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Free Counsellor Florrick: Difference between revisions
HiddenDragon (talk | contribs) (→Walking through the front door: Added dialogue option template) |
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* {{Dialogue option|Prison inspection. Open the door and pray I don't find ''more'' sleeping guards.|roll=Intimidation|dc=15}} | * {{Dialogue option|Prison inspection. Open the door and pray I don't find ''more'' sleeping guards.|roll=Intimidation|dc=15}} | ||
* {{Dialogue option|I don't have business here. I'm just exploring.}} | * {{Dialogue option|I don't have business here. I'm just exploring.}} | ||
* {{Dialogue option|''Read the guard's mind.''|roll=Wisdom}} | * {{Dialogue option|''Read the guard's mind.''|tags=Detect Thoughts|roll=Wisdom}} | ||
* {{Dialogue option|You let me through, and I won't have to tell the manip of your lunchtime tipples.}} (if mind read) | * {{Dialogue option|You let me through, and I won't have to tell the manip of your lunchtime tipples.}} (if mind read) | ||
Revision as of 08:15, 2 August 2024
Free Counsellor Florrick is a Quest in Act Three of Baldur's Gate 3. It can be started by reading the execution notice near the gallows of the Lower City. It is a time-sensitive Quest that must be completed within five long rests.
Objectives
Walkthrough
Free Counsellor Florrick begins after interacting with an Execution Notice, which is posted throughout the Lower City. These notices state that Counsellor Florrick will be executed within five days. This starts a timer - Florrick will die if she is not saved within five long rests. If too many rests have occur, then the quest automatically updates, as Florrick has been executed.
Walking through the front door
The entrance to Wyrm's Rock Prison is within Wyrm's Rock Fortress, down a passageway in the southwest room X: -25 Y: 210. The door to the prison is guarded by a sleeping Flaming Fist, Breva Brightmoon. With a successful perception check, the party can listen in to what she is sleep-talking about and find out there is a man named Otto Ott in prison. If the party wakes Breva up, they can convince her to let them pass:
- I'm here to see Old Man Otto. He's my father.
- [PERSUASION] Duke Ravengard has sent me to interrogate Florrick. (DC 15)
- [PERSUASION] I'm here for Arfur. It's time he answered my questions. (DC 15)
- [INTIMIDATION] Prison inspection. Open the door and pray I don't find more sleeping guards. (DC 15)
- I don't have business here. I'm just exploring.
- [DETECT THOUGHTS] [WISDOM] Read the guard's mind.
- You let me through, and I won't have to tell the manip of your lunchtime tipples. (if mind read)
Choosing the first three options allows the party into the jail without the guards becoming hostile, at least until Florrick is released from her cell.
Letting Breva sleep and stealing the prison key from her will also get the party in.
Sneaking into Wyrm's Rock
Wyrm's Rock Prison can easily be infiltrated via a hole in the foundation - accessed through Rivington. This is accessed by jumping off using or at the eastern side of the gate to Wyrm's Rock X: 27 Y: 158. After this, walking eastward reveals a crack in the wall to the prison X: 42 Y: 190 with a successful perception check.
After entering into Wyrm's Rock Prison, there is a wall that can be blasted open X: 91 Y: -720 with blunt attacks or spells (ie ). This leads to a storage room. The door must be lockpicked open. There are multiple guards that confront the party if they are spotted - requiring either successful sneaking or passing a deception check of 15.
Exiting the storeroom, there is only one Flaming Fist guarding the way forward - Fist Ivarus. Moving past him and going northward, the party approaches the prisoner's cells. There is a small alcove with a table where three more Fists sit (Fist Jagic, Fist Saunder, and Fist Creekrider). Counsellor Florrick is in the northwestern cell. There are no other prisoners to liberate (the only other prisoner is Otto Ott, who will complain about being let out of his cell and refuse to leave). Florrick's cell can be lockpicked with a DC of 15.
Freeing Florrick
Regardless of the route used to enter Wyrm's Rock, the hole in the wall in the storeroom can be used to easily break Florrick out. It's possible to cast
on Florrick, as the guards will only turn hostile if she is spotted. Otherwise, liberal use of or can also bring Florrick out of the cell, and the guards do not pursue her once she has left through the crack in the wall. Florrick also has a number of excellent crowd control spells at her disposal, including .There also appears to be no consequences if eliminating all the guards in the prison and escorting Florrick through the crack in the wall.
Once having escaped Wyrm's Rock Prison, speak to Florrick, who thanks the party before departing to the Upper City to seek allies.
Despite the entrance to Wyrmway being in this location, it is not possible to keep Florrick in the party while running the related quest; she will proceed through the puzzle entrance but refuse at the first door after it ("Now is not the time for exploring.") She can, however, be left waiting in that location.
Quest rewards
- If Florrick is freed, then she is added to Gather Your Allies as an ally, granting during the game's final fight.