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South Span Checkpoint: Difference between revisions

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[[File:South Span Checkpoint.jpg|400px|right]]
{{Location page
{{Relative location
| prefix = The
|region = Baldur's Gate
| name = South Span Checkpoint
|location = {{PAGENAME}}
| alt name =
|south    = Rivington
| image = South Span Checkpoint.jpg
|north   = Wyrm's Crossing
| image description = South Span Checkpoint at Wyrm's Crossing
|west     =  
| act = three
|east     =  
| summary = It serves as a intermediate checkpoint just before [[Wyrm's Crossing]].
|float = right
| region = Rivington
| north = Wyrm's Crossing
| west = Western Beach
| east =  
| south = Sword Coast Couriers
}}
}}
'''South Span Checkpoint''' is a [[location]] in [[Rivington]] in [[Act 3]]. It serves as a intermediate checkpoint just before [[Wyrm's Crossing]].
== Overview ==
{{CharLink|Edwynna|Gauntlet Edwynna}} must be spoken to to enter [[Wyrm's Crossing]] via the checkpoint. She will demand 200 gold, then ask that the party approach the nearby [[Steel Watcher]] to be scanned. Allowing to be scanned, results in the party being identified and confronted.


== Overview ==
If the party saved {{CharLink|Wulbren Bongle}} in [[Moonrise Towers]], then the [[Clan Ironhand]] [[gnome]]s ({{CharLink|Nimble}} and possibly {{CharLink|Laridda}}) will make an appearance, using a {{SmRarityItem|Flashblinder}} bomb to disable the guards, allowing the party to enter. Afterwards, the gnomes will flee to [[Angleiron's Cellar]], and the Steel Watcher's optical circuits will be overloaded, preventing any future scans at this checkpoint.
[[Gauntlet Edwynna]] must be spoken to to enter [[Wyrm's Crossing]] via the checkpoint. She will demand 200 gold, then ask that the party approach the nearby [[Steel Watcher]] to be scanned. Allowing to be scanned, results in the party being identified and confronted.


If the party saved [[Wulbren Bongle|Wulbren]] in [[Moonrise Towers]], then the [[Clan Ironhand]] [[gnome]]s ([[Nimble]] and possibly [[Laridda]]) will make an appearance, using a [[Flashblinder]] bomb to disable the guards, allowing the party to enter. Afterwards, the gnomes will flee to [[Angleiron's Cellar]], and the Steel Watcher's optical circuits will be overloaded, preventing any future scans at this checkpoint.
If the gnomes were not saved, the party can accept an imprisonment in [[Wyrm's Rock Prison]], or attack. However, if Karlach is present, the Steel Watcher will recognize the technology in her as a malfunctioning prototype Steel Watcher, directing her to report to the [[Steel Watch Foundry]] and allowing the party to bypass the checkpoint.  


If the gnomes were not saved, the party can accept an imprisonment in [[Wyrm's Rock Prison]], or attack. However, if Karlach is present, the Steel Watcher will recognize the technology in her as a malfunctioning prototype Steel Watcher, directing her to report to the [[Steel Watch Foundry]] and allowing the party to bypass the checkpoint.
If the player character, who is scanned, killed zero people through the playthrough, the steel watcher will also let them pass.{{verify}}


If trying to sneak past the checkpoint and being caught, the party will be imprisoned or forced to fight, although it is also possible to force the Steel Watcher to stand down with a successful [[Illithid powers|[ILLITHID]]] {{Ability check|Wisdom|20}}.
If trying to sneak past the checkpoint and being caught, the party will be imprisoned or forced to fight, although it is also possible to force the Steel Watcher to stand down with a successful [[Illithid powers|[ILLITHID]]] {{Ability check|Wisdom|20}}.


[[Manip Falcäo]] can be found just inside the gate (he may have moved to chase Nimble) and can be spoken to to begin the quest [[Deal with the Gnomes]].
{{CharLink|Falcäo|Manip Falcäo}} can be found just inside the gate (he may have moved to chase Nimble) and can be spoken to to begin the quest {{Quest|Deal with the Gnomes}}.


The checkpoint can be bypassed by climbing the eastern side of Wyrm's Crossing. Once Wyrm's Crossing has been reached, the guards will allow the party to pass freely.
The checkpoint can be bypassed by climbing the eastern side of Wyrm's Crossing. Once Wyrm's Crossing has been reached, the guards will allow the party to pass freely.
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==Locations==
==Locations==
===Adjacent areas===
===Adjacent areas===
*[[Rivington]]
*{{Loc|Rivington}}
*[[Wyrm's Crossing]]
*{{Loc|Wyrm's Crossing}}
 
== Related literature ==
* {{MdRarityItem|Bounty List - Current Tenday}}
* {{MdRarityItem|SPECIAL ORDER}}


==Related Quests==
== Related quests ==
* [[Avenge the Ironhands]]
* {{Quest|Avenge the Ironhands}}
* [[Deal with the Gnomes]]
* {{Quest|Deal with the Gnomes}}


==Notable characters==
== Notable characters ==
* [[Lens]]
* {{MdCharLink|Edwynna|Gauntlet Edwynna}}
* [[Gauntlet Edwynna]]
* {{MdCharLink|Lens}}
* [[Manip Falcäo]]
* {{MdCharLink|Falcäo|Manip Falcäo}}


==Notable loot==
==Notable loot==

Latest revision as of 03:52, 27 October 2024

Rivington
Wyrm's Crossing
Western Beach South Span Checkpoint
Sword Coast Couriers
The South Span Checkpoint is a Location within Rivington in Act Three of Baldur's Gate 3. It serves as a intermediate checkpoint just before Wyrm's Crossing.

Overview[edit | edit source]

Edwynna Gauntlet Edwynna must be spoken to to enter Wyrm's Crossing via the checkpoint. She will demand 200 gold, then ask that the party approach the nearby Steel Watcher to be scanned. Allowing to be scanned, results in the party being identified and confronted.

If the party saved Wulbren Bongle Wulbren Bongle in Moonrise Towers, then the Clan Ironhand gnomes (Nimble Nimble and possibly Laridda Laridda) will make an appearance, using a Flashblinder bomb to disable the guards, allowing the party to enter. Afterwards, the gnomes will flee to Angleiron's Cellar, and the Steel Watcher's optical circuits will be overloaded, preventing any future scans at this checkpoint.

If the gnomes were not saved, the party can accept an imprisonment in Wyrm's Rock Prison, or attack. However, if Karlach is present, the Steel Watcher will recognize the technology in her as a malfunctioning prototype Steel Watcher, directing her to report to the Steel Watch Foundry and allowing the party to bypass the checkpoint.

If the player character, who is scanned, killed zero people through the playthrough, the steel watcher will also let them pass.[Needs Verification]

If trying to sneak past the checkpoint and being caught, the party will be imprisoned or forced to fight, although it is also possible to force the Steel Watcher to stand down with a successful [ILLITHID] DC 20 Wisdom check.

Falcäo Manip Falcäo can be found just inside the gate (he may have moved to chase Nimble) and can be spoken to to begin the quest Deal with the Gnomes Deal with the Gnomes.

The checkpoint can be bypassed by climbing the eastern side of Wyrm's Crossing. Once Wyrm's Crossing has been reached, the guards will allow the party to pass freely.

Locations[edit | edit source]

Adjacent areas[edit | edit source]

Related literature[edit | edit source]

Related quests[edit | edit source]

Notable characters[edit | edit source]

Notable loot[edit | edit source]