Published guide

Trophy guide

Baldur's Gate 3

An act-by-act route through missable quests, companion romances and branching endings. Plan the long-running trophies early, then follow the checks for your current act.

PlayStation 5 · platinum guide

Trophies
55
Difficulty
Platinum 7/10 · Honour Mode (100%) 8/10
Completion time
Platinum 150–200 hours · 100% with Honour Mode 190–270 hours
Playthroughs
Recommended: 2 for platinum · 3 total for 100% with a separate Honour Mode run

Before you play

Known trophy issues
Reported issues
Missable trophies
Yes · plan ahead
Chapter select
Unavailable
Postgame cleanup
Unavailable

Platinum requires Tactician difficulty. Use an unmodded save, keep separate saves before major choices and finish side quests before the finale. Start Karlach’s romance at the Grove celebration to avoid reported trigger issues. Honour Mode is a separate trophy. Its entry covers the rules, not a full walkthrough.

Your route to completion

Start with the campaign choices below, then read Act 1 in Roadmap before leaving the nautiloid. The three act sections follow the game's acts. Read the current act's warnings first, then use its linked trophy solutions for the exact quest, puzzle or combat steps. Trophies is the lookup view for individual entries. Open hidden-trophy panels when you are ready for their details. Cleanup collects tasks that are not assigned to a particular act, but these still need doing before the finale.

Platinum and 100% at a glance

Estimate Platinum 100% with Honour Mode
Difficulty 7/10 8/10
Total time 150–200 hours 190–270 hours
Recommended playthroughs 2 3 total

The 100% estimates include a separate Honour Mode run after platinum and assume you finish it on your first attempt.

Choose your run before character creation

For the first run, I recommend Balanced and a custom character other than the Dark Urge. Follow the refugee and Karlach routes, take the one-off boss trophies, and use the listed saves for alternate endings. Explorer also works for this run, apart from the temporary difficulty change explained in Jack-of-all-Trades. Reserve a second run for the Dark Urge choices. Start that run on Tactician and never lower its difficulty if you want Critical Hit.

I recommend two runs to keep the conflicting choices manageable. A single campaign needs more branching saves and workarounds.

Base game tracks the 54 PlayStation trophies needed for platinum. Foehammer belongs to the separate Honour Mode group. Choose All trophies or select Honour Mode to include it.

For Honour Mode, learn the fights on Tactician first. Budget another 40–70 hours for the Honour Mode run. Bosses gain Legendary Actions, and you have one save for the campaign. If the whole party falls, you’ll need a fresh run to earn Foehammer.

Plan these from Act 1

  • Leave No One Behind: protect the refugees across all three acts. Start with Rolan and Arabella in the Grove. Check each act before advancing.
  • Hot Date: recruit Karlach, work with Dammon and start her romance at the Grove celebration. Waiting until Act 3 is too late.
  • She Cannot Be Caged!: Sazza must survive three encounters across Acts 1 and 2. The Act 1 route below protects the Grove while sparing her. Retain its backup save until the Moonrise rescue.
  • Embrace Your Urge / Sins of the Father: select the Dark Urge origin at character creation. These cannot be added to a normal custom-character run later. You can resist early urges and still take the required Act 3 branch.
  • Companions: recruit Astarion, Gale, Wyll, Shadowheart and Lae'zel. Speak with them at camp and take regular long rests. Their early scenes and quests lead to several trophies.

Save before committing

Keep these manual saves separately. Do not overwrite earlier checkpoints with one rolling save. This branching plan is for a normal campaign, not Honour Mode.

  • Resolving the Grove: Rolan stays, Arabella is safe, Karlach and Dammon are alive, Sazza has been defended.
  • Grove celebration: Karlach's romance starts that night.
  • Last Light Inn: Save before you speak to Isobel upstairs. After the attack, check on Cerys and the other refugees downstairs before keeping the result.
  • Shadowfell pool: Both prison groups escaped. Rolan returned. Karlach's Act 2 scene played.
  • Murder Tribunal and Orin: Keep a separate branch for each irreversible allegiance choice.
  • Morphic Pool: City quests finished. Final party chosen.
  • Finale transformation and final decision: Preserve both the character choice and ending branches.

Also save before one-off bosses. A late-game save cannot restore an earlier missed romance or quest.

Finish the current act's checks before accepting a warning that quests or regions will change. There is no chapter-select cleanup and no open-world postgame after the ending.

Start an unmodded save and keep it unmodded: removing mods later does not restore trophy eligibility for that save.

Use the act checks

During the first campaign, read books, dig up treasure and gather alchemy ingredients as you explore. Check Cleanup before each act transition and finish what remains before the Morphic Pool. A missing earlier quest or romance needs an earlier save or the next campaign, not a return trip after the credits.

On the second campaign, use the Dark Urge warnings in each act and the Tactician advice in Critical Hit. You do not need to repeat trophies already earned. After platinum, the optional third campaign follows Foehammer with its single-save rules.

Act 1

Before the Grove celebration

Prologue missable: follow Devil's in the Details to defeat Commander Zhalk before using the transponder. Keep a save before the helm fight. Leaving the nautiloid ends this opportunity.

Do not rush the goblin leaders or leave for the Mountain Pass. Recruit companions and finish the Grove setup first.

Recruit Astarion west of the crashed ship. Once you reach the forest, rest at camp until you get his feeding scene and let him bite you. Do this before your first trip into the Underdark, while no rescue or raid is underway. You can still spend the Grove celebration with Karlach.

Refugee route · starts here

  • In the Hollow, speak to the three siblings arguing near the traders. Persuade Rolan to stay with Cal and Lia. Then enter the druids’ Inner Sanctum and convince Kagha to release Arabella before her snake strikes.
  • Keep the Grove and its refugees alive. Stop the goblin threat instead of joining the raid.
  • Prevent the Rite of Thorns and avoid provoking a druid–tiefling fight. Help endangered refugees as you explore. Save before fights involving friendly NPCs.

Karlach · start the romance now

Follow Hot Date for Karlach's recruitment, Infernal Iron and repairs. Recruit her on the Risen Road and keep Dammon alive. Bring her and the iron to his Grove forge before resolving the refugee conflict. Build her approval and show romantic interest.

Save before the tiefling celebration. Speak to Karlach and choose to spend the night with her. Do not leave this until Act 2. Aim for at least medium approval and avoid starting other romances first. Keep an earlier save before resolving the Grove as well. If she turns you down, that lets you return to the approval preparation.

Checkpoint: you spent the celebration night with Karlach. An engine repair alone does not start her romance.

Before the goblin camp turns hostile

Recruit Scratch and free the owlbear cub through Krolla’s dialogue while the camp is friendly. Do this before sending Minthara to the Grove. Do not poison the courtyard or summon the ogres there. Finish Karlach’s recruitment, first repair and approval preparation before committing to the raid.

Sazza · spare her, defend the Grove

  1. Stop Arka from shooting Sazza in the Grove prison. Clear the Underground Passage's enemies and guardian hazards before escorting her through it.
  2. At the goblin camp, make a separate save before speaking to Minthara. In the Worg Pens inside the Shattered Sanctum, defend the captive bear. He is Halsin. Once he is free, ask him to wait in the pens so you can still walk through the camp peacefully.
  3. Speak to Minthara with Sazza alive. Defend Sazza by explaining that she did not know who you were. Agree to help Minthara raid the Grove. When she leaves, go straight back to Halsin and tell him about the raid. Return to the Grove, take one long rest, then speak to Zevlor on the gate. Finish the defence before resting again.
  4. At the gate, side with the tieflings against Minthara. Keep the defenders alive. Promising Minthara help does not mean you must open the gate for her.

Do not return to clear out the goblin camp on this branch and accidentally kill Sazza. Keep the Act 1 backup until you have found and spared her at Moonrise. Raiding the Grove for the goblins sacrifices the refugee and Karlach route.

Before leaving Act 1

  • Follow the pet camp sequence: feed the cub, heal its paw, then pet both animals during the shared scene. Aim to finish now. Do not leave it until Act 3.
  • Find and summon Shovel beneath the Blighted Village.
  • Ask Shadowheart about her interests for the Night Orchid gift. Keep her for Act 2. You can remain friends while romancing Karlach.
  • Visit the Whispering Depths for Pest Control before killing its boss.
  • In Grymforge, follow the forge sequence. Kill Grym without the hammer first, then craft your item.
  • Bring Lae’zel through the crèche and Voss route. Do not attack the Dream Guardian. Use the Dawnmaster’s Crest for Taking Blood. Leave the monastery intact.
  • Complete Gale’s stabilisation scene with Elminster on your approach to Act 2.

