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Epilogue
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Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
As of Patch 5, Baldur's Gate 3 has an extended Epilogue sequence. The epilogue takes place six months after Confront the Elder Brain, at a suppertime gathering thrown by Withers at the Wilderness campsite. The gathering serves as an opportunity for all the Companions to reunite and share how they have been faring since parting ways, and for the player to gain closure on the stories of each companion.
The epilogue sequence is tailored to the decisions made throughout the preceding playthrough and, as such, contains many variations. Major changes pivot around choices made during Confront the Elder Brain and the resolutions of each companion's Personal Quests. All Avatar characters attend in multiplayer games. Anyone who permanently died or otherwise left the camp during the playthrough will not attend the epilogue.
Location
The epilogue takes place at night time in a unique instance of the Wilderness campsite. Tables and barrels overflowing with food and wine stretch across its east end, a bonfire burns in the center, and festive banners and flowers decorate the rocks throughout.
Withers' workshop
The stone ruin in the southeast corner has been turned into a type of home/office for Withers. On the north wall lies a book-strewn desk topped with Scroll of Disintegrate, Scroll of Circle of Death, andVolo's Guide to Baldur's Gate (Signed). An alchemical altar sits against the eastern wall, next to The Book of Willing Souls. Lining the southern wall is his sarcophagus and an end table, upon which are two D20 dice named Divine Odds.[1]
Bandstand
Milil stands upon a central stone, surrounded by spiritual instruments, and provides music for the party. The player can pass a Religion check to identify him as the erstwhile minor deity of song, a recognition that provides him great joy. Milil acts as a jukebox, changing the song per the player's requests. The song options are:
- Can you play a pretty song, reminiscent of taverns and tales? - Plays "Ale of Balduran."
- Something lively that encourages dancing would be perfect. - Plays "Bard Dance."
- How about something thoughtful, hopeful? - Plays "New Light."
- I'd like something that feels rich and warm. - Plays "Streets and Faces."
- Something nostalgic and gentle would be ideal. - Plays "We Live Another Day."
- Do you have any new compositions? Something that's never been heard before? - Plays "Endless Spring," a new song specific to the epilogue.
Companions will remark nostalgically about being back at the campsite through conversation and ambient banter.
Clothing Chest
A Clothing Chest at X: -511 Y: -498contains a vast number of dyes, camp clothes, shoes, and undergarments, allowing the player to customize their outfit.
Chest of Grateful Words & Gazette bulletin board
X: -481 Y: -504 is home to a nook containing the Chest of Grateful Words and multiple editions of the Baldur's Mouth Gazette. Here, the player can quickly catch up on the developments of minor characters, who either send correspondence that can be found in the chest's inventory, or who made headlines in the posted editions of the Gazette. The headlines of the Gazette are modular, with some headlines being constant and others being affected by outcomes from the playthrough.[Needs Verification] For example:Attendees
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Companions
Astarion
Astarion's behavior at the dinner party is determined primarily by the outcome of The Pale Elf. If Astarion ascended, he will be wearing an opulent blood-red suit and speaks more slowly, with a venomous drip. He brags about his rising status as the city's "puppet-master" and generally looks down upon the player. He can be challenged on his new behavior and compared to Cazador, but Astarion will brush these off.
If kept a spawn, Astarion acts like his former self: flamboyant, energetic, and happy to be killing, though this time as a valiant adventurer. He has grown acclimated to living in the darkness, developing a renewed sense of self that is accepting of his own identity and nature.
Gale
Karlach
Karlach's behavior is determined primarily by the decisions made after defeating the Netherbrain. If she went to Avernus, she will be excited to have discovered a lead on permanently fixing her soul engine: blueprints for one of Zariel's secret forges. If she did not go to Avernus, she does not show up because she is dead.[Needs Verification]
Lae'zel
Minthara
Shadowheart
Wyll
Camp Followers
Owlbear Cub
Scratch
Volo
Volo will
Withers
Footnotes
- ↑ As of Hotfix 29 (Console Only) - 16:10, 21 November 2024 (CET), these dice are discoverable using "Show Item Labels" but cannot be examined, picked up, or otherwise interacted with.
Notes
- Inspiration from the completed playthrough carries over into the epilogue.
- Items in the inventory do not carry over into the epilogue. This can potentially lock players out of talking to Scratch and the Owlbear Cub with , if they had been relying on potions to grant the condition rather than knowing the spell.