Baldur's Gate 3
55 Achievements
150-200h
PS5
She Cannot be Caged!
Rescue Sazza from the Emerald Grove, Goblin Camp, and Moonrise Towers in one playthrough. Details for this achievement will be revealed once unlocked
2.4%
How to unlock the She Cannot be Caged! achievement in Baldur's Gate 3 - Definitive Guide
This achievement is tricky on the second step. If you don’t confirm Sazza is alive before moving to Act 2, you may be locked out of She Cannot Be Caged. Like most questlines in BG3, there are multiple ways to accomplish these. You will encounter Sazza 3 times during your playthrough if you manage to free her to make it to the next location.
A full achievement guide is available here: https://tigorestips.com/dnd/baldurs-gate-3-achievements-trop...
Create a manual save before interacting with Sazza in the Shattered Sanctum. If something goes wrong, you will need to backtrack to here.
Once you find her in the Shattered Sanctum, she will introduce you to Nightwarden Minthara. Side with Sazza and say “She’s telling the truth. She didn’t know.” Then agree with Minthara by saying “I’ll get it done.” After that point, wait for Minthara to leave the camp. She won’t actually leave the sanctum until you walk near the entrance and the troops march off. Then, you’re free to take out the goblin leaders. Just watch for Sazza standing in the main hall and don’t kill her.
Don’t kill the goblin leaders before saving Sazza from Nightwarden Minthara. If you do, she will fight with the goblins and die. Killing the goblins before Minthara leaves the camp will also result in her death. After Minthara marches off, leave the camp, return, and cleared out the Shattered Sanctum. Then, fast travel out of the camp and across the map (like Emerald Grove). Upon returning to the sanctum, Sazza can be found standing in the main hall by herself. She should show as yellow/green, but you cannot talk to her. If she’s in this state or you left the goblins alive, you may continue to Act 2.
Choose the following dialog options to ensure she is safely released and the achievement or trophy will unlock.
A full achievement guide is available here: https://tigorestips.com/dnd/baldurs-gate-3-achievements-trop...
Emerald Grove
First, Sazza will be a prisoner in the Emerald Grove during Act 1. Free her by talking with her captors. Then, talk with Sazza and convince her that you are there to help by escorting her safely out of the grove.Goblin Camp
The second encounter with Sazza is at the Goblin Camp. Meet her outside the camp, and she will begin escorting you inside. You don’t need to follow her to her destination.Create a manual save before interacting with Sazza in the Shattered Sanctum. If something goes wrong, you will need to backtrack to here.
Once you find her in the Shattered Sanctum, she will introduce you to Nightwarden Minthara. Side with Sazza and say “She’s telling the truth. She didn’t know.” Then agree with Minthara by saying “I’ll get it done.” After that point, wait for Minthara to leave the camp. She won’t actually leave the sanctum until you walk near the entrance and the troops march off. Then, you’re free to take out the goblin leaders. Just watch for Sazza standing in the main hall and don’t kill her.
Don’t kill the goblin leaders before saving Sazza from Nightwarden Minthara. If you do, she will fight with the goblins and die. Killing the goblins before Minthara leaves the camp will also result in her death. After Minthara marches off, leave the camp, return, and cleared out the Shattered Sanctum. Then, fast travel out of the camp and across the map (like Emerald Grove). Upon returning to the sanctum, Sazza can be found standing in the main hall by herself. She should show as yellow/green, but you cannot talk to her. If she’s in this state or you left the goblins alive, you may continue to Act 2.
Moonrise Towers
The third encounter with Sazza should be when you arrive at Moonrise Towers in Act 2. Enter the Throne Room on the main floor and a cutscene will begin. If you see 4 goblins, including Sazza, you can earn the achievement/trophy. However, if you only see 3 goblins, something went wrong in Act 1 and you will need to reload your save.Choose the following dialog options to ensure she is safely released and the achievement or trophy will unlock.
- Don’t kill them! They’re loyal followers of the Absolute.
