Ad placeholder

The Counting House: Difference between revisions

From bg3.wiki
Jump to navigation Jump to search
(→‎Notable loot: Lots of pretty item icons)
(→‎Overview: added https://bg3.wiki/wiki/Arrow_of_Transposition)
Line 11: Line 11:


=== The Counting House - Vaults ===
=== The Counting House - Vaults ===
The Counting House Safes are found after a right turn immediately after proceeding down the stairs and through the Vault Door at {{Coords|-91|-158}}. Each safe is tucked behind an ornate iron door that cannot be interacted with; bypassing each requires teleportation, like {{Sai|Misty Step}}, or intangibility effects, like {{Sai|Gaseous Form}}, keeping in mind that locks cannot be picked while under the latter condition. These safes each have a {{Ability check|Sleight of Hand|20}}. The keys for these vaults follow the naming convention "Counting House Safe n°X Key".
The Counting House Safes are found after a right turn immediately after proceeding down the stairs and through the Vault Door at {{Coords|-91|-158}}. Each safe is tucked behind an ornate iron door that cannot be interacted with; bypassing each requires teleportation, like {{Sai|Misty Step}}, [[Arrow of Transposition]] or intangibility effects, like {{Sai|Gaseous Form}}, keeping in mind that locks cannot be picked while under the latter condition. These safes each have a {{Ability check|Sleight of Hand|20}}. The keys for these vaults follow the naming convention "Counting House Safe n°X Key".


Through the door directly opposite the Safes, on the left-hand side from the entry corridor, are the Counting House Vaults. Sigil circles protect each vault, teleporting would-be thieves back to the entryway should they pass above them, including flying or jumping over them. These circles can be bypassed with effects like {{SAI|Misty Step}}, careful jumping around their edges, or by disabling them by pressing the button located at {{Coords|-963|797}}.{{note|This button can be activated with a ranged attack.}} These vaults each have a {{Ability check|Sleight of Hand|25}} lock. The keys for these vaults follow the naming convention "Counting House Vault n°X Key".
Through the door directly opposite the Safes, on the left-hand side from the entry corridor, are the Counting House Vaults. Sigil circles protect each vault, teleporting would-be thieves back to the entryway should they pass above them, including flying or jumping over them. These circles can be bypassed with effects like {{SAI|Misty Step}}, careful jumping around their edges, or by disabling them by pressing the button located at {{Coords|-963|797}}.{{note|This button can be activated with a ranged attack.}} These vaults each have a {{Ability check|Sleight of Hand|25}} lock. The keys for these vaults follow the naming convention "Counting House Vault n°X Key".

Revision as of 03:55, 19 January 2024

Tim-coddens-tim-coddens-thecountinghouse-01.webp
Tim-coddens-tim-coddens-thecountinghouse-06.webp
The Counting House is a banking and storage facility located in the Lower City of Baldur's Gate in Act Three. It is found along the southern coast of the Lower City, between Flymm Cargo and Old Garlow's Place.

Overview

Obtaining a Bank Pass

To enter further into the bank, you must show a Bank Pass to Cashguard Captain Faril. You can purchase a Bank Pass from Head Clerk Meadhoney for a large sum of gold, or if you succeed in a Detect Thoughts Detect Thoughts or a passive Insight check you get the option to persuade him into giving you a "temporary" pass which is, in fact, just a normal pass, or just steal one from the Head Clerk's office upstairs, on a cabinet at X: -102 Y: -180. After proceeding through Aid the Underduke, you can also make a Persuasion, Intimidation, or Deception check to convince Meadhoney to give you a pass.

The Bank Pass will get you access to the lower levels of the bank, including the safes and vaults.

The Counting House - Vaults

The Counting House Safes are found after a right turn immediately after proceeding down the stairs and through the Vault Door at X: -91 Y: -158. Each safe is tucked behind an ornate iron door that cannot be interacted with; bypassing each requires teleportation, like Misty Step Misty Step, Arrow of Transposition or intangibility effects, like Gaseous Form Gaseous Form, keeping in mind that locks cannot be picked while under the latter condition. These safes each have a DC 20 Sleight of Hand check. The keys for these vaults follow the naming convention "Counting House Safe n°X Key".