You can explore both the Underdark and Mountain Pass. Resolve the Grove storyline before taking the Mountain Pass warning or entering the shadow-cursed lands.

Devil's in the Details

bronze · missable

Defeat Commander Zhalk in the Nautiloid.

Prologue only. Save before entering the helm. Zhalk must die before you activate the transponder. Stealing his sword alone is not enough.

Preparation

Free Shadowheart and prepare Command before combat. Use the restoration pod to enter with spell slots available. Bring Lae'zel and any healing supplies you found.

Fight

  1. Cast Command: Drop on Zhalk early. If it succeeds, pick up the Everburn Blade and give it to a proficient melee fighter.
  2. Let the mind flayer occupy him while the party focuses attacks on Zhalk. Bless can improve your hit chance. Heal the mind flayer if it is about to fall.
  3. Finish Zhalk, then head for the transponder. The mind flayer can turn on you after Zhalk dies.

Watch the 15-turn countdown and incoming cambions. Do not spend the entire fight looting or chasing other enemies. If the kill is slipping out of reach, reload the helm save.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · GameFAQs · chris-williams trophy walkthrough · BG3 Wiki · Commander Zhalk
Spoiler: reveal trophy

Sins of the Father

silver · missable

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

Choose the Dark Urge at character creation. A normal custom character cannot earn this trophy.

In Act 3, win Orin's duel without party intervention and accept Bhaal afterwards. Keep that branch through the finale, then claim the Netherbrain in Bhaal's name.

Rejecting Bhaal or losing the duel closes this route. Save before Orin, not just before the final boss. You do not have to kill Isobel in Act 2 to reach this ending.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · GameFAQs · Dark Urge walkthrough · BG3 Wiki · Dark Urge branches
Spoiler: reveal trophy

You Have Two Hands for a Reason

bronze · missable

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

Start in Act 1. Finish the shared camp scene before leaving Act 2. Recruit Scratch first using Fetch Quest.

Free the cub without disrupting Sazza
  1. Visit the Owlbear Nest west of the Grove. Meet the mother, then retreat peacefully. Killing her is unnecessary. Never attack or knock out the cub.
  2. After resting, find the cub beside Krolla in the Goblin Camp courtyard. Do this while the camp is friendly, before sending Minthara to the Grove.
  3. Speak to the cub and invite it to camp/offer your scent. Speak with Animals makes the exchange easier to follow. Convince Krolla to release it through dialogue. Chicken Chase is optional.
  4. Do not poison the courtyard or start a camp-wide fight. This peaceful release fits the Sazza/Grove-defence route.
Complete the camp visits
  • On the hungry visit, offer food. A companion frightening it away is part of the sequence.
  • On its next visit, help its injured paw and pass the healing check so it stays. Keep a save before resting in case you fail.
  • Continue resting until you hear the animals at night. Investigate and choose to pet both Scratch and the cub.

Other camp scenes can take priority. Allow several nights. Finish urgent rescues or active battles before resting repeatedly. You need the shared petting scene to earn the trophy. Having both pets at camp is not enough.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · GameFAQs · chris-williams trophy walkthrough · BG3 Wiki · owlbear recruitment · BG3 Wiki · camp event sequence · BG3 Wiki · Scratch
Spoiler: reveal trophy

Rude, Crude, and full of Attitude

bronze · missable

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

Act 1 · Blighted Village. Enter the abandoned apothecary beside the village entrance and use the wooden hatch behind its counter (X: 32, Y: 379).

  1. In the cellar, move the crates hiding the wall lever. Pull it to open the passage behind the bookcase.
  2. Enter the coffin cavern. Loot the casket nearest the tunnel entrance for the Scroll of Summon Quasit. Other coffins contain hostile undead.
  3. Cast that scroll to summon Shovel. For a reusable summon, give it to Gale or another Wizard, learn it into their spellbook, then cast Find Familiar: Cheeky Quasit.

An ordinary Find Familiar scroll does not summon this character. You do not need to solve the ornate mirror or open the Necromancy of Thay for the trophy. Keep the unique scroll until you have summoned Shovel.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · BG3 Wiki · apothecary cellar · GameFAQs · Act 1 exploration
Spoiler: reveal trophy

Forged in Blood and Fire

bronze · missable

Craft an item in the Adamantine Forge.

Act 1 · Ancient Forge in Grymforge. Bring one piece of Mithral Ore and one equipment mould. Save before operating the forge.

An easy mould is the Scale Mail Mould, southwest of the Ancient Forge waypoint (X: -616, Y: 264). Continue southwest past the Animated Armours and jump across the lava-side rocks to a Mithral Vein (X: -645, Y: 255). Break the vein with bludgeoning or force damage and pick up the ore it drops.

  1. Put the ore in the central Crucible and the mould in the Mould Chamber.
  2. Pull the Forge Lever to lower the platform, then open the Lava Valve. The first use summons Grym.
  3. Defeat Grym using A Grym Fate. Do not use the forge hammer during the fight. The initial platform-lowering step happens before Grym appears.
  4. Once Grym is dead and its trophy has unlocked, ensure lava is flowing and pull the Forge Lever to craft. Take the finished item from the Mould Chamber.

Crafting after the fight lets you earn both trophies without sacrificing Grym’s special condition.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · BG3 Wiki · Grym · BG3 Wiki · forge operation · GameFAQs · monastery and forge
Spoiler: reveal trophy

She Cannot be Caged!

bronze · missable

Rescue Sazza from the Emerald Grove, Goblin Camp, and Moonrise Towers in one playthrough.

Make all three rescues in one campaign.

  1. In the Emerald Grove prison, stop Arka from shooting Sazza. Open Sazza’s cage. Jump to the ledge behind the cells and find the hidden stone door. Clear the Underground Passage of goblins and deactivate the glowing guardian statues before escorting her through it. Meet her outside the Grove and follow her to the goblin camp.
  2. Before talking to Minthara, make a separate save. If you are also protecting the refugees, free the bear in the Shattered Sanctum’s Worg Pens and ask Halsin to wait there. At Minthara’s audience, defend Sazza by saying she did not know who you were, then agree to the raid. When Minthara leaves, tell Halsin in the pens what she is planning. Return to the Grove and take one long rest. Speak to Zevlor at the gate and fight for the defenders. Leave Sazza alive in the camp and keep your backup.
  3. In Act 2, visit the Moonrise Towers throne room while you can still enter peacefully, before the Shadowfell. When you are given authority over the goblin prisoners, release them. Sazza must be among them for the trophy to unlock.
SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · PersePhony · achievement guide · BG3 Wiki · Sazza rescue route · GameFAQs · chris-williams trophy walkthrough · Grove defence route on the BG3 Wiki
Spoiler: reveal trophy

Taking Blood

bronze · missable

Steal the Blood of Lathander from underneath Rosymorn Monastery.

Finish the Grove first, then visit Rosymorn Monastery in Act 1. Bring trap-disarming tools and a bottle of Grease. Save before the crèche and again before taking the weapon.

Get the Dawnmaster’s Crest

In the upper monastery’s stained-glass room (X: 74, Y: 68), leave the longsword on its existing pedestal. Place a warhammer on Seed’s, a mace on Stockhold’s, and a battleaxe on Vaseid’s pedestal. Ordinary versions work. You do not need to fight for the ceremonial weapons. Take the crest from the newly opened wall compartment.

Reach the relic safely
  1. Complete the Inquisitor/Prism encounter with Lae’zel first. Follow The Lich-Queen’s Wrath and spare the Dream Guardian.
  2. In the Inquisitor’s chamber, enter the western alcove. Turn the sunrise statue east and the sunset statue west. Use Grease on the jammed statue’s base if it will not turn.
  3. Follow the secret stairs and ungroup the party. Lead with your trap specialist. At the first barrier, shoot the Energy Source beside it, to the south, to remove the barrier.
  4. Disarm the first Dawnbreaker without walking into its blast cone. It can throw you into the chasm. At the second barrier, climb the rocks on your left and follow the path around the barrier. Destroy the Energy Source on the far side so the rest of the party can follow.
  5. Disarm the next Dawnbreaker. The third barrier's Energy Source is below the northern ledge, on your right as you approach the barrier. Look down over the edge and shoot it from solid ground. Do not jump into the chasm after it. Bring the party through only after the traps and barriers are cleared.
  6. At the weapon pedestal, insert the Dawnmaster’s Crest into the slot before taking the mace. Collect the Blood of Lathander.