- They’re faithful to the Absolute, I’ll give them that.
- What am I meant to do with them, exactly?
- Guards. Release them.
9 Comments
In my playthrough Sazza was standing next to Minthara when I told Minthara I was there to kill her. I fought all the goblins and the leaders but I knocked Sazza out, non lethal, and she appeared in act 2 at moonrise. This method was included in patch 5.
By ANCIENT WARRI0R on 14 Dec 2023 07:21
Sazza never left the main hall for me after killing Minthara so I was forced to take the mountain pass route, yet she still was present at Moonrise.
By AntiFederal1 on 14 Dec 2023 18:27
::New Solution, in combination with comments from Tylosargerchia::
Sazza is a Goblin you can find early in Act I within the Emerald Grove. She will tell you that she knows of a way to cure the parasite within you through her tribe's priestess, Priestess Gut. The goal of this trophy, and for the sake of the mission, you must first free her.
* Free Sazza from the cage.
Use someone adept at picking locks and make sure that the act isn't seen, or else you'll cause some further trouble in the grove.
* Help Sazza escape the Emerald Grove.
There is a small ledge further behind where her cage could be found. Use whatever traversal option you have available to you (Jump, Fly, etc) to make it onto the ledges following this space and you'll perceive a stone door that allows you to make a sneaky escape.
Do note that there are two traps tied to the druidic statues along the walls. You may want to separate your group temporarily to disarm the first, then deal with the raiders left in the tunnel that are trying to now kill Sazza and yourself. She is no longer allied with them, so any damage or kills done to the group will not hinder your attempts at this trophy. Make sure she lives and makes it to the other side to count this trophy 1/3rd complete.
* Spare Sazza under Minthara's inquisition.
After you've helped her escape, you will not see her again until you enter the goblin encampment. She will vouch for you, making it easier without having to do some dice checks to get through the numerous checkpoints to get into the temple. She will ask that you follow her, once inside, to meet up with Minthara. At this point, stay glued to her and talk with the Drow leader. Make sure that you vouch for her abilities so Minthara spares her, and from here, you should be done with Sazza in Act 1.
* Do not attack the goblin leaders once you've finished Sazza's quest.
At this point, Sazza is supposed to be marching on to Moonrise Towers. However, she will remain in the main chamber where you would find Priestess Gut, and will be tagged in any combat with the goblins at this point. Your choices for now are to dismantle the group without drawing aggro to anyone else (difficult but doable, wouldn't advise though, as you can see in the old solution), or simply become evil and help with the raid.
1) Good: Isolate Gut by either critical attacking her in her chambers, or if you allow her to help you with the parasite, she will actually poison you and you will be rescued. [[This is impossible for an Elf, Half-Elf, or Drow, as their Fey Ancestry will prevent the poison from knocking you out. Instead, she will catch on and try to call for support from anyone outside.]]
Gut will be killed if the imprisonment is successful, counting that as one of the three. From here, you can either try to take out Minthara cheaply (using the bridge or pushing her into any ravine, thus ending her life) or leave her at the raid for last.
Finally, Raglan and the goblins in the deepest chamber of the temple can be fought independently from the other groups as long as you do not pick up any aggro from the guards patrolling outside it. Keep the doors closed and try not to let any of the enemies near the patrol's line of sight to snag it. This is doable, but not advised for the difficulty that this trophy has.
2) Bad: After you get the dagger reward for Sazza's quest, simply decide now: do you want to aid the goblins, or do you want to leave the Tieflings to their own? Either way, it's not very nice and thus your hero reputation might be tarnished a little. You can either make your way to the Underdark > Shadowlands to Act 2, or you can use the trail on the other end of the goblin encampment to make it to the Rosymorn Monastery and start the progress that way. OR, third option: help Minthara raid the Grove for the goblins. It wouldn't hurt to get some more experience in, right?
Whichever choice you take is yours, but the difficulty is stated. From here, you've got one last thing to do to get this trophy.
