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The High Harper: Difference between revisions
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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 {{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. | * 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.]] | ||
Aboveground, there is a garden area north of the [[Steel Watch Foundry]] with a door that simply says "Keep Out." There are two pressure plates on the north and south walls of the room. Moving a party member or one of the crates in the room on each of them at the same time opens the door to a secret area. In this area is an ornate hatch that leads to the area where Minsc is. | * Aboveground, there is a garden area north of the [[Steel Watch Foundry]] with a door that simply says "Keep Out." There are two pressure plates on the north and south walls of the room. Moving a party member or one of the crates in the room on each of them at the same time opens the door to a secret area. In this area is an ornate hatch that leads to the area where Minsc is. | ||
=== Facing Minsc === | === Facing Minsc === |
Revision as of 21:09, 2 December 2024
The High Harper is the Companion quest for Jaheira. It is added to the journal if Jaheira joins the party towards the end of Act Two and the player character speaks to her once they arrive at Wyrm's Crossing in Act Three.
Objectives
Walkthrough
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 X: -6 Y: 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, 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 X: -18 Y: 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.
Once down below, Harper Geraldus greets the party with a strange greeting - "May Selûne's Tears shine on this meeting." He again emphasizes Selûne's Tears a few moments later. A successful Insight check reveals that Geraldus isn't nervous but terrified and is using Selune's Tears as some sort of code. Jaheira mentions that the Harpers remind her of Marcus, implying that they are traitors laying a trap. Choosing to strike while Jaheira has them distracted makes the enemies .
After the Harpers are defeated, they transform into doppelgangers and Geraldus explains that the rest of the Harpers were murdered or dragged away, while he was only kept alive to lay a trap for Jaheira. Jaheira suggests that the life of a Harper might be unsuited for Geraldus, as he endangered Entharl and others by going along with the doppelganger's plans, but she can be persuaded to think otherwise. Either way, Geraldus leaves and Jaheira explains that the main reason she sought out the Harpers was for more information on Minsc of Rashemen, who she had sent them after. Previously, Minsc and Jaheira had been investigating the cult together, but were separated and Jaheira had to leave him behind so that she could spread word of the cult to others.
With the Harpers gone, Jaheira needs a moment to think. She tells the party she has some ideas on how to proceed, but wants to consider whether this is truly her last resort. After arriving in the Lower City, she explains that her plan is to enlist the help of the Guild and Nine-Fingers Keene.
Entering the Guildhall
There are several paths to the Guildhall. The fastest route is to use the manhole X: 127 Y: -30 in the alley north of the Basilisk Gate waypoint and smash through the western wall X: 38 Y: 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 X: 57 Y: -101 guarded by Tusgront and several other Guild members. If 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.
Nine Fingers Keene's Plans
- Uktar X: -30 Y: 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 X: -14 Y: 740 drunkenly gives away the information, if Jaheira is in the party or if his companion is properly persuaded.
- A note X: -37 Y: 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.
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, Head Clerk Meadhoney X: -103 Y: -179 can be asked about the Stone Lord. He explains that the man was brought down by the head banker, 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.
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 X: -103 Y: -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.
Once inside the vaults, the deepest area of the room is straight ahead. However, the door is locked and can only be opened by a code. There is a set of nine keys. By stepping on the correct four keys one at a time, the party can move forward. These keys are the top left, top right, the center key, and the middle right key. Alternatively, the party can short-circuit the contraption by soaking the button floor in water and electrifying it with any lightning source. The party must move forward and can finally see Minsc in the flesh. Unfortunately, Minsc disappears before he can be confronted. A group of Bhaalists attack the party as a parting gift.
Once the Bhaalists have been defeated, the party must search for clues on where Minsc went. Approaching the large vault at the end of the room X: -691 Y: 873, which was completely smashed by Minsc, and a successful perception check shows mud from the sewers.
Into the Sewers
Minsc can be found in the Abandoned Cistern. There are two possible ways to find Minsc: belowground and aboveground.
- Belowground, it's necessary to jump the pipes above the caustic water X: -186 Y: 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.
- Aboveground, there is a garden area north of the Steel Watch Foundry with a door that simply says "Keep Out." There are two pressure plates on the north and south walls of the room. Moving a party member or one of the crates in the room on each of them at the same time opens the door to a secret area. In this area is an ornate hatch that leads to the area where Minsc is.
Facing Minsc
After finding Minsc again, he will not see reason, as his tadpole is controlling him. He immediately attacks the party, along with a number of doppelgangers and cultists, as well as one Zhentarim. All Absolutists have to be killed. Taking down "Jaheira" the doppelganger elicits some panicked voice lines from Minsc. If the Zhentarim escapes, they're found later in the Guildhall.
If Minsc dies here, Jaheira massively disapproves, slanders the party, and leaves permanently, concluding the quest. To avoid this, knock Minsc out using non-lethal attacks.
The Emperor initially refuses to bring Minsc under his protection, stating that he is too unpredictable to help. However, he can be convinced to bring him under protection, particularly with Jaheira present. If Jaheira is not present, then Minsc can still be shown images of Jaheira alive and well, allowing him to be recruited. If Jaheira is dead, then Minsc cannot be recruited.
If Minsc is successfully recruited, he will rush off to find his friend Boo, smashing through several walls to the north. Following him and subsequently talking to Minsc and Jaheira resolves the quest.
Notes
- As of Hotfix 4, there is a potential issue with visiting Danthelon's Dancing Axe if the party has already moved on to Wyrm's Rock and the Lower City. If this happens, it's possible that the dialogue with Entharl won't trigger and that the Harpers are not in the basement. The quest is still completable by bringing Jaheira to talk to Nine-Fingers in the Sewers, cutting out the bugged portion of the questline.