Taking the weapon without the crest starts a four-turn destruction countdown. For this route, reload the chamber save and use the crest. Destroying the monastery is unnecessary.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · BG3 Wiki · Blood of Lathander · BG3 Wiki · Secret Chamber · GameFAQs · monastery and forge
Spoiler: reveal trophy

Leave No One Behind

bronze · missable

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

One continuous campaign, from the Grove to the ending. Use the refugee checkpoints in all three acts. Rescuing the Moonrise prisoners alone is not enough.

Use the recommended custom character other than the Dark Urge for this checklist. Alfira must survive Act 1. The Dark Urge's early camp event normally kills her, so that origin needs a separate workaround before the event. I recommend earning this trophy in the first campaign described in the roadmap. If Alfira has already died, reload a save from before her death and continue from there, or leave this trophy for another campaign.

  • Act 1, Emerald Grove. In the Hollow, persuade Rolan to stay with his siblings Cal and Lia. In the druids’ Inner Sanctum, persuade Kagha to release Arabella. Side with the tieflings and keep Zevlor and the defenders alive at the gate.
  • Act 2, Last Light Inn. Find Cerys by the hearth downstairs and save before speaking to Isobel upstairs. During Marcus’s attack, keep Isobel conscious and stop the winged horrors from killing refugees in the hall. Before you leave, check that Cerys and the other refugees survived. Reload the pre-fight save if one died. Mol being carried off is scripted.
  • Before entering the Shadowfell, rescue Rolan, free both groups at Moonrise, speak to Alfira and check the family reunions at the inn. Spare the Nightsong. Later, open the pods in the mind flayer colony and help Zevlor survive the fight.
  • Act 3, Lower City. Speak to Mol in the Guildhall and protect her if fighting breaks out there. Keep Rolan alive if you fight Lorroakan at Sorcerous Sundries. Leave Zevlor’s unit off the battlefield when the finale offers to summon your allies.

Continue through the ending and epilogue. Reloading an earlier save only helps if you then continue that campaign with the required survivors alive.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · BG3 Wiki · refugee route · GameFAQs · Act 2 walkthrough · GameFAQs · finale walkthrough

Pest Control

bronze · missable

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

Save before approaching the Matriarch in the Whispering Depths. No egg may hatch. Killing the spiderlings afterwards does not repair the attempt.

Reach the Whispering Depths

In Act 1, find the well in the centre of the Blighted Village (X: 24, Y: 401). Save, inspect the well and pass the DC 10 Investigation check, then climb down. If the inspection fails, reload the save and retry. Follow the tunnels west through the ordinary spiders and ettercaps to the large cavern crossed by web bridges. The Matriarch patrols this western end. Save again before getting close enough to start her fight.

Clear the eggs first

Ungroup a stealthy character and locate all three clusters: two on raised platforms and one below. Wait for the spiders to look away, then destroy the eggs from hiding with ranged attacks. Inspect each cluster for survivors before starting the boss fight. Fire can also burn nearby webs and attract attention.

Fight

Spread the party out and use poison resistance if available. When the Matriarch stands on a web bridge, burn the web to drop her for fall damage, then concentrate attacks on her.

Do not rely on a chasm shove on Tactician or Honour: she can teleport back. In Honour Mode the spiders can see invisibility, so invisibility alone is not a safe egg-clearing plan.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · GameFAQs · chris-williams trophy walkthrough · BG3 Wiki · Spider Matriarch · BG3 Wiki, Whispering Depths

A Grym Fate

bronze · missable

Kill the Adamantine Golem without using the Forge Hammer.

Act 1 · Adamantine Forge in Grymforge, south of the Ancient Forge waypoint. Follow Forged in Blood and Fire to collect the ore and mould, load them into the forge and lower its platform. Stop before opening the Lava Valve, then prepare for the fight below.

Defeat Grym without using the forge hammer against it. Ordinary hammers and other bludgeoning weapons are allowed.

Preparation

Save before opening the lava valve. Equip bludgeoning weapons, spread the party onto the raised platforms, and leave someone able to reach the valve. Keep everyone out of the lava.

Fight

  1. Open the valve to summon Grym. Check that Superheated is active before spending your strongest attacks. Lava makes it vulnerable to bludgeoning damage.
  2. Reopen the valve when the lava recedes. A cold Grym is effectively invulnerable, so restore the condition before attacking again.
  3. Use Prime Target to control its movement: the latest attacker draws its attention. Arrange the last hit from a distant character so it moves through lava rather than staying beside a vulnerable ally.
  4. Repeat while managing healing and any mephits. Leave the central hammer control alone throughout combat.

Honour Mode: its extra shockwave can knock characters into lava. Leave room behind your front line.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · GameFAQs · chris-williams trophy walkthrough · BG3 Wiki · Grym · BG3 Wiki · forge operation

Fetch Quest

bronze · missable

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

Find Scratch beside his dead owner northeast of the Blighted Village, above the Owlbear Nest (X: 69, Y: 476).

  1. Approach calmly and reassure him. Pass the friendly dialogue/check and let him learn your scent so he can find camp. Do not shout at the body or threaten him.
  2. Rest and speak to Scratch when he arrives. After he has been at camp for a while, he brings a ball. Speak to him and obtain it through the offered check or Speak with Animals.
  3. Use the Throw action on Scratch’s Ball, aiming at clear ground in camp. Let him fetch it. Do not target Scratch or another character with the throw.

Keep Scratch safe for You Have Two Hands for a Reason too. If he cannot reach the ball, try a clear patch of ground away from tents and companions.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · GameFAQs · chris-williams trophy walkthrough · BG3 Wiki · camp event sequence · BG3 Wiki · Scratch
Spoiler: reveal trophy

Repairing the Weave

bronze · missable

Stablise Gale's Netherse orb.

Recruit Gale from the Roadside Cliffs waypoint in Act 1. Keep him in the party or camp and respond to his requests for magical items. The donation screen identifies suitable items. Set aside expendable ones rather than ignoring his condition.

After his early requests, find the Weary Traveller, Elminster, on your approach to Act 2: on the Rosymorn Monastery Trail near the Shadow-Cursed Lands entrance, or by the ruined temple at the top of the Grymforge elevator route.

Speak to him about Gale and invite him to camp. Complete his conversation with Gale and let him address the orb. The stabilisation scene is the checkpoint for this trophy. Merely feeding Gale items is not the final step.

Do not attack or dismiss the visitor. You do not need to detonate Gale’s orb. Keep Gale alive and continue the normal campaign.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · GameFAQs · chris-williams trophy walkthrough · BG3 Wiki · Elminster
Spoiler: reveal trophy

The Lich-Queen's Wrath

bronze · missable

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

Recruit Lae’zel and bring her to Crèche Y’llek after resolving the Grove. If she and Shadowheart fight at camp, intervene peacefully so both survive.

  1. Follow Lae’zel’s crèche investigation to the Captain and Inquisitor. Save before the Inquisitor conversation.
  2. When Vlaakith appears, agree to enter the Astral Prism. Do not challenge her to prove her power by killing you.
  3. Inside, refuse to attack the Dream Guardian. Listen to their explanation, then leave the Prism. This preserves the later Mind Blown route.
  4. Survive the confrontation on returning. Keep Lae’zel with you and discuss the betrayal. You can now collect the Blood of Lathander using its crest route.
  5. Leave the crèche region and rest. When Voss visits camp, hear him out, support his account when Lae’zel objects, and agree to help him against Vlaakith rather than attacking him.

Checkpoint: the Voss alliance earns the trophy. You do not need to finish the Orphic Hammer quest first. If another camp scene plays, continue the camp sequence before advancing. Keep the crèche save until the alliance is confirmed.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · BG3 Wiki · Lae’zel and Voss · BG3 Wiki · Emperor romance · GameFAQs · monastery and forge
Spoiler: reveal trophy

To Bloom in Darkest Night

bronze · missable

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

Set up in Act 1. Give the flower in Act 2. Keep Shadowheart recruited and speak with her as she begins to trust you. After learning about her faith, ask about her interests beyond Shar and tadpoles. Continue until she mentions night orchids.