* Meet with Thorm in Moonrise Towers to determine what should be done of the goblins that make there way there.
The route you take doesn't matter, but eventually make your way to Moonrise Towers and have an audience with Ketheric and Z'rell. If you kept Minthara alive, she will be taken to the jail for conditioning; a goblin will try to be defiant and slay the Immortal General, only to die quite easily to his skill; and then your presence will be noticed. He will let you decide what to do with the goblins, and hopefully (for the sake of this trophy at least), Sazza will be within the group left. Spare them, trophy will pop, and you will have one happy Goblin that you will never see again pilfering about within the realms.
Old Solution:
Sazza is a Goblin you can find early in Act I within the Emerald Grove. She will tell you that she knows of a way to cure the parasite within you through her tribe's priestess, Priestess Gut. The goal of this trophy, and for the sake of the mission, you must first free her.
* Free Sazza from the cage.
Use someone adept at picking locks and make sure that the act isn't seen, or else you'll cause some further trouble in the grove.
* Help Sazza escape the Emerald Grove.
There is a small ledge further behind where her cage could be found. Use whatever traversal option you have available to you (Jump, Fly, etc) to make it onto the ledges following this space and you'll perceive a stone door that allows you to make a sneaky escape.
Do note that there are two traps tied to the druidic statues along the walls. You may want to separate your group temporarily to disarm the first, then deal with the raiders left in the tunnel that are trying to now kill Sazza and yourself. She is no longer allied with them, so any damage or kills done to the group will not hinder your attempts at this trophy. Make sure she lives and makes it to the other side to count this trophy 1/3rd complete.
* Spare Sazza under Minthara's inquisition.
After you've helped her escape, you will not see her again until you enter the goblin encampment. She will vouch for you, making it easier without having to do some dice checks to get through the numerous checkpoints to get into the temple. She will ask that you follow her, once inside, to meet up with Minthara. At this point, stay glued to her and talk with the Drow leader. Make sure that you vouch for her abilities so Minthara spares her, and from here, you should be done with Sazza in Act 1.
* Do not attack the goblin leaders once you've finished Sazza's quest.
At this point, Sazza is supposed to be marching on to Moonrise Towers. However, she will remain in the main chamber where you would find Priestess Gut, and will be tagged in any combat with the goblins at this point. Your choices for now are to dismantle the group without drawing aggro to anyone else (difficult but doable, wouldn't advise though, as you can see in the old solution), or simply become evil and help with the raid.
1) Good: Isolate Gut by either critical attacking her in her chambers, or if you allow her to help you with the parasite, she will actually poison you and you will be rescued. [[This is impossible for an Elf, Half-Elf, or Drow, as their Fey Ancestry will prevent the poison from knocking you out. Instead, she will catch on and try to call for support from anyone outside.]]
Gut will be killed if the imprisonment is successful, counting that as one of the three. From here, you can either try to take out Minthara cheaply (using the bridge or pushing her into any ravine, thus ending her life) or leave her at the raid for last.
Finally, Raglan and the goblins in the deepest chamber of the temple can be fought independently from the other groups as long as you do not pick up any aggro from the guards patrolling outside it. Keep the doors closed and try not to let any of the enemies near the patrol's line of sight to snag it. This is doable, but not advised for the difficulty that this trophy has.
2) Bad: After you get the dagger reward for Sazza's quest, simply decide now: do you want to aid the goblins, or do you want to leave the Tieflings to their own? Either way, it's not very nice and thus your hero reputation might be tarnished a little. You can either make your way to the Underdark > Shadowlands to Act 2, or you can use the trail on the other end of the goblin encampment to make it to the Rosymorn Monastery and start the progress that way. OR, third option: help Minthara raid the Grove for the goblins. It wouldn't hurt to get some more experience in, right?
Whichever choice you take is yours, but the difficulty is stated. From here, you've got one last thing to do to get this trophy.
* Meet with Thorm in Moonrise Towers to determine what should be done of the goblins that make there way there.
