Basically looking for people’s experiences across multiple playthroughs in this game. Tell me all about the unexpected things you found, especially after more than two playthroughs.
I’m currently on my second run, close to the end. The first run I played Tav. I thought myself pretty thorough with map exploration, and by the time I finished I had a pretty good idea of which quests I had left unfinished and which characters I wanted to interact more/less/differently in my next run.
I wasn’t expecting the game to feel this different though, and I’m loving it for it. So now on my second run I am playing Durge, I recruited Laezel and Minthara (previously I didn’t…) and I made sure to find all pieces of Dribbles. I set myself to antagonize the Emperor in this run, unlike in my previous one. Oh and I made sure to keep the windmill gnome alive in the blighted village, since previously I accidentally pulled the wrong lever and yeeted him away, lol. I thought that was it, that would be most of the missing content I was interested in.
I… didn’t expect to find so many different bits and pieces here and there or because of the order in which I did things. I realised I could recruit Scratch, an owlbear, and also an intellect devourer. I was surprised to see that entering the shadow cursed lands from the mountains as opposed to the grimforge would give me the opportunity to join the drider’s caravan. Straight to moonrise, skipping the Inn. I rescued the prisoners and Minthara and was surprised, again, to see I could take them all, and myself and the party by boat to the Inn even if I hadn’t yet been at the Inn.
I also realised I pretty much sucked exploring the map in Act 3; so many doors left unopened. For example I discovered there are mausoleums one can actually break into and explore in the graveyard. How come I missed that before, I don’t understand. There is a mindflayer in the windmill in Rivington, and I should have taken the emperor’s advice regarding it. In this run, my companions actually pointed at the shop Jaheira said would be the safe place, so I brought Jaheira with me and oh boy I discovered she actually has content exclusively for her. Her little questline was totally unexpected; previously I just let her tag along at camp but mostly ignored her. Discovering this as Durge I guess added extra flavor.
Etc. I could go on forever, but I want to hear what surprised you. Bring it on, maybe you can inspire me to try something different in my next run.
If you don’t fight Ethyl, she won’t move to Baldur’s Gate. This means 1) the house you would meet the Anti Hag Support Group is occupied by generic bandits, 2) the people in the Blushing Mermaid are just regular people, albeit drunk or hungover, 3) Lora and Vanra are safe in their home and 4) Ethyl’s lair is sealed off entirely.
If you use barrels, you can trigger the lever to open the door anyway. If you then attack her mushrooms, she shows up angry and yells at you for killing her, and the game crashes.
If you DO fight Ethyl, don’t kill the Mask of Regret. If you let her live, she’ll turn up in the Anti Hag Support Group under the name Hydrangea Wubb.
There are five people in Rivington that Orin can impersonate. The first two you speak to will be Orin. If you talk to Gortash, Orin will not impersonate anyone else, and the ones you didn’t talk to will be themselves.
The two that Orin impersonates can be found dead in the Temple of Bhaal. If she didn’t impersonate two people, there are two humans who serve as backup victims.
If you free Oskar, he will turn up in Jannath’s Estate and get the whole place haunted. If you don’t free him, an art exhibition will be held instead.
If you speak to Naoise in Sharess’ Caress as Minsc, she can offer her Rapture speech to him. One of your options for “what will you be” will be Minsc, leading her to call him “The most Minsc”.
If you throw Naaber off of the bridge, he will swim to the shore. This happens to nobody else in the game.
If you use Speak with Dead on Naaber, you can ask him more than five questions, because he wants to talk too much for death to stop him. He will even complain when you end the spell.


