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=== Guardroom ===
=== Guardroom ===
The guardroom is actually an empty cell that the guards ({{CharLink|Saunder|Fist Saunder}}, {{CharLink|Creekrider|Fist Creekrider}} and {{CharLink|Jagic|Fist jagic}}) occupied to while away the time of their duties. If the player enters the prison by any peaceful means, or make their way inside stealthily, or convince the guards that they have any decent reason to be there, the guards will remain inside the guardroom, sitting around the table and chatting.
The guardroom is actually an empty cell that the guards ({{CharLink|Saunder|Fist Saunder}}, {{CharLink|Creekrider|Fist Creekrider}} and {{CharLink|Jagic|Fist Jagic}}) occupied to while away the time of their duties. If the player enters the prison by any peaceful means, or make their way inside stealthily, or convince the guards that they have any decent reason to be there, the guards will remain inside the guardroom, sitting around the table and chatting.


=== Storeroom ===
=== Storeroom ===

Revision as of 13:12, 6 January 2025

Wyrm's Rock Fortress
Wyrmway
The Dragon's Sanctum Wyrm's Rock Prison
Wyrm's Rock Prison is a Location within Wyrm's Rock Fortress in Act Three of Baldur's Gate 3.

The prison occupies most part of the fortress's basement. While inside, the party cannot fast-travel to a Waypoint or go to camp.

Portrait Breva Brightmoon.png
Welcome to Wyrm's Rock Prison - the Fist nail, we jail. What's your business?
Breva Brightmoon, greeting the player

Locations

Main corridor

The main corridor has a rough T-junction form, with main enfilade connecting the cells' part and the entrance from the Wyrm's Rock Fortress. The side corridor connects it to the Storage Room, while through its short western appendix that grants the access to the Wyrmway. Both main and side corridors are constantly patrolled by Ivarus Fist Ivarus.

Along the left row of the cells stand Evidence Chest and Equipment Chest, where the player will find all their inventory belongings if they have been arrested. Note that if there are multiple items confiscated and stored, picking out each one of them will prompt a single Stealth Stealth check. Be careful when using means of invisibility here.

Cells

There are only five cells in the prison, located in the far end of the main corridor. They might be occupied as described below:

  • Right-below cell: empty.
  • Right-upper cell: Florrick Counsellor Florrick. She will be imprisoned there until the player initiates the Free Counsellor Florrick Free Counsellor Florrick, and after that, for five days more (counted down by long rests), unless the player helps her escape.
  • Upper-central cell: Arfur Gregorio Arfur Gregorio's corpse (if the player character convinced the toymaker to turn himself in).
  • Left-upper cell: occupied by Otto Ott Otto Ott, an elderly man who got into a habit to be jailed to have a guaranteed meal and place for sleep. The player might call him their father to get access into the prison through the main entrance.
  • Left-below cell: This cell will be occupied by the party (or any party member) should they commit a crime in Rivington, in Wyrm's Crossing or within Wyrm's Rock Fortress itself. A skeleton chained to the wall inside it can be looted for The True Life of 'Lord' Gortash note.
Also, this cell has an unexpected inhabitant: Marvin the Unusual Skull (see below).

Guardroom

The guardroom is actually an empty cell that the guards (Saunder Fist Saunder, Creekrider Fist Creekrider and Jagic Fist Jagic) occupied to while away the time of their duties. If the player enters the prison by any peaceful means, or make their way inside stealthily, or convince the guards that they have any decent reason to be there, the guards will remain inside the guardroom, sitting around the table and chatting.

Storeroom

This is the room in the far end of the side corridor. It is locked and red-outlined, hence opening it from either side will be taken as a violation by Ivarus if he notices it. Inside there are several barrels and containers with various food.

In the northern wall of the storeroom is a weak wall that can be breached by any available means, weapons or magic. Generally, if the door to the storeroom is closed, the prison guards do not react to any suspicious commotion in the storeroom, including the sounds of wall stones crumbling down. Behind it there is a short cave that leads to another breach, this time in the outer wall of the fortress, opening to the foot of the rock. This is one of the possible routs to escape the prison.