The route you take doesn't matter, but eventually make your way to Moonrise Towers and have an audience with Ketheric and Z'rell. If you kept Minthara alive, she will be taken to the jail for conditioning; a goblin will try to be defiant and slay the Immortal General, only to die quite easily to his skill; and then your presence will be noticed. He will let you decide what to do with the goblins, and hopefully (for the sake of this trophy at least), Sazza will be within the group left. Spare them, trophy will pop, and you will have one happy Goblin that you will never see again pilfering about within the realms.
Old Solution:
4 Comments
Something about this isn’t correct, at least in my playthrough. I’ve done all of this up to the point where you side with the tieflings and betray Minthara at the grove. When I go back to the Goblin Camp, all of the goblins are hostile, and Sazza is among them in the main chamber. Not sure if knocking her out will work, but it’s the only other thing I can think of to try.
By Tylosargerchia on 04 Dec 2023 21:54
@Tylosargerchia: I'd hesitate suggesting going back inside the ruins at the goblin camp once you start knocking off the heads. Isolate Gut from her minions, and make sure to take Raglan and his chamber with the doors closed and staying away from any patrols.
Beyond that, I'll check to see if I can simplify this in another way.
Beyond that, I'll check to see if I can simplify this in another way.
By KTKarona on 04 Dec 2023 22:11
::New Solution, in combination with comments from Tylosargerchia::
Sazza is a Goblin you can find early in Act I within the Emerald Grove. She will tell you that she knows of a way to cure the parasite within you through her tribe's priestess, Priestess Gut. The goal of this trophy, and for the sake of the mission, you must first free her.
* Free Sazza from the cage.
Use someone adept at picking locks and make sure that the act isn't seen, or else you'll cause some further trouble in the grove.
* Help Sazza escape the Emerald Grove.
There is a small ledge further behind where her cage could be found. Use whatever traversal option you have available to you (Jump, Fly, etc) to make it onto the ledges following this space and you'll perceive a stone door that allows you to make a sneaky escape.
Do note that there are two traps tied to the druidic statues along the walls. You may want to separate your group temporarily to disarm the first, then deal with the raiders left in the tunnel that are trying to now kill Sazza and yourself. She is no longer allied with them, so any damage or kills done to the group will not hinder your attempts at this trophy. Make sure she lives and makes it to the other side to count this trophy 1/3rd complete.
* Spare Sazza under Minthara's inquisition.
After you've helped her escape, you will not see her again until you enter the goblin encampment. She will vouch for you, making it easier without having to do some dice checks to get through the numerous checkpoints to get into the temple. She will ask that you follow her, once inside, to meet up with Minthara. At this point, stay glued to her and talk with the Drow leader. Make sure that you vouch for her abilities so Minthara spares her, and from here, you should be done with Sazza in Act 1.
* Do not attack the goblin leaders once you've finished Sazza's quest.
At this point, Sazza is supposed to be marching on to Moonrise Towers. However, she will remain in the main chamber where you would find Priestess Gut, and will be tagged in any combat with the goblins at this point. Your choices for now are to dismantle the group without drawing aggro to anyone else (difficult but doable, wouldn't advise though, as you can see in the old solution), or simply become evil and help with the raid.
1) Good: Isolate Gut by either critical attacking her in her chambers, or if you allow her to help you with the parasite, she will actually poison you and you will be rescued. [[This is impossible for an Elf, Half-Elf, or Drow, as their Fey Ancestry will prevent the poison from knocking you out. Instead, she will catch on and try to call for support from anyone outside.]]
Gut will be killed if the imprisonment is successful, counting that as one of the three. From here, you can either try to take out Minthara cheaply (using the bridge or pushing her into any ravine, thus ending her life) or leave her at the raid for last.
Finally, Raglan and the goblins in the deepest chamber of the temple can be fought independently from the other groups as long as you do not pick up any aggro from the guards patrolling outside it. Keep the doors closed and try not to let any of the enemies near the patrol's line of sight to snag it. This is doable, but not advised for the difficulty that this trophy has.