In the Shadow-Cursed Lands, pick a Night Orchid in the Ruined Battlefield. One grows at X: 54, Y: 175. Carry protection against the shadow curse while exploring. Keep the flower intact instead of extracting it for alchemy.

With the orchid in your inventory, speak to Shadowheart and choose the dialogue offering her the flower. Moving it into her inventory is not the same as giving it through conversation.

This gift does not require committing to a Shadowheart romance. You can earn it while pursuing Karlach. If the option is missing, finish the conversation about Shadowheart’s interests and improve her approval rather than waiting until the finale.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · GameFAQs · chris-williams trophy walkthrough · BG3 Wiki · Night Orchid
Spoiler: reveal trophy

Hot Date

bronze · missable

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

The Act 1 romance is reported to fail outside the Grove celebration. Use the celebration route and keep a save beforehand.

Start before resolving the Grove in Act 1. Recruit Karlach on the Risen Road at X: 111, Y: 503, below the tollhouse. Believe her account and help against her pursuers. Keep Dammon and the refugees alive.

Act 1: repair and celebration

Bring Karlach and one piece of Infernal Iron to Dammon's forge in the Grove's Hollow. An early piece is in the Blighted Village smithy's basement, in the locked chest on its raised wooden platform. The smithy is north of the village's eastern gate. Enter its locked basement doors, or break the web-covered floor above and jump down. Bring lockpicks for the chest.

After Dammon's first repair, show romantic interest. Build approval by helping people and supporting Karlach. Before resolving the Grove, save and aim for at least Medium approval. At the tiefling celebration, speak to Karlach before arranging another romance and choose to spend the night with her. The repair alone does not begin the relationship. If she declines, reload the earlier save and build approval before the celebration.

Act 2: second repair and relationship scene

Bring her and a second piece of Infernal Iron to Dammon at Last Light's forge. If you still need iron, one is in the Mason's Guild in Reithwin at X: -105, Y: 18. Use protection against the stronger shadow curse to reach it.

Choose the romantic response after the repair and take long rests until her relationship scene plays. Stay committed to her. Complete this before entering the Shadowfell pool. Keep the pre-pool save until it has happened.

Act 3: the date

Camp in the Lower City, speak with Karlach and take long rests until she offers the evening out. Accept and complete the date for the trophy. Other queued camp scenes can delay it, so clear those before resting again. Finish before the Morphic Pool.

An Act 3 save cannot repair a missed Act 1 romance start.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · BG3 Wiki · Karlach romance · PersePhony · achievement guide · GameFAQs · chris-williams trophy walkthrough · BG3 Wiki · Infernal Iron · BG3 Wiki · Blighted Village · BG3 Wiki · Karlach
Spoiler: reveal trophy

Just a Nibble

bronze · missable

Let Astarion bite you at night - ouch.

Recruit Astarion on the path west of the crashed nautiloid. Once you reach the forest, take long rests in the wilderness until you wake to find him leaning over you. Other visitors can take a night first. Do this while no rescue is underway and before entering the Underdark, where Astarion can reveal his secret in conversation and cancel the bite scene.

Hear him out and let him drink. Once he has fed, use the dialogue to stop him. You can still romance Karlach at the Grove celebration. If Astarion already confessed without biting you, use a save from before the confession. In multiplayer, the player who recruited him should handle the scene.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · GameFAQs · chris-williams trophy walkthrough · BG3 Wiki · camp event sequence
Spoiler: reveal trophy

Loophole

bronze · missable

Break Wyll's Pact with Mizora.

Recruit Wyll and keep him through Acts 1–3. Save before Mizora's bargains.

Spoiler: Pact decisionsShow

In the Act 2 colony, release Mizora with Unleash. Annihilate condemns Wyll. It does not safely break his contract.

After Gortash's Act 3 coronation, speak to Mizora and rest for her offer. Choose Wyll's freedom, rather than renewing his pact for information about his father. The earlier six-month promise is only setup for this decision.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · GameFAQs · chris-williams trophy walkthrough · BG3 Wiki · Wyll’s pact
Spoiler: reveal trophy

Embrace Your Urge

bronze · missable

Become Bhaal's ultimate weapon - become his Slayer.

Dark Urge origin required. You have an early route and a later route:

  • Act 2: obey Sceleritas Fel's order to kill Isobel, then receive the Slayer during a camp visit. This destroys Last Light and its refugee route.
  • Act 3: win Orin's duel and accept Bhaal. If you do not already have the Slayer, this grants it without requiring the Act 2 murder.

The later route can also lead to Sins of the Father. Keep a pre-duel save if you want to explore the rejection branch afterwards.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · GameFAQs · Dark Urge walkthrough · BG3 Wiki · Slayer · BG3 Wiki · Dark Urge branches

Act 2

Visit Moonrise before the Shadowfell

Entering the Shadowfell pool closes the prison rescue. Infiltrate Moonrise while it is still friendly. Do not save your first visit for the assault.

Last Light · keep the route intact

  • Before speaking to Isobel upstairs, save in a new slot. Find Cerys and Alfira near the hearth in the main hall. Leave a party member downstairs who can intercept the winged horrors. When Marcus attacks, keep Isobel conscious upstairs and protect the refugees below.
  • After the fight, check downstairs before moving on. Find Cerys alive and check the other tieflings who were in the hall. Saving Isobel keeps the inn standing, but Cerys can still die in the fight. If you lost a refugee, reload your pre-conversation save now. Mol’s abduction is scripted.
  • Bring Karlach and a second piece of Infernal Iron to Dammon. Choose the romantic response and take long rests until her relationship scene plays. Do this before the Shadowfell, not merely before leaving Act 2. Do not commit to someone else while waiting.
  • After Rolan leaves the inn, find him fighting shadows south of the Reithwin bridge, on the eastern bank near X: -54, Y: -111. Help immediately and speak to him so he returns to Last Light.
  • Find Arabella near the House of Healing. Investigate her parents and return to her to finish the quest.
  • Give Shadowheart a Night Orchid through her dialogue. One grows in the Ruined Battlefield at X: 54, Y: 175.

Moonrise · audience, then prisoners

If Sazza survived Act 1, she appears with the goblins at the audience. Speak up for them and release them. She Cannot be Caged! finishes here, not when she leaves her first cage.

For Under Lock and Key, rescue both the gnomes and tieflings:

  1. Talk to Wulbren through the bars and ask him to help both groups. Clear the guards, Warden and Scrying Eyes. Check that everyone can reach the ledge in step 3 before starting the escape.
  2. Give him a bludgeoning weapon, such as a mace or his hammer from upstairs in the Warden's office, when you are ready to follow. Do not hand it over and then leave or rest: the escape can begin without you.
  3. Keep the front cells closed. Go west along the cell corridor, climb or jump the rocky ledge at X: 545, Y: -650, then follow the rear tunnel to the boat. Enhance Leap, Misty Step or Fly can help with the climb.
  4. Wait until both groups reach the boat before helping break its chains, then travel to Last Light with them. Check the reunions: Alfira and Lakrissa, Bex and Danis, and Rolan with Cal and Lia.

Before the pool: prisoners safe, Rolan back, Karlach's scene complete. Mol's scripted capture and the refugees already dead when you enter Act 2 are not, by themselves, proof that you failed Leave No One Behind.

Shadowfell and the colony

Spoiler: Rescue decisionsShow

Preserve the rescue route

Spare the Nightsong. Killing her also destroys Last Light's protection.

After the Moonrise assault, search the mind flayer colony before proceeding to the final boss. Release Zevlor from the pods, win the fight without losing him, then speak to him. In Mizora's separate pod room, choose Unleash, not Annihilate. Killing her here condemns Wyll instead of freeing him from his pact.

For No Free Lunches, stop the Apostle of Myrkul from consuming a necromite. Deal with the adds and their spawning pods promptly.

Spoiler: Dark Urge choicesShow

Dark Urge branch · an early reward has a cost

Killing Isobel for Sceleritas Fel grants the Slayer after a camp visit but sacrifices Last Light. Keep that choice off the refugee campaign.

You can refuse and obtain the Slayer in Act 3 instead. When the later camp scene threatens your closest companion, wake and warn them. Pass the initial resistance check rather than going back to sleep. Save before resting on this branch.

