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== Obtaining a Bank Pass ==
== 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 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 first room upstairs. After [[Aid the Underduke]] far enough, you can also make a [[Persuasion]], [[Intimidation]], or [[Deception]] to convince Meadhoney to give you a 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 {{SAI|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 {{Coords|-102|-180}}. After proceeding through [[Aid the Underduke]], you can also make a [[Persuasion]], [[Intimidation]], or [[Deception]] to convince Meadhoney to give you a pass.


The Bank Pass will get you access to the bank's [[#The Counting House - Vaults|Safes and Vaults]]. To access the [[#The Counting House - High Security Vaults|High Security Vaults]], you can use the door code or cast a lightning element spell (such as [[Lightning Bolt]]) on the wet pressure plates. See [[Aid the Underduke]] for more information.
The Bank Pass will get you access to the lower levels of the bank, including the safes and vaults.


== Subregions ==
== Subregions ==
=== The Counting House - Vaults ===
=== The Counting House - Vaults ===
These safes each have a DC20 lock. The keys for these vaults are labeled as "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}}, 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".


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These vaults each have a DC25 lock. The keys for these vaults are labeled as "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}}.<ref>This button can be activated with a ranged attack.</ref>
 
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".


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=== The Counting House - High Security Vaults ===
=== The Counting House - High Security Vaults ===


These high security vaults each have a DC30 lock and [[Enchanted Security]] which prevents [[Knock]] spells from opening them. The keys for these vaults are labeled as "High Security Vault n°X Key".
At the deepest part of the Counting House, beyond a vault door requiring a {{Ability check|Sleight of Hand|99}}, 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.
** 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 {{RarityItem|Cleaning Staff Note}} at {{Coords|-947|789}} and {{RarityItem|Counting House Vault Rules}} in the stack of scrolls at {{Coords|-958|772}}, creating an [[Electrified Surface|electrified surface]] and short-circuiting the lock.
* Brute forcing {{RarityItem|Thieves' Tools}} on the door until a critical success is rolled.
 
These high security vaults each have a {{Ability check|Sleight of Hand|30}} lock and [[Enchanted Security]] which prevents [[Knock]] spells from opening them. The keys for these vaults follow the naming convention "High Security Vault n°X Key".


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Revision as of 04:10, 21 December 2023

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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.

Related Quests

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 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.

Subregions

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, 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".

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

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.[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".

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

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.
    • 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.

These high security vaults each have a DC 30 Sleight of Hand check lock and Enchanted Security which prevents Knock spells from opening them. The keys for these vaults follow the naming convention "High Security Vault n°X Key".

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

Notable Loot

Loot not found in a vault:

Notable NPCs

Counting House Staff

Cashguard

Artillerist
Basher
Captain

Cashier

Clerk

Cultists of Bhaal

Death's Head

Invoker

Reaper

Customers

External links

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