Baldur's Gate 3 is Larian Studios' massive CRPG built on the D&D 5th Edition ruleset, offering hundreds of hours of branching narrative across three acts. The game features full voice acting, motion capture, and a staggering number of choices that genuinely alter the story — including romancing companions, betraying allies, or becoming a Dark Urge villain. With turn-based tactical combat, environmental interactions like pushing enemies off cliffs or combining grease and fire, and a 4-player co-op mode, it set a new standard for RPGs when it launched in 2023.
This walkthrough takes you from your first session to endgame content. Each phase has specific goals, priorities, and milestones. Follow this path to avoid common traps that stall most players.
Quick Progression Summary
| Phase | Area | Focus | Build | Duration |
|---|---|---|---|---|
| 1. Start | Emerald Grove | turn-based combat basics | Wizard | 1-2 hours |
| 2. Early | Moonrise Towers | D&D 5e ruleset mastery | Wizard | 3-5 hours |
| 3. Mid | Baldur's Gate | companion approval + gear | Fighter or Wizard | 5-10 hours |
| 4. Late | Underdark | Build optimization | Fighter | 5-10 hours |
| 5. Endgame | Shadow-Cursed Lands | Min-max | Fighter or Paladin | Ongoing |
Phase 1: Getting Started — Emerald Grove
The main hub of Act 1 where Tiefling refugees shelter with Druids. Contains multiple shops, the goblin attack questline, and introduces key companions (Wyll, Lae'zel, Shadowheart). Your choices here — saving or betraying the grove — shape the entire game.
Level/Difficulty: Level 1-4 Key Rewards: Companion recruitment, Soul Coins, early quest rewards, Dammon the blacksmith
What to Do in Emerald Grove
- Learn turn-based combat. Combat follows D&D 5e rules with initiative rolls determining turn order. Spend your first session getting comfortable with this.
- Pick Wizard as your starting build. It's the most forgiving option.
- Long Rest often in Act 1 — many companion scenes and story events only trigger at camp, and missing them can lock you out of romance options with Shadowheart or Astarion.
- Acquire your first equipment upgrade — Markoheshkir or whatever's available.
- Clear all main content before moving on.
Phase 1 Checklist
- Understand turn-based combat fundamentals
- Wizard selected and functional
- Emerald Grove main content cleared
- Ready for Moonrise Towers
Phase 2: Early Game — Moonrise Towers
The central location of Act 2, serving as the Absolute's cult headquarters. You'll fight through floors of cultists, face the boss Ketheric Thorm, and make critical decisions about the Nightsong. The tower also contains merchants and important loot.
Level/Difficulty: Level 5-8 Key Rewards: Ketheric Thorm loot, Nightsong resolution, Act 3 access, key story revelations
What to Do in Moonrise Towers
- Work on D&D 5e ruleset. The game implements the D&D 5th Edition system including ability scores, proficiency bonuses, saving throws, advantage/disadvantage, and concentration on spells. This system becomes critical from here on.
- Farm for Markoheshkir if you haven't already. It's the key upgrade for this phase.
- Throw potions instead of drinking them to apply effects in an area. A thrown Potion of Speed gives Haste to multiple party members at once.
- Complete all objectives before pushing to Baldur's Gate.
- Consider whether Fighter might suit your playstyle better than Wizard.
Phase 2 Checklist
- D&D 5e ruleset integrated into gameplay
- Markoheshkir acquired
- Moonrise Towers fully cleared
- Ready for Baldur's Gate
Phase 3: Mid Game — Baldur's Gate
The massive Act 3 city with dozens of quests, shops, and the game's climactic encounters. Contains the Wyrmway trials, multiple companion personal quests, the tribunal, and the final confrontation. You can easily spend 30+ hours here.
Level/Difficulty: Level 8-12 Key Rewards: Helldusk Armor, legendary weapons, companion quest resolutions, game ending
What to Do in Baldur's Gate
- Master companion approval. Each of the 10 origin companions tracks an approval rating based on your dialogue choices and actions. This unlocks a new layer of gameplay.
- Start working toward Gontr Mansen. It's the best equipment and becomes accessible around now.
