighting Ketheric Thorm on the Moonrise Towers roof).

    When in the Mind Flayer Colony, head to the northwest of the area where Zevlor and co. are (free them as part of the Leave No One Behind (15G) achievement) and then head further to the north of them, where you’ll find Mizora’s asset, in a pod on their own. Mizora’s asset, actually turns out to be Mizora herself. 

    There is no alternate option here. You have to free her. Any other choice, like killing her, also kills Wyll. So, free her, talk to her, and then carry on with the main quest.

    Finally, a Long Rest or two later - usually in Act 3 - Mizora will visit the camp and give you an ultimatum: keep the pact in tact, in exchange for information on the whereabouts of Wyll’s dad; or consign Wyll’s father to almost certain death and free Wyll from the pact.

    To get the ‘Loophole’ achievement, chose to break the pact and free Wyll from his tormenter at the supposed expense of his father's life. What the game doesn't tell you is that you can actually save Wyll’s dad too, which you'll stumble upon if you agree to help the Gnomes at the Steel Watch Foundry (however, Mizora will try to hamper your progress mid-mission, so be wary of that too).

  • Become Bhaal's ultimate weapon - become his Slayer.

    **Missable**

    Become Bhaal's ultimate weapon - become his Slayer.

    Both this, and Sins of the Father (25G) achievement are the only two achievements in Baldur’s Gate 3 specifically tied to the Dark Urge playthrough - a premade character you must select at the character creation scene, one with a unique side story and an exclusive character to that playthrough.

    In order to unlock Sins of the Father (25G), as well as the ‘Embrace Your Urge’ achievement, you need to become Bhaal’s Slayer. You can do this by basically leaning into your character’s background and embracing the dark urge, as opposed to resisting it.

    To do this, and make sure 100% that you become his slayer, choose to:

    • Kill Isobel when given the chance.
    • Kill Valeria, the flying elephant, at the trial with Sarevok.
    • Fight - and defeat - Orin in a 1-vs-1 fight.

    You don’t need to do all of that, in fact, you can kill either Isobel or Orin to become the Slayer, but just to make sure, fully embrace your dark side and kill the lot of them. 

    Go on, you know you want to.

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Baldur's Gate III Achievement GUIDE FAQ

  • What is the estimated achievement difficulty for Baldur's Gate III?
    The estimated achievement difficulty for Baldur's Gate III is 10/10.
  • How many offline achievements are there in Baldur's Gate III?
    There are 54 offline achievements in Baldur's Gate III.
  • How many online achievements are there in Baldur's Gate III?
    There are 0 online achievements in Baldur's Gate III.
  • How long does it take to get 100% in Baldur's Gate III?
    The estimated time to get 100% in Baldur's Gate III is 200-300 hours.
  • How many playthroughs is needed to get 100% in Baldur's Gate III?
    2 minimum, but probably more like 4.
  • How many missable achievements are there in Baldur's Gate III?
    There are Most, if not all of them missable achievements in Baldur's Gate III.
  • Does difficulty affect achievements in Baldur's Gate III?
    Critical Hit (25G) and Foehammer (35G).
  • Are there any unobtainable/glitched achievements in Baldur's Gate III?
    There are no unobtainable/glitched achievements in Baldur's Gate III.