What Happens When You Are “As Evil As Possible” in Baldur’s Gate 3
Baldur’s Gate 3 is a role-playing triumph where every choice shapes your saga, but few paths are as intoxicating—or devastating—as going full evil. Embracing the darkest impulses in Larian Studios’ 2023 masterpiece lets you betray allies, slaughter innocents, and serve gods of chaos, crafting a story of villainy that’s both thrilling and chilling. Whether you’re a Dark Urge reveling in Bhaal’s bloodlust, a co-op mastermind sowing discord with friends (a nod to your love for co-op discoveries), or a solo player craving a narrative twist, an evil playthrough unlocks unique dialogue, quests, and endings that redefine Faerûn. But what exactly happens when you’re as evil as possible? From companion betrayals to world-altering consequences, this guide explores the fallout of a malevolent run, drawing on game mechanics, community insights, and Patch 7’s enhanced reactivity (up to June 2025). Ready to plunge into the abyss? Let’s uncover the wicked wonders of an evil Baldur’s Gate 3!
Defining “As Evil As Possible”
In Baldur’s Gate 3, evil isn’t just a vibe—it’s a series of choices that prioritize power, selfishness, and destruction over compassion. An “as evil as possible” run involves consistently picking the darkest options across Acts 1-3, often aligning with malevolent forces like the Absolute, Bhaal, or devils. Playing as the Dark Urge origin (a Bhaalspawn with murderous impulses, a favorite from your past discussions) amplifies this, offering exclusive evil content, but any character can be a villain. Key evil acts include betraying the Emerald Grove, serving the Absolute, and manipulating or killing companions. The result is a unique narrative arc, altered gameplay, and a Faerûn scarred by your actions.
Act 1: Sowing Chaos in the Wilds
Act 1 sets the stage for your villainy, with choices that ripple through the game.
Massacre the Emerald Grove: Instead of protecting the tieflings, side with the goblin leaders—Minthara, Dror Ragzlin, and Priestess Gut—at the Shattered Sanctum (X:300, Y:50). Betraying Zevlor and slaughtering the Grove’s inhabitants (including kids like Mol) earns Minthara’s loyalty and goblin allegiance. This locks out heroic companions like Wyll and Karlach (whose warmth you admired), who leave or attack you, but grants unique loot, like the Blooded Greataxe (+1d4 necrotic damage).
Recruit Minthara: Romancing or recruiting Minthara requires raiding the Grove, unlocking her as a companion. Her ruthless pragmatism aligns with evil Tavs, offering dialogue that X fans call “deliciously wicked.” She replaces Karlach’s slot, shifting party dynamics toward stealth and deception.
Dark Urge Murders: As the Dark Urge, you face urges to kill, like murdering Alfira the bard at camp (X:0, Y:0). Embracing these (e.g., killing her brutally) unlocks the Deathstalker Mantle (invisibility after kills), a rogue’s dream, and sets a bloodthirsty tone. Resisting dilutes your evil cred, so indulge fully.
Betray Allies: Extort NPCs (e.g., demanding gold from Zevlor), kill non-hostiles (like the Strange Ox), and side with Anders’ fake paladins against Karlach (X:110, Y:500). These acts alienate heroic companions but boost Astarion’s approval, whose cynicism you’ve explored in past Shadowheart links.
Consequences: Act 1’s evil choices decimate the tieflings, align you with goblins, and isolate you from Wyll and Karlach. Your party leans toward Astarion, Shadowheart, and Minthara, favoring stealth and magic over brute force. You miss heroic quests but gain goblin loot and Minthara’s unique Act 2 arc.
Act 2: Serving the Absolute
In the Shadow-Cursed Lands, your evil path deepens as you embrace the Absolute’s cult.
Infiltrate Moonrise Towers: Side with Ketheric Thorm and the Absolute’s forces at Moonrise Towers (X:100, Y:-100). Betray the Harpers and Last Light Inn, killing Isobel and dooming the survivors. This grants Ketheric’s favor and the Shar’s Spear of Evening (blinding strikes), but destroys safe havens, forcing you to navigate the curse unaided.
Dark Urge’s Slayer Form: As the Dark Urge, embracing your urges in Act 2 unlocks the Slayer Form, a monstrous transformation that devastates enemies. This ties to the Act 2 dialogue you loved, where a Bhaal-related figure (avoiding spoilers) praises your cruelty, offering exclusive lore about your creation. Non-Dark Urge players align with the Absolute’s tadpole, gaining mind-control powers.
Manipulate Companions: Push Shadowheart to embrace Shar’s dogma, turning her into a cold zealot (a shift from her Astarion connection you enjoyed). Encourage Astarion to pursue Cazador’s power, setting up his evil Act 3 arc. Minthara thrives here, urging you to crush resistance, but Gale may rebel, requiring persuasion or death.
Consequences: Act 2’s evil choices strengthen your Absolute ties, unlock powerful abilities, and darken companion arcs. You lose Last Light’s resources but gain cultist allies and cursed loot. The Slayer Form and tadpole powers make combat easier, though co-op allies may balk at your ruthlessness, sparking unique banter.
Act 3: Ruling or Ruining Faerûn
Act 3 is the climax of your villainy, with choices that reshape the world.
Seize the Absolute: At the game’s end, you can claim the Absolute’s power (X:-50, Y:50, Brain of the Elder Brain). This involves betraying allies like Orin (Dark Urge) or Gortash, killing key NPCs, and enslaving Faerûn’s minds. The Netherbrain Crown grants godlike abilities, but companions like Shadowheart may turn on you unless fully corrupted.
