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The High Harper: Difference between revisions
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== Walkthrough == | == Walkthrough == | ||
=== Meeting the Harpers === | === Meeting the Harpers === | ||
After Jaheira is recruited at the end of Act Two, she informs the party of a Harper safehouse in Wyrm's Crossing, in a shop called [[Danthelon's Dancing Axe]] | After Jaheira is recruited at the end of Act Two, she informs the party of a Harper safehouse in Wyrm's Crossing, in a shop called [[Danthelon's Dancing Axe]] {{Coords|-6|133}}. As the party enters the outer city and passes the shop, party chatter points out the shop, which is on the west end of Wyrm's Crossing, across from [[Carm's Garm]]. Upon entering the shop and speaking to the shopkeeper, {{CharLink|Entharl Danthelon}} greets the party, although Jaheira tells him to skip the pleasantries if she is in the party. With Jaheira in the party, Entharl gives the key to a secret room {{Coords|-18|138}} and the Harpers are waiting down the iron ladder. If Jaheira is not in the party, then selecting "Jaheira sent me. I'm to meet some Harpers here" and choosing either subsequent choice has Entharl relinquish the key. | ||
[[File:High Harper Jaheira Quest.jpg|thumb|Jaheira wants to rescue a dear old friend.]] | [[File:High Harper Jaheira Quest.jpg|thumb|Jaheira wants to rescue a dear old friend.]] | ||
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=== Entering the Guildhall === | === Entering the Guildhall === | ||
There are several paths to the Guildhall. The fastest route is to use the manhole | There are several paths to the Guildhall. The fastest route is to use the manhole {{Coords|127|-30}} in the alley north of the Basilisk Gate waypoint and smash through the western wall {{Coords|38|784}}. Follow the path west and there is a locked door to the Guildhall. Lockpicking it (DC 20) grants easy entry. Above ground, there is an alley {{Coords|57|-101}} guarded by {{CharLink|Tusgront}} and several other Guild members. If {{Quest|Aid the Underduke}} was started and the party aided Farlin in Rivington, they are instantly recognized as allies of the Guild and allowed entry. If Jaheira is in the party, selecting "Careful, that's the High Harper Jaheira you're speaking to" smooths the way without any checks. Otherwise, a Deception, Intimidation, or Persuasion check allows passage. | ||
Keene is in her office, well aware of the Harper's entrance into her territory. She informs the party that she knows of Minsc already, and he is going by the new title of the Stone Lord. He now works for the Absolute and is decimating the members of the Guild. For that reason, she intends to take him down, but refuses to let the party confront Minsc themselves. However, there are plenty of other Guild members with loose lips. | Keene is in her office, well aware of the Harper's entrance into her territory. She informs the party that she knows of Minsc already, and he is going by the new title of the Stone Lord. He now works for the Absolute and is decimating the members of the Guild. For that reason, she intends to take him down, but refuses to let the party confront Minsc themselves. However, there are plenty of other Guild members with loose lips. | ||
=== Nine Fingers Keene's Plans === | === Nine Fingers Keene's Plans === | ||
* {{CharLink|Uktar}} | * {{CharLink|Uktar}} {{Coords|-30|754}} reveals the plan if "The Quicker I deal with the Stone Lord, the quicker Nine-Fingers gets back to business" is selected | ||
* [[Tut Thistlebog]] | * [[Tut Thistlebog]] {{Coords|-14|740}} drunkenly gives away the information, if Jaheira is in the party or if his companion is properly persuaded. | ||
* A note | * A note {{Coords|-37|763}}, "From the Desk of Rakath Glitterbeard, Head Banker", in Keene's room can be read which gives away her plans. | ||
The Guild intends to ambush Minsc at the [[Counting House]]. | The Guild intends to ambush Minsc at the [[Counting House]]. | ||
=== Entering the Counting House === | === Entering the Counting House === | ||
The Counting House is one of the most heavily secured banks in Baldur's Gate, making it a challenge to infiltrate. Entering the building, {{CharLink|Meadhoney|Head Clerk Meadhoney}} | The Counting House is one of the most heavily secured banks in Baldur's Gate, making it a challenge to infiltrate. Entering the building, {{CharLink|Meadhoney|Head Clerk Meadhoney}} {{Coords|-103|-179}} can be asked about the Stone Lord. He explains that the man was brought down by the head banker, {{CharLink|Rakath Glitterbeard}}. The party can use Persuasion, Intimidation, or Deception to convince Meadhoney to write them a bank pass so that they can catch up to Minsc. | ||
[[File:Counting House Book Code.jpg|thumb|Book location in the upper floors of the Counting House.]] | [[File:Counting House Book Code.jpg|thumb|Book location in the upper floors of the Counting House.]] | ||
Both the bank pass and the code to get further into the vault can be pilfered by sneaking upstairs. The bank pass sits on a side table in the corner of the first room on the left | Both the bank pass and the code to get further into the vault can be pilfered by sneaking upstairs. The bank pass sits on a side table in the corner of the first room on the left {{Coords|-103|-185}}. The secret to getting further into the vault is hidden in a book in the second room. A sneaky rogue can attempt to sneak past the guards, or there is a pipe that connects the two rooms that a wildshaped druid can pass through. A date is circled in the book - 1356, which provides a valuable hint to enter the deepest vault. | ||
After gaining a bank pass, the party can present it to Cashguard Captain Faril who is guarding the way forward near Meadhoney. Down the stairs and to the east is another checkpoint, easily passed with the bank pass. There are a number of traps that are automatically disabled if the party shows a proper pass. Moving forward, the party can enter the vaults. | After gaining a bank pass, the party can present it to Cashguard Captain Faril who is guarding the way forward near Meadhoney. Down the stairs and to the east is another checkpoint, easily passed with the bank pass. There are a number of traps that are automatically disabled if the party shows a proper pass. Moving forward, the party can enter the vaults. | ||
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[[File:Minsc Mimic.jpg|thumb|Minsc is nearly swallowed by a Mimic.]] | [[File:Minsc Mimic.jpg|thumb|Minsc is nearly swallowed by a Mimic.]] | ||
Once the Bhaalists have been defeated, the party must search for clues on where Minsc went. Approach the large vault at the end of the room | Once the Bhaalists have been defeated, the party must search for clues on where Minsc went. Approach the large vault at the end of the room {{Coords|-691|873}}, which was completely smashed by Minsc, and a successful perception check shows mud from the sewers. | ||
=== Into the Sewers === | === Into the Sewers === | ||
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[[File:Sluice Gate Valve Puzzle.jpg|thumb|The valves that opens the sluice gate]] | [[File:Sluice Gate Valve Puzzle.jpg|thumb|The valves that opens the sluice gate]] | ||
Belowground, it's necessary to jump the pipes above the caustic water | Belowground, it's necessary to jump the pipes above the caustic water {{Coords|-186|883}} and defeat the Bhaalists guarding the area. Going north, there is an area with a Sluice Valve, which is stuck. It can be unstuck with a successful athletic check. The door is opened up then. Otherwise, it's necessary to interact with the temperature valve and the water level valve, timing it properly to open the door. Hitting the water level valve first, then waiting five seconds before hitting the temperature valve and it should successfully open the door. Then, after a walk through the sluice tunnel, the party will find Minsc. | ||
[[File:Keep Out Pressure Plates.jpg|thumb|Pressure plates in the "Keep Out" room.]] | [[File:Keep Out Pressure Plates.jpg|thumb|Pressure plates in the "Keep Out" room.]] |