Western appendix

This is the short extension of the side corridor, laden with various barrels and boxes. On its southern wall there are two dragon head torches. Lighting them with proper means will allow the party to enter the Wyrmway. Note that casting any spells or shooting arrows appropriate is actually using a weapon/war magic, and hence will be berated by Ivarus once he notices it. However, the guard won't mind if the party walks through the wall (and back if needed) after successfully opening the way.

Dealing with the Unusual Skull

Marvin the Unusual Skull
The merriment laid before thee is born of trifling jest, wizardry - and whiskey.

Meeting the skull

Should any party member commit a crime in Rivington, in Wyrm's Crossing or within the walls of Wyrm's Rock Fortress and consent to be arrested, they will find themselves in a cell of the Wyrm's Rock Prison.

On the back wall of the cell there are broken shelves, where the arrested party member may find the Unusual Skull. Even if not noticed at once, the skull will attract their attention by a cheerful greeting.

If spoken to, the skull will name itself Marvin (called such hereafter) and explain that it is imbued by a spirit of a wizard who was occupying this very cell "after a night of bacchanalian debauchery" somewhere far, far in the past. A successful DC 15 Arcana check will shed some light on this peculiar enchantment.

By default, Marvin is using rather florid speech with lots of archaic words, which may be difficult to understand. However, he may be persuaded to speak more plainly (this option requires DC 18 Persuasion check).

Marvin will suggest the imprisoned party member kind of a deal: for solving two riddles correctly it will help them escape. However, if the answer to any of the riddles will be wrong, the skull will play a dirty trick on them (of which, though, it will warn them honestly).

The game

If the player agrees to solve the riddles, Marvin will ask them one after another, offering three possible answers for each (where only one is correct).


  • First riddle: I fly, yet not through the firmament. I bidst and biddeth and bidstseth farewell at night and welcome thee in the morn. I am part of thee, and follow whither thou guideth. I am clothened and claddened all in black, and flee the light. Yet apart 't, I wouldst be nought. Name me.
Simple speech formulation: I fly, but not through the sky. I say goodbye at night and hello in the morning. I am part of you, and follow wherever you go. I wear only black, and run from the light. Yet without it, I couldn't exist. Who am I?
  • Possible answers: "A child", "A raven", "A shadow" (correct).


  • Second riddle: I am battered, but nev'r did bow. Mine coronet bears the blunt of endless blades, but I can nev'r move. I nev'r did sweat, even when the summertide sun didst fully heateth mine brow. Name me.
Simple speech formulation: I am beaten and battered, but never break. My crown has felt the strike of endless blades, yet I can never move. I never sweat, even when the summertide sun shines upon me. Who am I?
  • Possible answers: "An anvil" (correct), "A king", "A shield".

Outcomes

Possible outcomes of dealing with Marvin are as following:

  • Both riddles solved. Marvin will teleport the imprisoned party member out of the cell, placing them next to the Evidence chests, and cast on them Haste Haste AND Greater Invisibility Greater Invisibility, both for 10 turns.
  • Only one riddle solved correctly. Marvin will teleport the imprisoned party member out of the cell, next to the entrance to the guardroom, and cast on them Haste Haste AND Mirror Image Mirror Image, both for 10 turns.
  • None of the riddles solved. Marvin will teleport the imprisoned party member out of the cell, next to the entrance to the guardroom, and cast on them Haste Haste only, for 10 turns.

However, regardless of their shrewdness, the party member will automatically receive as well the Fugitive Fugitive condition for 20 turns (like any other jailbreaker). Also bear in mind that after teleporting the Turn-based mode will not be launched automatically.

Should the imprisoned party member refuse to play the game at all, or choose to stop guessing once the first riddle has been asked, Marvin considers this as if both given answers were wrong, with corresponding consequences described above.

Notes

  • Once having played his game with the party member, Marvin "remembers" the achieved result and will use it again should the party (in the same lineup or another [Needs Verification]) find themselves jailed anew.
  • It must be mentioned that the whole plot with escaping the prison in exchange for solving riddles will occur only in case when the party member had been indeed arrested for any committed crime. Getting into the prison by any other means (f.e., sneaking through the wall breach from outside) will not result in proper interacting with Marvin - it will shoo them off in the same refined manner of speech.
  • Successful solving each of the riddles, as well as successful persuading Marvin to speak in common language, brings a point of approval from all companions (up to three points total).

Related locations

Related quests

Notable NPCs

Notable loot

Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:

  • A decent amount of food can be stolen.