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{{Location page
| prefix = The
| name = Makeshift Prison
| alt name =
| image = Makeshift Prison.png
| image description = The Makeshift Prison houses a metal cage and a rugged holding cell.
| act = one
| summary = It primarily connects to [[The Hollow]].
| region prefix = the
| region = Emerald Grove
| north =
| west =
| east =
| south =
}}
== Overview==
The main entry to the Makeshift Prison is through a shabby door near [[The Hollow]] at {{Coords|190|585}}. If the party are caught committing crimes, they may be imprisoned here and their belongings locked in a nearby Equipment Chest.


[[File:Makeshift Prison.png|thumb|The Makeshift Prison houses a metal cage and a rugged holding cell.]]
When the party first enter the prison, they will find {{CharLink|Arka}} aiming a crossbow at {{CharLink|Sazza}}. The party can decide to intervene or watch the bloody scene unfold.


The '''Makeshift Prison''' is a [[Location]] contained within the [[Druid Grove]] in [[Act One]]. It primarily connects to [[The Hollow]].
=== Freeing Sazza ===
If Arka spares Sazza's life, the party can initiate {{Quest|Save the Goblin Sazza}}. Sazza can be freed using the {{SmRarityItem|Iron Cell Key}} held by {{CharLink|Tilses}} or by passing a {{Ability Check|Sleight of Hand|10}}.


== Overview==
=== Hidden path ===
The main entry to the '''Makeshift Prison''' is by through the '''Shabby Door''' in {{coords|189|584|The Hollow}}. Upon entering the Makeshift Prison, an event will trigger to determine if [[Arka]] will kill [[Sazza]] or not.
The Makeshift Prison has a slightly hidden path toward the north-east. Past Sazza's cage near {{Coords|194|606}}, the party can jump down onto a ledge. On a {{Ability Check|Perception|5}}, the party gain access to a stone door with an [[Underground Passage]] leading outside.


===Hidden path===
Along the path behind the Makeshift Prison, the party can continue east onto another ledge to access the storage shed. Two [[Torchstalk]] plants grow along the route, which are identified with a {{Ability Check|Perception|5}}.
The Makeshift Prison has a slightly hidden path at the north end. Players should take caution on this path, as dangerous [[Torchstalk]] along it is revealed only by an ability check. The path leads to the [[Underground Passage]] entrance {{coords|203|605}} or continues back to the {{coords|214|606|The Hollow}} where the storage shed may be accessed via the roof.


==Notable characters ==
==Notable characters ==
These characters may not be present depending on player story choices.
These characters may not be present depending on the party's choices.
* [[Sazza]]
* {{MdCharLink|Arka}}
* [[Arka]]
* {{MdCharLink|Memnos}}
* [[Memnos]]
* {{MdCharLink|Sazza}}


== Related quests==
== Related quests==
* [[Save the Goblin Sazza]]
* {{Quest|Save the Goblin Sazza}}


== Achievements ==
== Achievements ==

Latest revision as of 06:07, 26 October 2024

The Makeshift Prison is a Location within the Emerald Grove in Act One of Baldur's Gate 3. It primarily connects to The Hollow.

Overview[edit | edit source]

The main entry to the Makeshift Prison is through a shabby door near The Hollow at X: 190 Y: 585. If the party are caught committing crimes, they may be imprisoned here and their belongings locked in a nearby Equipment Chest.

When the party first enter the prison, they will find Arka Arka aiming a crossbow at Sazza Sazza. The party can decide to intervene or watch the bloody scene unfold.

Freeing Sazza[edit | edit source]

If Arka spares Sazza's life, the party can initiate Save the Goblin Sazza Save the Goblin Sazza. Sazza can be freed using the Iron Cell Key held by Tilses Tilses or by passing a DC 10 Sleight of Hand check.

Hidden path[edit | edit source]

The Makeshift Prison has a slightly hidden path toward the north-east. Past Sazza's cage near X: 194 Y: 606, the party can jump down onto a ledge. On a DC 5 Perception check, the party gain access to a stone door with an Underground Passage leading outside.

Along the path behind the Makeshift Prison, the party can continue east onto another ledge to access the storage shed. Two Torchstalk plants grow along the route, which are identified with a DC 5 Perception check.

Notable characters[edit | edit source]

These characters may not be present depending on the party's choices.

Related quests[edit | edit source]

Achievements[edit | edit source]

A-She Cannot Be Caged!.jpg

She Cannot Be Caged!
Rescue Sazza from the Emerald Grove, Goblin Camp and Moonrise Towers in one playthrough.