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Submersible: Difference between revisions
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Upon docking at the Iron Throne, the party begins in this "safe location": the timer for the Iron Throne does not begin until a party member descends through the hatch to the Iron Throne itself. | Upon docking at the Iron Throne, the party begins in this "safe location": the timer for the Iron Throne does not begin until a party member descends through the hatch to the Iron Throne itself. | ||
If the party successfully rescues Gondians from the prison, they will flee to here and will gather in the seats along the edges | If the party successfully rescues Gondians from the prison, they will flee to here and will gather in the seats along the edges. | ||
Following the events of the Iron Throne quest, the party will have a chance to talk to any survivors onboard before returning through the hatch to the basement of Flymm's Cargo. | Following the events of the Iron Throne quest, the party will have a chance to talk to any survivors onboard before returning through the hatch to the basement of Flymm's Cargo. | ||
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== Related Locations == | == Related Locations == | ||
* | * {{Loc|Flymm Cargo}} | ||
* | * {{Loc|Iron Throne}} | ||
{{Iron Throne}} | {{Iron Throne}} | ||
[[Category:Locations]] | [[Category:Locations]] | ||
[[Category:Act Three Locations]] | [[Category:Act Three Locations]] |
Latest revision as of 18:27, 27 August 2024
The Submersible is a Location within the Lower City in Act Three of Baldur's Gate 3. It can be accessed from the basement of Flymm Cargo, and provides access to the Iron Throne.
Information[edit | edit source]
Upon docking at the Iron Throne, the party begins in this "safe location": the timer for the Iron Throne does not begin until a party member descends through the hatch to the Iron Throne itself.
If the party successfully rescues Gondians from the prison, they will flee to here and will gather in the seats along the edges.
Following the events of the Iron Throne quest, the party will have a chance to talk to any survivors onboard before returning through the hatch to the basement of Flymm's Cargo.
Once party members debark from the Submersible, they cannot return to it.