Look, I get it. You just crashed a nautiloid, you've got a literal ticking time bomb in your skull, and every NPC is screaming at you that you're going to turn into a mind flayer in a matter of days. The game creates this insane sense of urgency. But if you play the Baldur's Gate 3 walkthrough like a race against the clock, you’re basically sabotaging your own fun.
The biggest mistake I see? People rushing to the Druid Grove and then immediately sprinting toward the Goblin Camp because they think they’re dying. You aren't. Not yet, anyway. In fact, Larian designed the game so that the more you "waste time" and rest at camp, the more story you actually see. If you don't long rest enough, you'll miss half of Astarion’s character development and Gale’s weird magic-eating drama.
The Act 1 Trap: Why You Should Ignore the Main Quest (Initially)
Most players hit the beach, grab Shadowheart, and head straight north. That's fine, but if you want the "real" experience, you need to meander. Honestly, your first goal shouldn't be finding a healer; it should be reaching level 4 before you take on any major boss.
There’s a specific flow that makes the game feel way less punishing. Start by clearing the Dank Crypt right near the crash site. You need Withers. He’s the skeleton who lets you respec your entire build for 100 gold. Without him, you're stuck with the default (and often terrible) starting stats the companions come with.
After that, hit the Grove, but don't commit to anything. Talk to the tieflings, save the kid from the harpies on the beach (seriously, go behind the grove to the secluded cove, or that kid is toast), and then head west.
The Underdark vs. Mountain Pass Debate
This is where the community usually gets into fights. Should you go through the Underdark or the Mountain Pass to get to Act 2?
The answer is both. You can literally do 90% of the Underdark, including the Grymforge and the fight with Nere, and then just... walk back and do the Mountain Pass. The Githyanki Crèche in the Mountain Pass has some of the best legendary loot in the early game, specifically the Blood of Lathander. If you skip the Crèche, you’re leaving a massive chunk of Lae'zel’s story on the table.
The Secret "Evil" Path That Isn't Actually Rewarding
There's a lot of talk about the "Minthara run" where you raid the Grove. Since Patch 7 and the recent 2025 updates, Larian made it easier to recruit her without being a total monster (you can just knock her out now), but if you do go the full villain route, be prepared. You lose Wyll. You lose Karlach. You lose Halsin.
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Is a drow paladin worth losing three of the best written characters in the game? Usually, no. Unless you're playing a Dark Urge character, the "good" path provides significantly more content, vendors, and side quests that pay off in Act 3.
Act 2: Managing the Shadow Curse Without Losing Your Mind
Once you hit the Shadow-Cursed Lands, the game's tone shifts. It’s oppressive. Most people think they need to hug the torches and stay near the Harpers.
Basically, you want to get to the Last Light Inn as fast as possible. Talk to Isobel. But here’s the kicker: don't let her get kidnapped. If the fight at the inn goes south and Isobel is taken, almost every NPC in the inn dies. That includes Dammon, the blacksmith you need for Karlach’s heart, and several quest-givers for the endgame.
Key Locations You Probably Missed in Act 2:
- The Masons' Guild: Underneath the floor, there's a whole history lesson on how the curse started.
- The Healer's House of Healing: Malus Thorm is a freak. You can actually talk him into having his nurses "practice" on him, skipping a massive boss fight.
- The Fish People (Kuo-Toa): Yeah, they're back. There's a hidden area in the Shadow-Cursed Lands where they're worshipping a new "god." It's purely for flavor, but it’s peak Larian weirdness.
The Act 3 Performance Wall
By the time you reach the city of Baldur’s Gate, your quest log will look like a disaster zone. It’s overwhelming. The frame rate might dip, and the sheer number of NPCs is a lot.
Don't try to do everything at once. Focus on your companions first. Specifically, finish Astarion’s quest with Cazador and Shadowheart’s conclusion with the House of Grief. These are the emotional anchors of the Baldur's Gate 3 walkthrough.
One pro tip for the city: get the Steel Watch sorted early. Navigating the streets while giant robots are trying to arrest you for existing is a massive pain. If you disable the Foundry, the city becomes your playground.
Dealing with the Ending: The No-Reload Reality
If you're playing on Honour Mode, your strategy changes entirely. You don't take risks. You don't try "funny" dialogue options with Vlaakith (she will literally wish you out of existence, ending your run).
In Honour Mode, your best friend is the "Alert" feat. Going first in initiative is the difference between winning a fight and getting wiped before you even take a turn. Also, keep a "designated survivor" at camp. If things go bad, one person can flee combat, go to Withers, and bring the whole party back. It's cheesy? Maybe. Does it save a 100-hour save file? Absolutely.
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Actionable Next Steps for Your Run:
- Check your stats: If you haven't visited Withers yet, do it. Fix Shadowheart’s Dexterity and Strength. Her default 13/13 split is a nightmare for her accuracy.
- Rescue the Owlbear Cub: Kill the mother (or don't), but make sure you clear the goblins later so the cub can find your camp. You need the "You Have Two Hands for a Reason" achievement.
- Collect the Pieces of Mourning Frost: In the Underdark, three different drow carry pieces of a staff. Combine them for one of the best cold-damage weapons in the game.
- Save your Inspiration: Don't waste it on opening random chests. Save it for the high-stakes dialogue rolls with bosses where you can literally talk them into killing themselves.
The game is massive. You're going to miss stuff. That’s why people are still finding new secrets in 2026. Just keep a few save files, talk to every animal you see, and for the love of the Gods, stop worrying about the tadpole in your head. It’s fine. Mostly.