Save before Malus Thorm, Gerringothe Thorm and the final boss. Read Non-invasive Procedure, Penny Pincher and No Free Lunches before their encounters. Finish the Last Light reunions before taking the road to Baldur’s Gate. Before leaving Act 2, finish the shared Scratch/owlbear scene and confirm Elminster has stabilised Gale. Take any extra pet-scene rests after immediate rescues are resolved, not during the prison escape.

Spoiler: reveal trophy

Under Lock and Key

bronze · missable

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

Act 2, before entering the Shadowfell. Visit Moonrise peacefully and go downstairs to the prison. The staircase is beside the audience chamber. Save before starting the escape. Both the tieflings and gnomes must survive. Check the ledge route in step 4 before starting, and prepare Enhance Leap, Misty Step or Fly if anyone needs help reaching it.

  1. Speak through the bars to Wulbren and agree to help both groups. The gnome cell is farther along the same corridor as the tieflings.
  2. Clear the guards, Warden and Scrying Eyes before giving him a tool. Keep attacks away from the prisoners. Bring a mace or hammer, or recover Wulbren's hammer upstairs in the Warden's central office.
  3. Give Wulbren the bludgeoning weapon through dialogue and tell him to begin. Stay with the escape. Resting or travelling away can let it proceed without you.
  4. From the cell corridor, go to the rocky ledge west of the cells (X: 545, Y: -650). Climb or jump up, then follow the tunnel behind the cells to the boat. Use your movement aid if a character cannot reach the ledge. This brings the party around the closed cells to join the escaped prisoners. Keep the front cell doors closed so nobody takes the dangerous route through the tower.
  5. Let both groups reach the boat before helping break its chains or agreeing to leave.
  6. Sail to Last Light with all seven prisoners: Cal, Danis, Lakrissa, Lia, Wulbren, Nickels and Nimble. The safe arrival awards the trophy. Speak to Alfira and the reunited families for Leave No One Behind too.

If somebody dies or a group leaves without the other, reload the prison save. The rescue cannot be repaired after entering the Shadowfell.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · BG3 Wiki · Moonrise prisoners · GameFAQs · Act 2 walkthrough · BG3 Wiki · Moonrise Towers Prison · EIP Gaming · Rescue Wulbren
Spoiler: reveal trophy

Non-invasive Procedure

bronze · missable

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

Malus must die in combat before performing surgery on a party member. Save before speaking to him in the House of Healing.

Reduce the number of enemies

In dialogue, persuade him that the sisters should practise on each other. This removes his assistants before the fight. Do not continue into the dialogue route where Malus is killed without combat. That does not award this trophy.

Fight

Attack Malus after the sisters are dealt with. If they remain alive, prioritise them: they supply his instruments and can immobilise your characters for surgery.

Malus can revive a sister. Kill the revived assistant promptly, or immobilise him away from her body while you finish him. Keep your strongest attacks ready for this window rather than letting him rebuild his support.

Failure condition: allowing a surgical attack to happen. Surviving or healing through it is insufficient. Reload if the condition is lost.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · GameFAQs · chris-williams trophy walkthrough · BG3 Wiki · Non-invasive Procedure
Spoiler: reveal trophy

Penny Pincher

bronze · missable

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

The simplest trophy route is the dialogue victory. Save before speaking to Gerringothe upstairs in the Reithwin Tollhouse. Use your strongest dialogue character, with Guidance or another available skill bonus.

Dialogue route

Discuss her demand for payment, then persuade her to leave the tollhouse and be free of her obsession. The general Persuasion route has DC 18, followed by DC 21 when you challenge who is supervising her. Class-specific alternatives can differ. Passing the full sequence kills her without a gold attack.

Simply paying the toll and leaving is not the defeat required here.

If combat starts

For a normal trophy attempt, reload rather than gamble on her opening turn. To fight her, store surplus gold at camp, collect loose coin piles beforehand, and destroy the six floating Grim Visages to strip her armour. Removing your gold reduces incoming damage. It does not, by itself, satisfy the trophy condition.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · GameFAQs · chris-williams trophy walkthrough · BG3 Wiki · Gerringothe dialogue · BG3 Wiki · Gerringothe combat
Spoiler: reveal trophy

No Free Lunches

bronze · missable

Defeat the Apostle of Myrkul before it consumes any Necromites.

No necromite may be consumed. Save before the final colony encounter and use the nearby restoration facility before committing.

Set up during Ketheric's phase

Do not use the dialogue shortcut that skips straight to the Apostle for this attempt. Keep Ketheric alive while you clear the mind flayer, intellect devourers and existing necromites. Send a mobile character to free Aylin with Help if she is captive.

Finish Ketheric only when the field is clear and your party is positioned for the next phase.

Stop the feeding

Assign a ranged character to destroy Skeletal Involucres before they produce necromites, and kill any necromite approaching the Apostle. The others focus damage on the boss. Save strong attacks and short-duration buffs for this phase.

Move injured melee characters away from its healing-blocking aura before trying to heal them. Preventing the boss from regaining health is not a substitute for preventing consumption.

Reload if Consume the Faithful succeeds, even if you can still win the fight.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · GameFAQs · Act 2 walkthrough · BG3 Wiki · Apostle of Myrkul

Act 3

Finish the city before the finale

The Morphic Pool is the final cutoff. Finish city quests, companion scenes and collection trophies before taking the boat. Bring anyone needed for your intended finale. There is no open-world cleanup afterwards.

Close the long-running routes

  • Karlach: camp in the Lower City, speak to her and take long rests until the date invitation appears. Accept and complete the evening. If the Act 2 romance never started, Act 3 cannot repair it.
  • Refugees: keep Rolan alive during the Lorroakan confrontation. Talk to Mol in the Guildhall and protect her if fighting breaks out there. Avoid calling Zevlor into the final battles. An ally summon can still die. Leave No One Behind resolves at the ending.
  • Wyll: attend Gortash's coronation, follow Mizora's conversation afterwards and rest for her next offer. Keep a save before choosing his pact's future.

Optional companion encounter

Spoiler: Optional camp encounterShow

Before clearing the Elfsong Tavern's basement rats, check Punch Drunk if you still need drunk kills.

For Mind Blown, explore the Emperor’s old hideout beneath the Elfsong Tavern, then rest for the intimate dream scene. Choose receptive dialogue. This does not end Karlach’s romance, and accepting half-illithid powers is not required.

Use Busker for a practical music-tipping route through Rivington and the Lower City. A Bard hireling can handle it without changing your main build.

Branch before irreversible choices

Save separately before the Murder Tribunal, Orin confrontation and Morphic Pool. One final-boss save cannot undo these earlier decisions.

Spoiler: Branching quest choicesShow

Murder Tribunal · optional evil branch

To earn Murder in Baldur's Gate, accept the trial and kill Valeria to become an Unholy Assassin. Fighting Sarevok and rescuing Valeria is the alternative route, but does not award this trophy. Use a separate save if you want to return to that route afterwards. Becoming an Unholy Assassin does not require the Dark Urge origin.

Wyll · freedom or a renewed pact

For Loophole, choose freedom when Mizora offers the Act 3 bargain involving Wyll's father. Her Act 2 promise to release him after six months is not the final trophy step. Renewing the pact closes this branch unless you reload.

Spoiler: Dark Urge finale setupShow

Dark Urge · preserve the Bhaal ending

Win Orin's duel with the Dark Urge character. Do not turn it into a party fight. After the victory, accept Bhaal and keep that save for Sins of the Father. If you did not obtain the Slayer earlier, accepting him also supplies that form for Embrace Your Urge.

Rejecting Bhaal is the redemption branch. Losing the duel or having the party intervene does not preserve the same Chosen route. Reload the pre-duel save if necessary. A save made just before the ending is too late.

Spoiler: Ending choices and savesShow

Finale · save at two different decisions

Keep one save before the full-transformation decision in the Astral Prism, then another before finishing the Netherbrain fight.

The earlier partial transformation does not count for Ceremorphosis. Having Orpheus transform or relying on the Emperor does not replace the player/Karlach requirement. Complete the ending and epilogue before checking the trophy. Do not reload as soon as the fight ends.

Check before each boss

  • Rescue order: Iron Throne → Steel Watch Foundry → Gortash. Finish the underwater rescue before destroying the Foundry or killing Gortash. Attend the coronation peacefully first for Wyll’s route. Follow Fancy Footwork for the trap-free boss approach.
  • Orin: First Blood requires killing her while the cultists are still chanting. Use the normal encounter on the non-Dark Urge route for this checklist.
  • Ansur: Crash Landing requires the airborne phase.