2) Bad: After you get the dagger reward for Sazza's quest, simply decide now: do you want to aid the goblins, or do you want to leave the Tieflings to their own? Either way, it's not very nice and thus your hero reputation might be tarnished a little. You can either make your way to the Underdark > Shadowlands to Act 2, or you can use the trail on the other end of the goblin encampment to make it to the Rosymorn Monastery and start the progress that way. OR, third option: help Minthara raid the Grove for the goblins. It wouldn't hurt to get some more experience in, right?
Whichever choice you take is yours, but the difficulty is stated. From here, you've got one last thing to do to get this trophy.
* Meet with Thorm in Moonrise Towers to determine what should be done of the goblins that make there way there.
The route you take doesn't matter, but eventually make your way to Moonrise Towers and have an audience with Ketheric and Z'rell. If you kept Minthara alive, she will be taken to the jail for conditioning; a goblin will try to be defiant and slay the Immortal General, only to die quite easily to his skill; and then your presence will be noticed. He will let you decide what to do with the goblins, and hopefully (for the sake of this trophy at least), Sazza will be within the group left. Spare them, trophy will pop, and you will have one happy Goblin that you will never see again pilfering about within the realms.
Old Solution:
Sazza is a Goblin you can find early in Act I within the Emerald Grove. She will tell you that she knows of a way to cure the parasite within you through her tribe's priestess, Priestess Gut. The goal of this trophy, and for the sake of the mission, you must first free her.
* Free Sazza from the cage.
Use someone adept at picking locks and make sure that the act isn't seen, or else you'll cause some further trouble in the grove.
* Help Sazza escape the Emerald Grove.
There is a small ledge further behind where her cage could be found. Use whatever traversal option you have available to you (Jump, Fly, etc) to make it onto the ledges following this space and you'll perceive a stone door that allows you to make a sneaky escape.
Do note that there are two traps tied to the druidic statues along the walls. You may want to separate your group temporarily to disarm the first, then deal with the raiders left in the tunnel that are trying to now kill Sazza and yourself. She is no longer allied with them, so any damage or kills done to the group will not hinder your attempts at this trophy. Make sure she lives and makes it to the other side to count this trophy 1/3rd complete.
* Spare Sazza under Minthara's inquisition.
After you've helped her escape, you will not see her again until you enter the goblin encampment. She will vouch for you, making it easier without having to do some dice checks to get through the numerous checkpoints to get into the temple. She will ask that you follow her, once inside, to meet up with Minthara. At this point, stay glued to her and talk with the Drow leader. Make sure that you vouch for her abilities so Minthara spares her, and from here, you should be done with Sazza in Act 1.
* Do not attack the goblin leaders once you've finished Sazza's quest.
At this point, Sazza is supposed to be marching on to Moonrise Towers. However, she will remain in the main chamber where you would find Priestess Gut, and will be tagged in any combat with the goblins at this point. Your choices for now are to dismantle the group without drawing aggro to anyone else (difficult but doable, wouldn't advise though, as you can see in the old solution), or simply become evil and help with the raid.
1) Good: Isolate Gut by either critical attacking her in her chambers, or if you allow her to help you with the parasite, she will actually poison you and you will be rescued. [[This is impossible for an Elf, Half-Elf, or Drow, as their Fey Ancestry will prevent the poison from knocking you out. Instead, she will catch on and try to call for support from anyone outside.]]
Gut will be killed if the imprisonment is successful, counting that as one of the three. From here, you can either try to take out Minthara cheaply (using the bridge or pushing her into any ravine, thus ending her life) or leave her at the raid for last.
Finally, Raglan and the goblins in the deepest chamber of the temple can be fought independently from the other groups as long as you do not pick up any aggro from the guards patrolling outside it. Keep the doors closed and try not to let any of the enemies near the patrol's line of sight to snag it. This is doable, but not advised for the difficulty that this trophy has.
