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Baldur’s Gate 3, Secrets from Act Two: From Gith and Back Again

Baldur’s Gate 3’s second act is a huge step up from the content available in early access. Discover the latest and greatest, right here! 

Baldur’s Gate 3, Secrets from Act Two: From Gith and Back Again

Just a few days ago, we were given the opportunity to play the full version of Baldur’s Gate 3 for two days with Larian in Ghent, Belgium. In this video series, we want to talk about the things that we learned from playing that and discuss some changes that are coming to the game, which you might not be aware of, even if you saw the Panel From Hell. In this first video, we want to focus on Act 2.

Baldur's Gate 3 - Wake Up, Dragonborn
Wake Up, Dragonborn

Act 2 is something that you might not hear much about from other press or content creators because the days were divided between press and content creators. On the Press day, we all started at the beginning of the game and played for five or six hours. We eventually reached Act 2 at the end of the first day. On the second day, most of the press left, and the content creators came in, starting from the beginning of the game and playing up to Act 2.

Fortunately, we were able to continue our save from the first day and play exclusively in Act 2. This allowed us to see a lot of things that others might not have seen before.

However, we must mention that there will be some minor spoilers in our discussion. We’ll be talking about locations that were alluded to in Act 1 and some of the characters present in Act 2. If you want to avoid hearing anything about it, we suggest skipping this part to avoid spoilers.

Baldur’s Gate 3: Act Two, Scene One

In Act 2, there are multiple paths you can take. Instead of going through the Underdark like you can in Early Access, we went via the Githyanki area and through the mountain pass. Act 2 essentially picks up after that point. Previously, in Early Access, you would reach this point and be told that you can’t go there. But now, we’ve gone through the Githyanki area, and we’re on the next part of the map.

Baldur's Gate 3 - On to the Creche
On to the Creche

In Act 2, you have two options. You can go towards the Shadowed Lands, showcased in the Panel From Hell. It’s a dark and gloomy area that we’ll discuss more after this. Alternatively, you can go to the Githyanki creche, where Lae’zel wants to go to seek help in removing the tadpole from her head. Having plenty of time, we decided to go to the Githyanki creche first and explore it.

Baldur's Gate 3 - Secret Tunnels from Act 1 to Act 2
Secret Tunnels from Act 1 to Act 2

There is a lot of exploration to be done in this area, showcasing the three-dimensional nature of Baldur’s Gate 3. The game incorporates vertical space into puzzles, which requires you to think more three-dimensionally. Finding switches, opening doors, and reaching high-up locations become part of the puzzle-solving experience. Larian has definitely upped the ante when compared to Divinity Original Sin 1 and 2. 

Baldur's Gate 3 - A Dark and Shadowy Forest

After exploring the Githyanki creche and interacting with the Githyanki, we found that section fascinating. The culture and dynamics of the Githyanki were intriguing. Additionally, the companion Lae’zel has an interesting role to play. It reminded us of the first time walking into the Brotherhood of Steel in Fallout, where you’re in awe of the environment and the characters.

Back to the Shadows

Moving on, we made our way through to the Shadowed Lands. This area has a creepy atmosphere and a debuff that requires you to find a way to protect yourself or face certain death. Your goal is to reach a tower in the zone and discover who is controlling the parasites

Baldur's Gate 3 - Follow the Light
Follow the Light

There are different routes to reach the tower, offering various options depending on your choices. Sven and Adam demonstrated two different approaches in the Panel From Hell. However, during our playthrough, we took a completely different route, which we won’t spoil. The game offers a wide range of options, not just sticking to the usual good, neutral, or evil alignments.

Baldur's Gate 3 - It's My Lamp Now!
It’s My Lamp Now!

In terms of building up a whole world, the game is more interconnected than you might expect from Early Access. There are hidden doors and backdoor tunnels that connect areas of Act 1 to Act 2, providing shortcuts to specific parts of the game.

Kung-Fu Fighting

One thing we want to highlight is that the combat in Act 2 is more challenging and interesting compared to Act 1. While already good, the combat was never the shining star of Baldur’s Gate 3’s Early Access.

Baldur's Gate 3 - Release Version Combat
Release Version Combat

This time, Baldur’s Gate 3 catches up significantly to Larian’s previous games. The encounters feature more diverse and difficult enemies, and the rewards are far greater. 

Baldur's Gate 3 - More Release Version Combat

Leveling up to level 5 also provides extremely significant gameplay changes. Some include gaining level three spells for spellcasters and a second attack for most martial classes. Since Baldur’s Gate 3’s Early Access gets you to level 5 quite late, you don’t get to experience too many goodies this power spike provides. Good thing Act 2 doles out the action in spades. 

Customization and Progression in Mid Baldur’s Gate 3

In terms of character customization in Baldur’s Gate 3, multi-classing allows us to mix things up and try new combinations. The itemization in the game is incredibly strong. We’ll delve into the specifics of itemization in another video, where we’ll provide examples of the high-quality items we’ve discovered. Some of these items can even change the way you build your characters, which will be exciting for many players.

Baldur's Gate 3 - New Items, and More
New Items, and More

One noteworthy aspect of Act 2 is the progression of companions. In Act 1, we learned about our companions’ personalities and how they interact with us, but Act 2 takes it a step further. Their plotlines advance organically when we rest at the camp and engage in conversations with them. We can’t simply ignore them and expect no consequences. Their stories develop as we progress through the game, presenting us with tough decisions and challenging situations. The way these elements are implemented is truly impressive.

Baldur's Gate 3 - Wyll Gets a Rewrite
Wyll Gets a Rewrite

After playing Act 2, we were left with the strong impression that the writing in Baldur’s Gate 3 is some of the best in gaming. It surpasses the writing in Act 1 and offers a more serious and dark tone, reminiscent of “The Empire Strikes Back” in the Star Wars saga. The writing is captivating, filled with depth, and evokes a range of emotions. If you appreciate fantastic writing, Act 2 is where it truly shines.

Wrapping Up

Overall, Act 2 of Baldur’s Gate 3 builds upon the strengths of Act 1 and delivers an even more immersive experience. The character customization, itemization, and companion progression add layers of depth to the gameplay. The writing, in particular, stands out as exceptional, taking the game to new heights. 

Baldur's Gate 3 - Demonic Patron

The game’s use of vertical space, exploration, and combat challenges made it stand out. The branching paths and many choices add depth and replayability to the game. Players will enjoy exploring the Shadowed Lands, interacting with intriguing characters, and unraveling the mysteries of Act 2. 

The combination of these elements creates a compelling and captivating experience that keeps us eagerly anticipating what’s to come. We can’t wait to see what lies ahead in the next acts of this fantastic game when it fully launches on August 3rd.

Be sure to visit the Baldur’s Gate 3 Wiki for more on the game! 

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