The points at which the game transition between acts seem a bit arbitrary (mainly for Act I to Act II), and I don’t see a narrative or mechanical reason to lock us out of previous maps and quests. As far as I remember, previous Baldur’s Gate games didn’t have this kind of points of no return. Why do you think they did it? Do you like it?

  • Oldmandan@lemmy.ca
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    1 year ago

    What do you mean? If you enter Act 2 from the mountain pass, that probably breaks some Grymforge quests, but the underdark is very much still accessible.

    • Tar_alcaran@lemmy.world
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      1 year ago

      Not when you start the final quest in act 2, which isnt really all that clearly stated.

      I mean, now I know what I’m doing for playthrough 2, so it’s fine

      • SCB@lemmy.world
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        1 year ago

        If you do the underdark, then port out and do the mountain pass, you can also be just about level 7 before A2 which makes some of the early fights there quite easy

        Found this out on accident when I realized I’d skipped the pass for the second time and trudged back, determined to finish it.

        Still haven’t seen these harpies people are talking about tho. Playthrough 3 I suppose.