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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?

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[-] Oldmandan@lemmy.ca 9 points 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 4 points 1 year ago* (last edited 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 2 points 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.

[-] skullone@sh.itjust.works 6 points 1 year ago* (last edited 1 year ago)

Explore the druid camp more if you want to find the harpies.

[-] fushuan@lemm.ee 4 points 1 year ago

they are lvl 3, in the coast near the grove, inside the grove.

this post was submitted on 30 Aug 2023
38 points (86.5% liked)

Baldur's Gate 3

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