Every Point Of No Return In Baldur’s Gate 3

Every Point Of No Return In Baldur's Gate 3



Once you’ve spent many hours in the world of Baldur’s Gate 3, the beautiful groves, mysterious caverns, and even gloomy shadow-cursed lands can start to feel like home. It can come as a nasty shock, then, when you find yourself locked permanently out of them after you exceed certain points of no return in the storyline.

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Which way are you going to pursue?

Unfortunately, that’s just the way it is, and you won’t be able to revisit certain places after you progress, except through old save files. That said, we can help you figure out exactly where each of these points of no return are, so that you’re not caught off guard by them.

Updated on December 28, 2024 by Alfredo Robelo: We’ve updated this guide for readability while also adding some information on the third act when you encounter a point of no return yet again.

Act One Point Of No Return

Baldur's Gate 3 - Duergar skiff sails into Grymforge

This first one isn’t exactly a “point of no return”, since you’ll still freely be able to return to previous areas prior to this point. However, it’s still a point worth noting, because progressing past this point will lock you out of the following content if you haven’t completed it by this point:

This point of no return occurs when you progress into the shadow-cursed lands. You can do so in two ways: through the Mountain Pass, or through the elevator in Grymforge.

Note that any unrescued NPCs in Waukeen’s Rest will die if you go into the Mountain Pass at all, even if you don’t progress past it into the shadow-cursed lands.

Mountain Pass

In order to get to the Mountain Pass, you’ll need to travel to the far west of the map, past Waukeen’s Rest (X:-79, Y:572). You’ll eventually come across a cutscene of a githyanki patrol terrorizing and massacring a group of Flaming Fist soldiers.

You’ll have to deal with the githyanki patrol by fighting or talking them down; after which you’ll be able to progress further east into the Mountain Pass.

In the Mountain Pass, you can either progress Lae’zel’s personal quest by finding Crech Y’llek, or progress into the shadow-cursed lands.

Grymforge

Grymforge is a duergar outpost in the Underdark.

You can access it by reaching the Decrepit Village in the Underdark, which is by the Underdark Beach (X:19, Y:208) waypoint, and commandeering a duergar boat from the shore.

On your first time traveling to Grymforge, you’ll face off some hostile duergar on your way there.

Once at Grymforge, you’ll find yourself sucked into a crisis wherein Nere, a True Soul, has been trapped by a cave-in. You’ll be able to choose to help him massacre the outpost in retaliation, or rescue several deep gnome slaves from his ire—the latter of which will grant you the loyalty of Barcus Wroot (and his excellent gloves).

Regardless, after this, you’ll be able to take the elevator in the outpost into the shadow-cursed lands.

Grymforge is a huge area full of secrets, such as the Adamantine Forge and the Sentient Amulet. Make sure to take your time and explore before progressing!

Act Two Point Of No Return

Baldur's Gate 3 - Shadowheart in front of a statue of shar in shar's sanctum

This one, on the other hand, is definitely a point of no return, and will lock you out of all Act One locations, including that of the Mountain Pass and Underdark once you progress past it.

In addition, it will also lock you out of or automatically fail certain side quests, such as saving Wulbren and the tieflings. Make sure you’ve done everything you want to do before progressing past this point.

This point lies in the Gauntlet of Shar, deep under the Grand Mausoleum (X:-174, Y:79) in the shadow-cursed lands of Act Two.

After passing all the trials in Shar’s Gauntlet, you’ll be faced with a pool of water that teleports you to the Shadowfell and has you facing off Balthazar and the Nightsong. Going through this portal will mark the second point of no return.

Act Three Point Of No Return

Baldur's Gate 3 -  Path to Baldur's Gate from shadow lands

This point of no return is the transition between Act Two and Three, and occurs after you choose to progress to the city of Baldur’s Gate. This point will lock you out of all areas prior to Act Three—this means anything in Act Two, Act One, the Underdark, or the Mountain Pass.

You can do so by traveling to the far west of the shadow-cursed lands of Act Two—northwest of the Moonrise Towers (X:-151, Y:-96) and southwest of the Grand Mausoleum (X:-174, Y:79) .

If you angered Vlaakith at the Githyanki Creche, you’ll face off an Avatar of Vlaakith along this path, just before the waypoint. Be prepared for a tough fight before you embark.

Be warned: trying to progress to this point before dealing with Ketheric Thorm and the Nightsong will find you facing off the armies of the Absolute.

Your companions will warn you against brute-forcing your way through them, and if you disregard their warnings, you’ll quickly find yourself thrown into a cell under Moonrise Towers. Baldur’s Gate 3 offers remarkable freedom in most areas, but you’ll need to follow the main storyline on this one.

Taking The Skiff In The Sewers Of Baldur’s Gate

Baldur's Gate 3 image showing a monk player with his party about to board a skiff.

The final point of no return happens when you take the skiff to challenge the Netherbrain, with said skiff being hidden in the labyrinthian depths of Baldur’s Gate’s sewers. Once you have collected all three Netherstones, you’ll be able to journey to your final challenge, but it isn’t just a single fight.

You won’t be able to change your party once you board the skiff.

Boarding the skiff will make you leave Baldur’s Gate behind, abandoning any ongoing quests you were doing there. As such, you should finish any business you have in the city since all those quests can turn into added help for the final battle, either against the forces of the Absolute or against the terrifying Brain itself.

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