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Game Over screens
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![]() | Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
Endings | Game Over screens | Epilogue |
Overview[edit | edit source]
Before reaching the narrative ending of Baldur's Gate 3, players can possibly encounter a Game Over screen as the result of a conversation option or failed condition during a combat encounter. Reaching a Game Over will not offer scenes or conversations that conclude the overall story of the campaign, but will instead cause a screen to appear that prompts the player to reload from a prior save.
Narrative endings that fully conclude the story through the final quest, Confront the Elder Brain, can be found in Endings.
Notes[edit | edit source]
- Gale: When Gale of Waterdeep is recruited as a Companion or chosen as an Origin, a large number of unique triggers for Game Over screens become available due to the existence of his Netherese orb.
- Some game-over triggers may not fire during co-op gameplay. Keep in mind that this information is not always accessible for a single contributor to confirm.
General[edit | edit source]
- Triggered by the entire Party dying in combat.
- Triggered by the entire Party dying outside of combat.
- Triggered by the entire Party jumping or being pushed into a chasm.
- Triggered by the entire Party becoming (e.g. through fall damage, explosives, or other environmental hazards).
Prologue[edit | edit source]
- Triggered by failing to reach the transponder within the 15 allotted turns (without dying in combat). [Needs Verification]
Act One[edit | edit source]
- Ravaged Beach: Triggered by failing a
Wisdom saving throw against a dying Mind Flayer or selecting "Submit to the feeling - lean in, as for a kiss...".
- Wilderness Camp
- Triggered by failing a dialogue check or selecting "Surrender to Lae-zel. You will not become an abomination" when Lae'zel holds a dagger to the player character's throat during a long rest cutscene. (Only if Lae'zel and the player character are the only members of the party).
- Triggered by allowing Astarion to completely suck the player character's blood during a long rest cutscene. (Only if Astarion and the player character are the only members of the party).
- Whispering Depths: Triggered via cutscene by jumping into the hole leading to the Underdark without having cast , equipped
The Blood of Lathander, or used to descend. (Only if all members of the party jump).[1]
- In Case of Death...: Triggered by failing to complete this quest to revive Gale within three long rests of when it is started.
- Overgrown Tunnel: Triggered by equipping the
Whispering Mask and failing a
Wisdom saving throw to become a slave of Auntie Ethel. (Only if all members of the party equip the masks).
- Find Explosives: Triggered by failing a dialogue check or selecting "I don't care. Go on, blow us up" when Philomeen threatens to explode the
Runepowder Barrel. (Only if all members of the party are in the room).
- Crèche Y'llek: Triggered during conversation with Vlaakith, by selecting dialogue options that taunt her to "prove her godhood" to the party.
- Find the Blood of Lathander: Triggered by attempting to take
The Blood of Lathander without using
Dawnmaster's Crest to deactivate the trap and failing to escape or deactivate it within 4 rounds. (Only if all members of the party are in the Crèche).
Act Two[edit | edit source]
- The Wizard of Waterdeep: Triggered by activating anytime after it becomes available at the start of Act Two. The only time this ability does not result in an early game over is when it is triggered through dialogue at the brain stem before the final battle of Act Three.
- Shadow-Cursed Lands: Triggered by attempting to return to Act One after completing Find the Nightsong and Find Ketheric Thorm's Relic.
- The Blade of Frontiers: Triggered in the Mind Flayer Colony by choosing to kill Mizora in the pod she's held in. (Only if Wyll Ravengard is played as an Origin).
- The Wizard of Waterdeep: Triggered by allowing Gale to activate the Netherese Orb through dialogue in the Mind Flayer Colony. Displays a unique game-over cutscene and alternate ending.
Act Three[edit | edit source]
- Help Your Protector: Triggered in combat, if The Emperor dies.
- House of Hope:
- Triggered during conversation with Haarlep, by selecting conversation options that result in the player character "giving up" both their body and their mind.
- Triggered if the player character signed a contract with Raphael but does not steal it back after alerting the denizens of the House of Hope and before attempting to return to the Devil's Fee (See House of Hope for more details).
- Iron Throne: Triggered if the party fails to escape the area before the turn counter expires.
- Fulfill the Deal: Triggered in conversation if the party did not previously accept Raphael's deal or steal the
Orphic Hammer before causing The Emperor to abandon the party. Refusing Raphael's deal at this moment within the Astral Prism causes an instant game over.
- Confront the Elder Brain: Triggered if the party fails to defeat The Netherbrain before the turn counter expires.