Save before each encounter. Finish routine trophies from Cleanup while the city is still open.

Spoiler: reveal trophy

Absolute Power Corrupts

silver · missable

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

Use the non-Dark Urge campaign for this branch. Keep a save before finishing the Netherbrain battle, then choose to control it for yourself instead of destroying it.

Keep a separate destruction branch for Hero of the Forgotten Realms and Ceremorphosis. Claiming it specifically for Bhaal belongs to Sins of the Father.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · GameFAQs · finale walkthrough · BG3 Wiki · finale choices
Spoiler: reveal trophy

Hero of the Forgotten Realms

silver · missable

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

At the final decision, destroy the Netherbrain and its tadpoles rather than taking control. Complete the ending and epilogue.

Keep a separate save before finishing the battle if you also want Absolute Power Corrupts. This is the full Act 3 ending route. Do not substitute the early Act 2 ending.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · GameFAQs · finale walkthrough · BG3 Wiki · finale choices
Spoiler: reveal trophy

Ceremorphosis

silver · missable

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

Keep a save before the full-transformation decision in the Astral Prism.

Have your character or Karlach become a full mind flayer. Complete the final battle, choose to destroy the Netherbrain and finish the ending and epilogue.

Partial illithid powers do not count. Orpheus transforming, or using the Emperor instead, does not meet this trophy's player/Karlach requirement. Keep a separate final-battle save for the domination ending.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · GameFAQs · finale walkthrough · BG3 Wiki · finale choices
Spoiler: reveal trophy

Murder in Baldur's Gate

bronze · missable

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

Act 3, Lower City. Save before the Murder Tribunal. Leave Jaheira and Minsc at camp for this branch, because Sarevok can demand their deaths.

Follow Investigate the Murders to the killer Dolor, first at Cora's wine festival and then, if he escapes, at Facemaker's Boutique. Defeat him and take his bag of severed hands and note. Read the note to learn the password Sicarius.

Go to Candulhallow's Tombstones, northeast of the Elfsong Tavern at X: 74, Y: 25. In the back office, remove the Butterfly on Skull painting, press the button behind it and use the password at the hidden door. Follow the brick path to the tribunal rather than the trapped side passage.

Present a severed hand to the guards and convince Sarevok that you belong there. Accept his trial, follow him into the adjoining chamber, kill Valeria and complete the blood-bathing initiation to become an Unholy Assassin. Wait for the trophy before reloading your pre-trial save if you want the rescue outcome in your main campaign.

Killing Sarevok and freeing Valeria takes the alternative route. The Dark Urge origin is not required.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · GameFAQs · chris-williams trophy walkthrough · GameFAQs · Dark Urge walkthrough · BG3 Wiki · Murder Tribunal route · BG3 Wiki · Investigate the Murders
Spoiler: reveal trophy

Mind Blown

bronze · missable

Romance the Emperor.

Act 3, with an Act 1 precaution: do not try to kill the Dream Guardian in the crèche’s Astral Prism. Follow The Lich-Queen’s Wrath while sparing them.

  1. At the start of Act 3, help the Emperor against the attackers in the Prism. Choose receptive rather than hostile responses in subsequent conversations.
  2. In the Lower City, visit the Elfsong Tavern basement. Deal with the rats, then use the wall button in the side room to open the large barrel passage.
  3. Pass through the Knights of the Shield hideout and resolve its githyanki encounter. Find the hidden button on the northern wall to enter the Emperor’s old room. Examine its keepsakes and finish Visit the Emperor’s Old Hideout.
  4. Save, then take long rests until the Emperor’s intimate dream scene plays. Other queued events may come first. Reciprocate its advances and continue through the scene rather than rejecting it.

You do not need to become half-illithid for this romance. Either offered appearance works. This encounter does not end your companion romance, so Karlach’s Hot Date can remain on the same run. Complete it before committing to the finale. Meeting the Emperor alone does not unlock the trophy.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · BG3 Wiki · Emperor romance · GameFAQs · Lower City companion scenes
Spoiler: reveal trophy

Fancy Footwork

bronze · missable

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

Save before returning to hostile Wyrm's Rock, not just outside Gortash's office. Avoid the approach traps as well as the devices in his room.

Before the fortress

Attend the coronation peacefully. Finish any intended Iron Throne rescue before destroying the Steel Watch Foundry, then disable the Watch before tackling Gortash. Killing him early can close those rescue routes.

Clear a safe approach

Bring lockpicks, trap-disarming tools, Feather Fall and a way to cross high gaps, such as Fly or Misty Step. Prepare enough movement spells or scrolls for everyone you want in the fight.

  1. Start at the north end of Wyrm's Crossing, facing the fortress across its southern drawbridge. Stand to the left of the bridge. With Feather Fall active, jump to the grassy ledge on the fortress side of the ravine. Check the landing preview before committing. Use Fly if a character cannot reach it.
  2. Follow the rock ledge left, around the fortress's west side. Climb the knotted vines and the ladder to the outer wall. Pick the locked door and continue south.
  3. At the southwest corner, climb the scaffolding. Take the small stairs onto the raised battlement, then use your movement spells to reach the highest roof. Move each party member separately if necessary.
  4. Ungroup before advancing across that roof. Send your trap specialist ahead to find and disarm the two proximity mines, then reach the balcony and bell tower. Use the tower's lever to lower the ladder into the rooms on Gortash's floor.
  5. Send only the trap specialist down first. Clear the devices in the entry room before bringing companions down or approaching Gortash.

From a safe distance, destroy the wall-mounted Incineration Casters and Grenade Impellers before they fire. Keep companions away from devices being destroyed: some explode. Work through the entry area before advancing into the office.

Fight

Finish disabling threatening devices, then concentrate damage on Gortash. Destroying the Force Curtains weakens his protection.

Do not treat resistance, healing or avoiding damage as permission to trigger a trap. If one activates during the approach or fight, return to the earlier save.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · GameFAQs · chris-williams trophy walkthrough · GameFAQs · finale walkthrough · BG3 Wiki · Gortash trophy route · BG3 Wiki · Steel Watch and rescue cutoff · PlayStationTrophies, Fancy Footwork · GMRslyer's exterior route
Spoiler: reveal trophy

First Blood

bronze · missable

Kill Orin while her cultists are performing their ritual chant.

Kill Orin while the ritual continues. Save before entering the confrontation. This tactic uses the normal party encounter. Keep the Dark Urge duel on its separate route.

Preparation

Bring Magic Missile with higher-level spell slots or scrolls, plus characters who can deliver strong damage afterwards. High initiative helps the missile caster act before your heavy hitters. Alert or an Elixir of Vigilance can help.

Fight

  1. Examine Orin's current Unstoppable stacks. Each separate hit removes a stack, so use Magic Missile to strip them efficiently.
  2. Once the stacks are gone, spend your strongest attacks on Orin before the ritual restores them. Repeat next round if necessary.
  3. Leave the chanting cultists alone. Keep area spells, bouncing attacks and summons away from them.

Do not silence, knock down, frighten or kill the chanters. Those are useful ways to win the ordinary fight, but they undermine this trophy attempt. Check the actual stack count rather than assuming one spell is enough on every difficulty.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · GameFAQs · chris-williams trophy walkthrough · BG3 Wiki · Orin combat
Spoiler: reveal trophy

Interfectorem Draconis

bronze · missable

Kill the Red Dragon in the Upper City.

Kill the Dominated Red Dragon on top of the Netherbrain during the Upper City finale. Ansur is a different dragon and does not count.

Keep a pre-finale save and another before the rooftop battle. Do not choose a finale shortcut that bypasses this encounter.

Fight

Use fire resistance for defence, but avoid fire attacks: the dragon is immune to fire. Spread out to reduce the number of characters caught by its attacks, and focus strong weapon hits or other damage types on it. Arrows of Dragon Slaying are useful here.

Handle the surrounding enemies while keeping enough damage on the dragon to finish it. Do not send the whole party through the portal and leave it alive. Defeat it before moving on to the inner Netherbrain battle.

If you are preserving Leave No One Behind, keep Zevlor out of the fighting rather than risking him as an ally summon.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · GameFAQs · chris-williams trophy walkthrough · GameFAQs · finale walkthrough · BG3 Wiki · Dominated Red Dragon
Spoiler: reveal trophy

Crash Landing

bronze · missable

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

Finish Ansur while he is airborne charging his nova. Save before the Wyrmway confrontation.

