has a lot of content to explore in each of its three acts, but it'spossible for the party to end up locking themselves out of content depending on the order in which they visit specific areas or complete quests. The most obvious points of no return for completing content in a certain act occur when the party is getting ready to move to the next act, and a pop-up appears to warn them that they can't go back if they continue past that point. However, some content locks are much easier to miss.
Once the party gets to Act 3, there are a lot of questlines that can be started, and quite a few quests that start in previous acts end here. The problem is that the design of Act 3 has the party spending the majority of their time in the city of Baldur's Gate and its surrounding areas, which leads to a much less linear structure. Therefore, if the party doesn't know how certain questlines interact with each other, they can end up locking themselves out of content depending on the order in which they complete objectives, and that's frustrating.
In Act 3, Karlach wants revenge against Gortash, who is the reason she ended up in Avernus. Wyll wants to save his dad from Gortash, having discovered that he's being controlled and imprisoned so that Gortash has more power within the city.
Additionally, the party has the task of getting Gortash's Netherstone from him, which usually means killing him, but the Steel Watch guarding him and watching the citizens in the streets makes that a tough situation. Unfortunately, these three tasks interact with each other in ways that can prevent the other tasks from being completed.
After their first playthrough of Baldur's Gate 3, many players will consider doing an evil run next. But are the consequences worth it?
It's possible to complete all three tasks, but only if they're done in a specific order. Otherwise, one or more of them will end up being unavailable due to the consequences that come with completing them in a different order. In order
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