Through the door directly opposite the Safes, on the left-hand side from the entry corridor, are the Counting House Vaults. Sigil circles protect each vault, teleporting would-be thieves back to the entryway should they pass above them, including flying or jumping over them. These circles can be bypassed with effects like Misty Step Misty Step, careful jumping around their edges, or by disabling them by pressing the button located at X: -963 Y: 797.[note 1] These vaults each have a DC 25 Sleight of Hand check lock. The keys for these vaults follow the naming convention "Counting House Vault n°X Key".

The Counting House - High Security Vaults

At the deepest part of the Counting House, beyond a vault door requiring a DC 99 Sleight of Hand check, are the High Security Vaults. This "impossible" lock can be bypassed in numerous ways:

  • Entering the passcode to open the door by walking over four of the nine pressure plates in a correct order. Reading Flintdigger's Abridged Dwarven History (in the Head Banker's office on the top floor, at X: -93 Y: -181) hints at the password being 1-3-5-6.
    • Unlimited attempts are allowed, so it's possible to brute force the passcode until all four symbols are entered in the correct order.
  • As hinted in Cleaning Staff Note at X: -947 Y: 789 and Counting House Vault Rules in the stack of scrolls at X: -958 Y: 772, creating an electrified surface and short-circuiting the lock.
  • Brute forcing Thieves' Tools on the door until a critical success is rolled.

Venturing into the High Security Vaults for the first time will trigger a battle between Bhaal Cultists and Counting House workers, with the cultists always hostile. The Reaper of Bhaal enemies start the fight invisible which, as a quirk, means they will occasionally not join the fight and be discovered when passing by them later on with See Invisibility See Invisibility, or not at all. Winning the fight and speaking to head banker Rakath Glitterbeard will initiate the quest Return Rakath's Gold.

These high security vaults each have a DC 30 Sleight of Hand check lock and Enchanted Security Enchanted Security which prevents Knock spells from opening them. The keys for these vaults follow the naming convention "High Security Vault n°X Key". Lockpicking and looting the vaults down here will not trigger any security response.

Counting House Docks

Counting House Docks.png

Docks line the southwestern perimeter of the Counting House. Besides a door at X: -114 Y: -193 connecting to the antechamber descending into the vaults, the docks can also be reached from the southern end of Flymm Cargo and the east end of Water Queen's House. Being spotted by any of the patrols, which include two Steel Watchers, will at best result in ejection, and at worst a fight.

Cargo boats and locked treasure chests are strewn about the docks. Each chest requires either a DC 10 or 15 Sleight of Hand check to unlock; though none contain unique loot, claiming them all will garner a windfall of valuables, scrolls, potions, and raw gold. Climbing to the top of the locked tower at X: -161 Y: -219, the player can additionally find two Smokepowder Barrels and an excellent view of the city's port. Travelling west from there leads to the Lustrous Lass, a ship steeped in disease and carrying a deadly Cursed Imp stowaway.

Notable characters

Related quests

Notable loot

Loot not found in a vault:

Safes

Safe Details
Safe n°1
  • Key: Found in an Opulent Chest X: -1308 Y: 1020 in the Szarr Palace, in the room left of the main ballroom. A button in the room to the right needs to be pressed, which will open the left door and close the right door.
  • Loot:
Safe n°2
Safe n°3
Safe n°4
  • Key: Can be looted or pickpocketed from Head Clerk Meadhoney in The Counting House main lobby.
  • Loot:
    • None
Safe n°5
Safe n°6
Safe n°7
Safe n°8

Vaults

Vault Details
Vault n°1
Vault n°2
Vault n°3
Vault n°4
Vault n°5
Vault n°6

High security vaults

Vault Details
High Security Vault n°1
High Security Vault n°2
High Security Vault n°3
High Security Vault n°4
High Security Vault n°5
High Security Vault n°6
High Security Vault n°7
High Security Vault n°8
High Security Vault n°9


Footnotes

  1. This button can be activated with a ranged attack.

External links