Find Ansur in Act 3

In Wyrm’s Rock Fortress, descend to the prison and follow the western corridor to two dragon-head torches. When the guard is out of sight, hit each torch with lightning damage, such as Shocking Grasp. Both flames turn blue. Walk through the wall between them and speak to the statue beyond.

  • Courage. Have your toughest character take the torch at the statue. Keep them standing for four rounds.
  • Justice. Cast Remove Curse on the shadowy Judge. Pick up the painting called The Cell and place it on the empty stand behind him.
  • Insight. Cross the faint bridge between the left-hand statues. At the back of the library, attack the red figure named Suelto.
  • Strategy. Bring Gale and accept his advice at the statue. Select the piece he names and the game highlights its destination. You can also destroy the black king with lightning damage to pass the trial.

With the trials complete, follow the central passage into the Dragon’s Sanctum. Save before interacting with the dragon.

Preparation

Bring lightning resistance and a strong burst of non-lightning damage. Ansur is immune to lightning and poison. Arrows of Dragon Slaying or Undead Slaying are useful. Reserve your strongest attacks for the charge.

Time the finish

  1. Spread out, deal with the water myrmidons and reduce Ansur's health without killing him on the ground.
  2. Watch for Gather Power / Hoarding Energy: he rises into the air and becomes resistant to damage. This is your finishing window.
  3. Commit the reserved damage now. Do not stun him out of the charging state before the killing blow.

The nova arrives on his next turn, even though the status initially shows two turns. If you cannot finish, take cover behind the crystals or use Globe of Invulnerability to survive. A grounded kill afterwards does not meet this route's condition.

Honour Mode: expect an additional survival phase at 1 HP with temporary HP. Do not assume the first apparent killing blow ends the fight.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · GameFAQs · chris-williams trophy walkthrough · BG3 Wiki · Ansur combat · Wyrmway puzzles on the BG3 Wiki

Cleanup

Roleplayer

bronze

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

Background goals reward actions that suit a character's background while that character is in your active party. Keep a varied party and open Inspiration to see the completed goals. The trophy needs ten goals in one campaign, not ten unused Inspiration points. You can only hold four points at once.

For example, Wyll's Folk Hero background rewards saving Arabella from Kagha, healing Findal after clearing the Grove's Underground Passage, and defending the Grove against the raid. Bring him along for those steps. Other party members earn goals for their own backgrounds as you explore, investigate and finish quests.

Continue completing new goals until the tenth is recorded. Spending Inspiration to retry a dialogue roll does not erase the goal that earned it.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · BG3 Wiki · Inspiration and background goals · BG3 Wiki · Folk Hero goals

Bedrolls and Breakfast

bronze

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

Choose Long Rest from the camp menu, then use the bedrolls at camp. Select enough food or supply packs to fill the displayed requirement and confirm the rest. Do this on four nights in the same campaign. A partial rest with too few supplies will advance the night without counting for this trophy. Rest between quests when nobody nearby needs immediate help.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements

Expand Your Mind

bronze

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

Collect a Mind Flayer Parasite Specimen and spend it on an illithid power. One is on the desk in Nettie's room in the Emerald Grove. Take care around owned items, or use a specimen looted from an enemy later.

Crossing the bridge toward the Goblin Camp triggers the artefact scene. Take a long rest afterwards and speak with the Dream Guardian to begin Embrace Your Potential. Once that option is available, select the specimen in your inventory, choose to consume it and unlock a power in the Illithid Powers tree, such as Favourable Beginnings.

Having the specimen in your bag or using an illithid dialogue choice alone is not the same as unlocking a power. If you prefer a character who refuses parasites, make a normal manual save before consuming it, earn the trophy and reload.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · BG3 Wiki · Illithid powers

Dig for Victory

bronze

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

Keep a shovel in the active party's inventory. An early one is stuck in a mound on the wilderness path at X: 204, Y: 385. You can also find one by the ruined chapel or buy one from a trader.

As you explore, successful Survival checks reveal Dirt Mounds. Interact with a mound to dig until its chest appears. Repeat at five different mounds in this campaign. Ordinary above-ground chests do not count.

If digging is unavailable, move the shovel into the selected character's inventory. If the party failed a check at a likely burial spot, use the shovel from inventory and target that patch of ground manually. There are more than five opportunities, so a missed check does not require restarting.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · BG3 Wiki · Shovel locations · BG3 Wiki · Dirt mounds

No Penny Required

bronze

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

In Act 1, bring someone who can cast Detect Thoughts, or give the speaker a scroll or a Potion of Mind Reading. Find Guex practising at a dummy in the Hollow, inside the Emerald Grove. Save before speaking to him, since a failed attempt can turn the area hostile. Ask what he’s having trouble with and choose [Detect Thoughts] when it appears. Pass the roll to hear his thoughts and earn the trophy. If you’ve already helped Guex, any later successful Detect Thoughts dialogue check counts.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · GameFAQs · Act 1 exploration

Escapologist

bronze

Break out of prison after being arrested - aren't you daring?

On a regular save in the Act 1 Emerald Grove, make a manual save before stealing an item marked red in front of a guard. When confronted, accept jail. In the makeshift prison, turn away from the locked cell door, break the weak boards at the rear and jump outside onto the rocky ledge. Once the trophy unlocks, reload the save from before the theft to resume the Grove quests on friendly terms.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements

Outsourcing

bronze

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

Once the party is level 3 and Withers has joined your camp, bring 100 gold to him. If you have four active characters, ask one companion to wait in camp. Talk to Withers about hirelings, choose one from his list and confirm the hire. The trophy unlocks when they join the party.

If Withers is not at camp yet, explore the ruins north of the Overgrown Ruins waypoint. Enter the Dank Crypt, find the button beside the large statue in its main hall and defeat the awakened undead. Open the sarcophagus in the revealed room and finish his conversation. He then becomes available at camp.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · Hirelings on the BG3 Wiki

Jack-of-all-Trades

bronze

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

Wait until your party reaches level 12 on Balanced or Tactician. At camp, ask one companion to wait, then pay Withers 100 gold to recruit a hireling you have never used. Everyone else can keep their usual build.

Select the hireling and open Level Up. Their starting class counts as the first. At level 2, press Square button for Add Class, pick a different class and confirm that level. Repeat for levels 3 through 12, choosing an unused class each time. The final sheet should show all twelve classes at level 1. Never ask Withers to change this character’s class. If you accidentally put a second level in one class, reload or start with another fresh hireling.

If Add Class is missing on Explorer, switch to Balanced for these level-ups. Keep a Tactician trophy run on Tactician.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · PS5 level-up controls on PlayStationTrophies

Homebrewer

bronze

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

Keep quest ingredients aside before extracting anything. In particular, give Shadowheart her Night Orchid for To Bloom in Darkest Night first, or move it out of the active party's inventory so it cannot be consumed by alchemy.

In the Alchemy menu, use Extract All Ingredients. Three of the same raw ingredient make an extract. Choose a potion recipe and craft the finished drink. Make three different recipes in the same campaign. Extracting ingredients by itself gives no trophy progress.

Three options you can work toward are a Potion of Healing (Salts of Rogue’s Morsel and any suspension), a Potion of Speed (Ashes of Hyena Ear and any salt) and a Potion of Animal Speaking (Essence of Acorn Truffle and any salt). If one recipe is grey, select it to see which extract you still need.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · Alchemy recipes on the BG3 Wiki

Kill Two Birds with One Gnome

bronze

Use one enemy as an improvised weapon against another.

Use a strong character such as Karlach or Lae'zel against two small, already-hostile enemies standing close together. Goblins during the Grove defence are suitable, so there is no need to start trouble in the friendly Goblin Camp.

Select the green action version of Improvised Melee Weapon. Press Triangle button for Select from World, choose the nearby living enemy you want to lift, then select the second enemy as the attack target. Complete the swing. Use this action rather than Throw or the Berserker's bonus-action version.

If the target is too heavy, choose a smaller enemy or increase the attacker's Strength. You need to use one enemy to hit the other. The name does not require two kills.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · BG3 Wiki · Improvised Melee Weapon

Busker

bronze

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

Use a character with musical instrument proficiency and equip an instrument. A Bard is the simplest option. Performance skill proficiency alone does not grant instrument proficiency. Charisma and the Performance skill help the checks once you can play properly.

