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Free Lae'zel: Difference between revisions
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== Bugs == | == Bugs == | ||
{{notebegin}} | |||
* When loading a game saved after Lae'zel is released, the cage floor may reappear in its original position, hovering in midair and impossible to interact with. This does not have any impact on the quest. | * When loading a game saved after Lae'zel is released, the cage floor may reappear in its original position, hovering in midair and impossible to interact with. This does not have any impact on the quest. | ||
* If | * If sending Lae'zel to camp after saving her, there's a chance, that she fights the temple bandits alone and dies. This can result in being unable to talk to her anymore. Her death will not solve this issue.{{verify}} | ||
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== Quest Rewards == | == Quest Rewards == |
Latest revision as of 01:46, 2 November 2024
Free Lae'zel is a quest on the Ravaged Beach in Act One of Baldur's Gate 3. It is initiated by locating Lae'zel, who is being held in a cage by a pair of Tiefling scouts, Nymessa and Damays.
Objectives[edit | edit source]
Objectives and journal entries may vary pending player decisions and outcomes.
Walkthrough[edit | edit source]
After the Nautiloid crash, Lae'zel cannot be found on the beach. When the player character regains consciousness, they can inform Shadowheart that they intend to search for her. Lae'zel can be found in a cage north of the Roadside Cliffs waypoint X: 224 Y: 372. Nymessa and Damays refuse to free her because they view her as a threat. The party can convince the Tieflings to shoot Lae'zel's cage down, attempt to speak with her civilly, or leave this matter entirely to the party. DC checks are dependent on whether one or both Tieflings are present, with easier checks against the lone Tiefling.
- [DECEPTION] This creature is dangerous. Get out of here - leave it to me! (DC 10)
- [PALADIN] [DECEPTION] Your quarry looks dangerous, but I've handled worse. Leave it to me, get to safety. (DC 10)
- [BARBARIAN] [PERSUASION] Shoot the trap down. I'll tear it apart before anyone else gets hurt. (DC 5)
- [PERSUASION] Shoot the trap down. We must kill it before it harms someone. (DC 5)
- [BARD] [DECEPTION] Oh, gods! You've caught a scout; the gith invasion force is right behind me - save yourself! (DC 10)
- [MONK] [PERSUASION] The githyanki's an intelligent creature, just like you. Release her, and let us converse civilly. (DC 7)
- [PALADIN] [PERSUASION] Your quarry looks dangerous, but I've handled worse. Leave it to me, get to safety. (DC 7)
- [PERSUASION] She's an intelligent creature, not a beast to be trapped. Cut her down, and converse with her. (DC 7)[note 1]
If the party member who interacts with the scouts is a Drow, Duergar, or Githyanki, the Tieflings will turn hostile immediately unless an DC 5 Intimidation check is passed.
If the Tieflings shoot the trap down, the party must choose to side with Lae'zel or the Tieflings.
If the party deceives the Tieflings into leaving Lae'zel to them, the Tieflings will exit the area. Lae'zel can then drop safely out of the cage by destroying the cage floor with any ranged attack.
Once Lae'zel is released, she can leave or be recruited as a party member. If she joins the party, Quest log.
is added to theNotes[edit | edit source]
- ↑ This option is only available if Nymessa is missing/unavailable for the dialogue
Bugs[edit | edit source]
- When loading a game saved after Lae'zel is released, the cage floor may reappear in its original position, hovering in midair and impossible to interact with. This does not have any impact on the quest.
- If sending Lae'zel to camp after saving her, there's a chance, that she fights the temple bandits alone and dies. This can result in being unable to talk to her anymore. Her death will not solve this issue.[Needs Verification]
Quest Rewards[edit | edit source]
- Lae'zel as a Companion.