2) Bad: After you get the dagger reward for Sazza's quest, simply decide now: do you want to aid the goblins, or do you want to leave the Tieflings to their own? Either way, it's not very nice and thus your hero reputation might be tarnished a little. You can either make your way to the Underdark > Shadowlands to Act 2, or you can use the trail on the other end of the goblin encampment to make it to the Rosymorn Monastery and start the progress that way. OR, third option: help Minthara raid the Grove for the goblins. It wouldn't hurt to get some more experience in, right?
Whichever choice you take is yours, but the difficulty is stated. From here, you've got one last thing to do to get this trophy.
* Meet with Thorm in Moonrise Towers to determine what should be done of the goblins that make there way there.
The route you take doesn't matter, but eventually make your way to Moonrise Towers and have an audience with Ketheric and Z'rell. If you kept Minthara alive, she will be taken to the jail for conditioning; a goblin will try to be defiant and slay the Immortal General, only to die quite easily to his skill; and then your presence will be noticed. He will let you decide what to do with the goblins, and hopefully (for the sake of this trophy at least), Sazza will be within the group left. Spare them, trophy will pop, and you will have one happy Goblin that you will never see again pilfering about within the realms.
Old Solution:
4 Comments
Something about this isn’t correct, at least in my playthrough. I’ve done all of this up to the point where you side with the tieflings and betray Minthara at the grove. When I go back to the Goblin Camp, all of the goblins are hostile, and Sazza is among them in the main chamber. Not sure if knocking her out will work, but it’s the only other thing I can think of to try.
By Tylosargerchia on 04 Dec 2023 21:54
@Tylosargerchia: I'd hesitate suggesting going back inside the ruins at the goblin camp once you start knocking off the heads. Isolate Gut from her minions, and make sure to take Raglan and his chamber with the doors closed and staying away from any patrols.
Beyond that, I'll check to see if I can simplify this in another way.
Beyond that, I'll check to see if I can simplify this in another way.
By KTKarona on 04 Dec 2023 22:11
This guide was translated automatically.
4 Comments
How to get a trophy in 2 hours from scratch.
By Reincor on 06 Oct 2023 03:42
On a good playthrough, she became amused with me and simply remained forever standing in the goblin camp at Mintara’s table, although I tried to comply with all the conditions for her to survive. If you are doing the dark temptation as a separate passage, the easiest way to do it there is to simply support the goblins in the battle for the grove.
By HSmzg on 18 Sep 2023 22:03
This guide was translated automatically.
You can save Sazu by killing 3 goblin leaders and save the grove in one playthrough.
As I did: first I killed the intestine secretly. We talk to Mintara and agree to attack the grove. When she starts walking along the wooden beams, we throw her off so they don’t aggro at us and Saza goes into the main hall.
We kill the last leader so that the goblins who are nearby do not beat the drums. Part of the camp is attacking us and here we need to run to save Helsin (optional). You can kill everyone on the way to Helsin, the main thing is we don’t touch Sazu and don’t go to the main hall at all. We save Helsin and make a teleport to the grove with him.
As a result, in the 2nd act she will appear in the Lunar Towers, we just save her. It also works for dark temptation. In my version, none of the tieflings will be harmed and can be combined with the achievement where they all need to be saved
As I did: first I killed the intestine secretly. We talk to Mintara and agree to attack the grove. When she starts walking along the wooden beams, we throw her off so they don’t aggro at us and Saza goes into the main hall.
We kill the last leader so that the goblins who are nearby do not beat the drums. Part of the camp is attacking us and here we need to run to save Helsin (optional). You can kill everyone on the way to Helsin, the main thing is we don’t touch Sazu and don’t go to the main hall at all. We save Helsin and make a teleport to the grove with him.
As a result, in the 2nd act she will appear in the Lunar Towers, we just save her. It also works for dark temptation. In my version, none of the tieflings will be harmed and can be combined with the achievement where they all need to be saved