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?

  • Crozekiel@lemmy.zip
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    1 year ago

    Once you hit the lock out point, there aren’t any waypoints for act one when you open the map… I didn’t get all the way through acts one and two by literally walking everywhere and ignoring fast travel, lol.

    No waypoints was why I had to walk back to the elevator to even try going back. I don’t want to drop spoilers, but I have a hunch what the “point of no return” is and depending on your methodology playing the game you might trigger it relatively early in act 2 or it could be very nearly the last thing you do… I’m assuming you happen to have done the later and didn’t even notice when you got locked out of act 1.

    • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 ℹ️@yiffit.net
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      1 year ago

      I’ve heard of this early ending and yeah, maybe that’s it because I was able to go back to the very beginning as far as just before entering Rivington. After that, is when the only FT point I had was my camp. I did all the top of emerald Grove, then the underdark, then the mountains, then the shadow forest before finally moving on.