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?
I was pretty annoyed when I couldn’t do the underdark after choosing the other path.
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.
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
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.
Explore the druid camp more if you want to find the harpies.
they are lvl 3, in the coast near the grove, inside the grove.
So long as you don’t progress past the Mountain Pass into the Shadowlands you can go back and do the Underdark no issue, and you can still go back and hit the underdark even after that (all the way until Act 3) though you will miss some quests that way.