  1. In a friendly, populated area, select Perform from the action wheel and let listeners gather.
  2. Wait for a successful Performance check, then stop playing. Listeners can toss coins when the performance ends. Pick up the tips.
  3. Move to fresh crowds and repeat until you have earned 100 gold from performing. Not every listener tips, even after a success.

Rivington’s refugee camp, circus and streets provide a convenient Act 3 circuit, followed by the Lower City. Use the same performer throughout rather than splitting the task across characters. A Bard hireling lets you keep your main build and leave your Jack-of-all-Trades character untouched.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · GameFAQs · chris-williams trophy walkthrough · BG3 Wiki · performing music · PlayStationTrophies · Busker

Action Surge

bronze

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

Give a level 5 fighter such as Lae’zel two light melee weapons, one in each hand. Enter combat with Action Surge available and start a turn within reach of an enemy. Use both attacks granted by your normal action, use Action Surge, then make two more main-hand attacks. Use the bonus action for an off-hand attack if it hasn’t already fired automatically. All five attacks must come from that fighter on the same turn. Move to another target if the first one falls.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements

Fists of Fury

bronze

Kill a character with an unarmed strike.

Weaken an ordinary hostile enemy, then use a character with no melee weapons equipped to finish it. Remove both hand-held melee weapons before the attempt and select Unarmed Strike from their actions. A Monk's unarmed attacks also work.

Make sure non-lethal attacks are switched off, then land the killing punch. A knockout or a later kill by another character will not do. If the target survives, hit it again or try the next weakened enemy.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · BG3 Wiki · Unarmed Strike

Bottoms Up

bronze

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

Gather enough wine, beer or other alcoholic camp supplies for one full long rest. The displayed requirement is normally 40 supplies, or 80 on Tactician and Honour. Drinks list their supply value in the item details.

Start a long rest and interact with the bedrolls. On the supply-selection screen, clear any automatic selection, then manually select only alcoholic drinks until the requirement is met. Exclude food and Camp Supply Packs. Confirm and finish the night.

If you used food by mistake, collect more drinks and repeat on another night. This is about the supplies used for the rest, not drinking a bottle beforehand.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · BG3 Wiki · Resting

Shove Off

bronze

Kill a creature with falling damage.

During combat, choose an enemy near a high ledge and move a strong character to the side opposite the drop. Select Shove and inspect the landing preview. Use a clear drop where the fall will kill the target, weakening it first if necessary.

The fall must cause the death. A shove onto level ground or a surviving enemy does not count. If the preview is red or ends against a wall, reposition before spending the bonus action.

I would use an ordinary enemy rather than a quest character. A bottomless chasm can also take the victim's loot out of reach. If the first target survives, try a higher ledge or a weaker enemy.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · BG3 Wiki · Shove

Bookworm

bronze

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

Use Read on 100 different readable items during one campaign. Books, journals and notes count. Picking them up without opening the text does not, and rereading the same title is not a way to build the total.

Open documents on desks, shelves and bodies as you explore, then leave them behind if you do not want the weight. There are far more than 100 across the three acts, so keep reading new items until the trophy unlocks. Finish this while the Lower City is still accessible, before the Morphic Pool.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · PlayStationTrophies · Bookworm

Punch Drunk

bronze

Defeat twenty opponents while drunk - down them.

Keep alcohol in the inventory of the character doing the killing. Use Drink, confirm that Drunk is active, then land the killing blows before it wears off. Repeat until that character has killed twenty opponents in the same campaign.

A useful Act 2 opportunity is the dead raven at X: 29, Y: 118 in the Shadow-Cursed Lands. Save first and prepare your protection against the shadow curse. Interacting with it summons a flock of fragile hostile ravens. Have your chosen character drink immediately before triggering them, then use an area attack or Spirit Guardians to collect several kills while Drunk.

If that encounter is already cleared, use ordinary enemies or the rats in the Elfsong Tavern basement in Act 3. Drink again whenever the condition expires. You do not need all twenty kills in one fight.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · BG3 Wiki · Punch Drunk

Critical Hit

gold · difficulty

Complete the game in Tactician mode.

Start a new campaign on Tactician and keep it there until the full Act 3 ending is complete. Never lower the difficulty. The early Act 2 ending is not a substitute.

I recommend combining this with the second, Dark Urge campaign, after learning the encounters on the first run. Keep manual saves before bosses and irreversible decisions. You can reload a failed Tactician attempt.

  • Use a balanced party with a durable front line, ranged damage and access to healing or control spells. Keep equipment current and level up before entering harder areas.
  • Examine enemies for resistances and vulnerabilities. Concentrate attacks on one threat at a time so fewer enemies get another turn.
  • Position before combat, use elevation for ranged attacks and spread out against area damage. Protect concentration spells instead of replacing them accidentally.
  • Rest when depleted and carry healing potions and revival scrolls. A full long rest costs 80 supplies here.
  • If a boss is overwhelming the party, reload, explore accessible side content for experience and return prepared. Do not lower difficulty to get past it.

Follow the act warnings for the Dark Urge choices, then finish the Netherbrain route and its ending.

SourcesPlayStationTrophies · Webb trophy guide · BG3 Wiki · achievements · BG3 Wiki · Resting

Foehammer

gold · Honour mode · difficulty

Complete the game in Honour mode.

Start a new campaign on Honour Mode. This is the 8/10 challenge for 100% completion. Tactician is enough for platinum.

  • Keep the campaign unmodded. Choose Honour Mode itself at character creation.
  • You have one save for the campaign. The branching saves suggested elsewhere in this guide are unavailable. Decide your quest and ending choices in advance.
  • A full party wipe ends Honour eligibility. Continuing in Custom mode lets you finish the story, but does not earn Foehammer.
  • Inspect bosses for Legendary Actions before committing to a fight. Honour changes encounters and action economy, so do not assume a Tactician strategy works unchanged.

A separate completion run

Use the party and combat preparation in Critical Hit, but commit to one set of choices. There is no need to repeat every special boss trophy on this run. For example, Grym's forge hammer is available if you choose to fight him, and Orin's chanters can be removed when you do not need First Blood.

Before each major fight, restore the party, check the boss's Legendary Action and decide which character will trigger it. Keep others out of its danger area. Higher initiative, such as the Alert feat or an Elixir of Vigilance, helps the party establish control before enemies attack. Carry escape and healing supplies instead of using every inventory slot for damage items.

If a fight turns against you, use movement, Dash or invisibility to get a survivor far enough away for Flee Combat, then recover fallen companions through Withers at camp. Some enclosed or story encounters prevent escape, so do not rely on this once committed. A downed or dead companion can be recovered. Losing the entire party ends trophy eligibility.

Treat optional fights as a preparation decision. Do not enter Ansur or Raphael's encounter merely because it is still on the map. Learn the required bosses on the earlier runs and arrive with a plan for their Honour additions.

Finish the Act 3 campaign and ending with Honour Mode still intact. A failed run continued in Custom is useful practice, but earning the trophy requires a new successful Honour campaign.

SourcesPlayStationTrophies · Webb trophy guide · Larian · mods and achievements · Larian · Honour Mode announcement · BG3 Wiki · difficulty and Honour Mode · Lugan’s Honour Mode guide (PSTHC, in French)

Sources

Report an issue

Your report and the guide details above will be emailed privately to The Wayside. Add your email only if you would like a reply.

Edit draft

Controller icons

Use [ps:cross], [ps:circle], [ps:square] or [ps:triangle] for PlayStation face buttons. Directions use [ps:up], [ps:down], [ps:left] and [ps:right]. Shoulder and stick buttons use [ps:l1] through [ps:l3] and [ps:r1] through [ps:r3]. Use [ps:options] for Options. Preview formatting to see the icons.

Formatting help

Headings, bold, italics, numbered and nested lists, task lists, quotes, tables, links, code and images are supported. Raw HTML is displayed as text.

![Describe the image](https://example.com/image.jpg)
@[youtube](https://www.youtube.com/watch?v=VIDEO_ID)

:::spoiler Optional encounter
Text, images or video to reveal deliberately.
:::

Add a short label after :::spoiler, such as Camp scene or Ending choices. The panel adds “Spoiler:” automatically. Name the topic without revealing the outcome. Paste an HTTPS image URL to add an image. Readers choose when to load YouTube videos.

Only you can read this draft.

Publish guide