- Shoving enemies off cliffs is a free instant kill regardless of their HP. Strength characters and spells like Thunderwave excel at this.
- This area is the main skill check. If you can clear it, you're ready for late game.
- Start investing in camp interactions for the tactical depth you'll need going forward.
Phase 3 Checklist
- companion approval mastered
- Gontr Mansen acquired or in progress
- Baldur's Gate fully cleared
- Ready for Underdark
Phase 4: Late Game — Underdark
An optional but highly recommended underground area in Act 1 accessible via multiple entrances (Blighted Village well, Zhentarim hideout, Goblin Camp). Contains the Myconid Colony, the Adamantine Forge for crafting powerful early armor, and connects to the Grymforge.
Level/Difficulty: Level 3-5 Key Rewards: Adamantine Forge (craft Adamantine Splint Armor or Shield), Phalar Aluve sword, Sussur weapons
What to Do in Underdark
- Finalize your build. You should be running Fighter or Wizard with optimized gear.
- Gontr Mansen should be your primary. If you don't have it yet, prioritize getting it.
- Multiclassing unlocks at level 2. A common power combo is 5 Fighter / 4 Thief Rogue for Extra Attack plus two Bonus Actions per turn.
- environmental combos optimization starts here. Small improvements compound into massive advantages.
- Farm this area for the resources needed to push into Shadow-Cursed Lands.
Phase 4 Checklist
- Build fully optimized
- Gontr Mansen upgraded to max
- Underdark fully cleared
- Ready for Shadow-Cursed Lands
Phase 5: Endgame — Shadow-Cursed Lands
The curse-shrouded Act 2 overworld requiring a light source (torch, moonlantern, or spell) to survive. Contains Last Light Inn as a safe haven, Reithwin Town, and the Gauntlet of Shar dungeon. Exploring without proper light protection deals constant necrotic damage.
Level/Difficulty: Level 5-8 Key Rewards: Moonlantern, Spear of Night, Dark Justiciar armor, Shadowheart quest progression
What to Do in Shadow-Cursed Lands
- Shadow-Cursed Lands tests everything. Come prepared with your best build and gear.
- Save before talking to merchants — many have unique or random inventories that restock when you level up. Dammon, Derryth, and Brem carry rare items.
- The endgame loop: run Shadow-Cursed Lands, optimize gear, push harder content.
- Experiment with Paladin for a fresh take once you've mastered the standard builds.
- This is where environmental combos mastery separates good players from great ones.
Phase 5 Checklist
- Endgame content on farm
- Best-in-slot gear acquired
- Shadow-Cursed Lands fully cleared
- Ready for challenge content
Common Progression Mistakes
- Ignoring Long Rests to 'save resources' — you miss dozens of companion scenes, romance triggers, and story events that only fire at camp.
- Not exploring the Underdark in Act 1 — the Adamantine Forge is the best early-game equipment source, and you miss an entire region of content.
- Spreading ability scores evenly instead of maxing your primary stat to 20 first — the difference between 16 and 20 in your main stat is massive for hit chance and DC.
- Not using Guidance cantrip before ability checks — it adds 1d4 to every skill check and there's no reason not to cast it on every dialogue or interaction.
- Selling unique items without checking if they're needed for quests — items like the Necromancy of Thay book, Infernal Iron, and Dark Amethyst are quest-critical.
Key Tips for Smooth Progression
- Long Rest often in Act 1 — many companion scenes and story events only trigger at camp, and missing them can lock you out of romance options with Shadowheart or Astarion.
- Throw potions instead of drinking them to apply effects in an area. A thrown Potion of Speed gives Haste to multiple party members at once.
- Shoving enemies off cliffs is a free instant kill regardless of their HP. Strength characters and spells like Thunderwave excel at this.
- Multiclassing unlocks at level 2. A common power combo is 5 Fighter / 4 Thief Rogue for Extra Attack plus two Bonus Actions per turn.
- Save before talking to merchants — many have unique or random inventories that restock when you level up. Dammon, Derryth, and Brem carry rare items.
For detailed build optimization, see Baldur's Gate 3 builds. For quick wins, check tips & tricks.



