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[[File:Florrick Prison Quest.jpg|thumb|Florrick is trapped in the bowels of Wyrm's Rock Prison.]]
[[File:Florrick Prison Quest.jpg|thumb|Florrick is trapped in the bowels of Wyrm's Rock Prison.]]
'''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.
'''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 activities|time-sensitive quest]] that must be completed within five long rests.


{{SpoilerWarning}}
{{SpoilerWarning}}
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==Objectives==
==Objectives==
<div class="toccolours mw-collapsible mw-collapsed">
<div class="toccolours mw-collapsible mw-collapsed">
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== Walkthrough ==
== Walkthrough ==
Free Counsellor Florrick begins after interacting with an [[Execution Notice]], which is posted throughout the [[Lower City]]. These notices state that 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.
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 ===
=== 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:
The entrance to [[Wyrm's Rock Prison]] is within [[Wyrm's Rock Fortress]], down a passageway in the southwest room {{coords|-25|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.
* I'm here to see Old Man Otto. He's my father.
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* I don't have business here. I'm just exploring.
* I don't have business here. I'm just exploring.


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.
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 you in.


=== Sneaking into Wyrm's Rock ===
=== 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 Fly or Featherfall 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.  
Wyrm's Rock Prison can easily be infiltrated via a hole in the foundation - accessed through [[Rivington]]. This is accessed by jumping off using [[Fly]] or [[Feather Fall]] at the eastern side of the gate to Wyrm's Rock {{coords|27|158}}. After this, walking eastward reveals a crack in the wall to the prison {{coords|42|190}} with a successful perception check.  


[[File:Crack in Wall to Prison.jpg|thumb|Crack in the Wall to Wyrm's Rock Prison.]]
[[File:Crack in Wall to Prison.jpg|thumb|Crack in the Wall to Wyrm's Rock Prison.]]


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 Eldritch Blast). 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.  
After entering into Wyrm's Rock Prison, there is a wall that can be blasted open {{coords|91|-720}} with blunt attacks or spells (ie [[Eldritch Blast]]). 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.  


[[File:Wyrms Rock Prison Map.jpg|thumb|A Map of Wyrm's Rock Prison.]]
[[File:Wyrms Rock Prison Map.jpg|thumb|A Map of Wyrm's Rock Prison.]]


Exiting the storeroom, there is only one Flaming Fist guarding the way forward - Fist Ivarus. Moving past her 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.
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 ===
=== 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. Hefty use of Misty Step and Dash can have Florrick out of the cell quite quickly, and the guards do not pursue her once she's left through the crack in the wall. After this, simply speak to Florrick and she thanks the party, then departs to go to the Upper City to seek allies.
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. An easy solution is to cast [[Invisible (Condition)|Invisibility]] on Florrick, as the guards will only turn hostile if she is spotted. Then, make your way to the storeroom and outside. Otherwise, liberal use of Misty Step can have Florrick out of the cell quite quickly, and the guards do not pursue her once she's left through the crack in the wall. Florrick also has a number of excellent crowd control spells at her disposal, including [[Hypnotic Pattern]].
 
There also appears to be no consequences if you simply eliminate all the guards in the prison and leisurely escort Florrick through the crack in the wall.
 
Once you have escaped Wyrm's Rock Prison, speak to Florrick, who thanks the party before departing to the Upper City to seek allies.
 
{{SpoilerBox|Note that 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, at best, be left waiting in that location.}}
 
== Quest rewards ==
* If Florrick is freed, then she is added to [[Gather Your Allies]] as an ally, granting [[Florrick's Cohort]] during the game's final fight.
 
== Companion approval ==
<!-- Verified in game data files: WYR_WyrmRockPrison_Florrick, WYR_WyrmRockPrison_FlorrickOutisdeFortress -->
* Agree to help Florrick {{Approval|Gale|+1}} {{Approval|Karlach|+1}} {{Approval|Shadowheart|+1}} {{Approval|Wyll|+7}}
* Refuse to help Florrick {{Approval|Gale|-1}} {{Approval|Karlach|-1}} {{Approval|Shadowheart|-1}} {{Approval|Wyll|-10}}
* Do not try to convince Florrick {{Approval|Gale|-1}} {{Approval|Halsin|-1}} {{Approval|Jaheira|-1}} {{Approval|Karlach|-1}} {{Approval|Minsc|-1}} {{Approval|Shadowheart|-1}} {{Approval|Wyll|-1}}
* Successfully escort Florrick outside of Wyrm's Rock {{Approval|Astarion|+1}} {{Approval|Gale|+1}} {{Approval|Karlach|+1}} {{Approval|Lae'zel|+1}} {{Approval|Shadowheart|+1}} {{Approval|Wyll|+10}}


== Quest Rewards ==
{{NavQuests}}
* If Florrick is freed, then she is added to [[Gather Your Allies]] as an ally.
[[Category:Quests]]
[[Category:Quests]]
[[Category:Time-Sensitive Quests]]

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