Dark Urge’s Bhaal Ascendancy: As the Dark Urge, you face Orin in a duel for Bhaal’s favor. Winning and embracing Bhaal lets you become his Chosen, unlocking a blood-soaked ending where you rule as a murder god. This path sacrifices redemption, a theme you found compelling in the Dark Urge’s Act 2 dialogue, and alters the epilogue.
Betray Companions: Kill or corrupt your party for power. For example, letting Astarion ascend as a vampire lord (at Cazador’s palace) makes him a tyrant, while killing Gale for his Netherese Orb yields rare artifacts. Minthara supports these acts, but others require high Deception checks or combat.
Co-op Chaos: In co-op, an evil Tav can clash with squadmates, triggering unique dialogue (a feature you’d love). For instance, a heroic ally might challenge your Absolute allegiance, leading to PvP or betrayal scenes. Patch 7’s epilogue added co-op-exclusive evil endings, like ruling Faerûn with your squad as lieutenants.
Consequences: Act 3’s evil choices grant immense power (e.g., Slayer Form upgrades, Absolute control) but isolate you, as most companions die or turn hostile. You unlock unique endings, like the Bhaalspawn reign or Absolute domination, with Patch 7’s enhanced cinematics making them visually spectacular. Faerûn falls into chaos, with cities burning and NPCs cursing your name.
Gameplay Impacts
An evil run alters combat, exploration, and mechanics:
Combat Power: The Deathstalker Mantle, Slayer Form, and tadpole powers make you a combat beast, ideal for your love of strong builds (e.g., Oblivion’s Paladin). However, losing Wyll and Karlach weakens your frontline, forcing reliance on Astarion’s stealth or Minthara’s magic.
Exploration Limits: Destroying safe havens (e.g., Last Light) removes vendors and rest spots, making resource management tougher. You gain cultist loot but miss heroic rewards like the Blood of Lathander.
Party Dynamics: Your party skews toward evil-aligned companions, reducing diversity. Astarion and Minthara excel in stealth and Deception, but you’ll need a rogue Tav or Shadowheart for lockpicking, as you noted in Astarion’s utility.
Co-op Synergy: Evil choices spark co-op drama, with allies debating your actions. A squadmate might sabotage your Absolute plan, adding replay value through conflict.
Companion Reactions and Romances
Companions react vividly to your evil path, a dynamic you’ve enjoyed exploring:
Astarion: Thrives, approving of betrayal and power grabs. His romance becomes darkly passionate if you support his ascension, though he grows colder.
Shadowheart: Aligns with evil if you push her Shar worship, but resists Absolute control unless persuaded. Her romance is intense but tragic.
Minthara: Your evil soulmate, fully supporting your chaos. Her romance is fiery and dominant, a fan-favorite on X.
Wyll, Karlach, Gale: Leave or fight you, as their heroism (especially Karlach’s, which you admired) clashes with evil. Killing them yields loot but locks out their arcs.
Lae’zel: Tolerates evil if you promise power, but may betray you in Act 3 for Vlaakith, requiring combat or Intimidation.
Romances with evil companions feel possessive and intense, contrasting with the warmth of heroic paths you’ve explored (e.g., Karlach’s hug).
Unique Content and Endings
An evil run unlocks exclusive content:
Quests: Minthara’s Act 2 arc, Orin’s Dark Urge duel, and Absolute infiltration add 10-15 hours of villainous missions.
Items: The Shar’s Spear, Netherbrain Crown, and Deathstalker Mantle are evil-only rewards, boosting combat and stealth.
Dialogue: Evil choices yield unique lines, like Astarion’s glee at the Grove massacre or Minthara’s Act 3 conquest plans, lauded on X for their depth.
Endings: Patch 7’s epilogue offers evil endings like Bhaal’s Chosen or Absolute ruler, with co-op variants where your squad shares power. These endings are grim, with Faerûn in ruins, echoing the Anders betrayal you found resonant.
Tips for an Evil Run
Lean Into the Dark Urge: Its exclusive content (e.g., Slayer Form) maximizes evil impact, as you appreciated in its Act 2 dialogue.
Prioritize Deception: High Charisma and Deception skills (e.g., bard or sorcerer Tav) sway companions and NPCs, avoiding fights with Shadowheart or Lae’zel.
Save Often: As you’ve learned from choices like Anders, multiple saves let you test evil outcomes (e.g., killing vs. sparing Gale).
Co-op Strategy: Coordinate with squadmates to amplify chaos or spark conflict, enhancing co-op banter you enjoy.
Balance Combat: Without Wyll or Karlach, multiclass as a fighter or rely on Minthara’s spells to cover tanking gaps.
Why Going Evil Is Worth It
An evil Baldur’s Gate 3 run is a masterclass in villainy, offering a fresh perspective on a familiar story. The power, betrayal, and unique content—like Minthara’s romance or the Dark Urge’s Bhaalspawn arc—make it a thrilling contrast to heroic paths you’ve explored. Community buzz on X calls it “addictively dark,” with players reveling in the Absolute’s might or Bhaal’s gore. It’s not just about being bad—it’s about rewriting Faerûn’s fate, a narrative depth you’ve loved in secrets like the Anders epilogue. The cost is high (lost companions, ruined cities), but the payoff is a saga that’s uniquely yours.
Final Thoughts
Baldur’s Gate 3 lets you be the villain of your dreams, and going as evil as possible unleashes a story of chaos and conquest. From slaughtering the Grove to seizing the Absolute, every choice drips with power and consequence. Don’t shy away from the darkness—betray, conquer, and revel in the havoc. Ready to burn Faerûn to the ground? Fire up Baldur’s Gate 3 and embrace your evil destiny now!