Baldur's Gate 3
55 Achievements
150-200h
PS5
Under Lock and Key
Rescue all the prisoners from the depths of Moonrise Towers in one playthrough. Details for this achievement will be revealed once unlocked
21.4%
How to unlock the Under Lock and Key achievement in Baldur's Gate 3 - Definitive Guide
When you reach Moonrise Towers, head up the first set of stairs, then through a door on the right and down a small staircase to the prison. Inside the prison, there is:
Now, talk to the gnome in the prison cell, Wulbren, and throw an bludgeoning weapon (mace, flail, etc.) in so they can break out the back wall and free the teiflings. After all the prisoners run out the back, go into the warden’s office and flip the 2nd and 4th levers on the wall to open the cells, giving you a path to meet them at the boat. Do not flip the switch on the floor, since it will sound an alarm. Either accompany the prisoners to Last Light Inn, or tell them you will meet them there. After the boat leaves the dock and floats away safely, the achievement will pop.
- 1 Warden
- 1 Stationary Guard (west side)
- 2 Patrolling Scrying Eyes
- 1 Patrolling Guard
Now, talk to the gnome in the prison cell, Wulbren, and throw an bludgeoning weapon (mace, flail, etc.) in so they can break out the back wall and free the teiflings. After all the prisoners run out the back, go into the warden’s office and flip the 2nd and 4th levers on the wall to open the cells, giving you a path to meet them at the boat. Do not flip the switch on the floor, since it will sound an alarm. Either accompany the prisoners to Last Light Inn, or tell them you will meet them there. After the boat leaves the dock and floats away safely, the achievement will pop.
9 Comments
There is no one in the cells, there are no scrying eyes, there are 5 necromites, there is no warden, there are 3 necromancers. What did I do wrong?
By P00R GRENDEL on 02 Jan 2024 18:18
It should be noted to attempt the rescue before you discover and get Nightsong objective complete in the Mausoleum. I believe that is your issue for 2nd poster.
By Unseen 5hadow on 08 Jan 2024 05:16
This solution is much easier than it seems.
There are various ways to get this, but for the "best" solution (ie all prisoners rescued with no combat / risk, and no aggroing the moonrise guards), I recommend the following:
1.) Any party can do, as long as you have:
* Wyll (or anyone with Eldrich blast / decent force damage).
2.) Once you reach the dungeon at Moonrise Towers, speak to the imprisoned gnome when guards and floating eyes aren't looking. If you get caught, you have to pass a persuasion check.
3.) Split Wyll (whoever has eldrich blast / decent force damage) from your party and move left (when facing the gnome) to find some rubble you can climb on. Jump up with Wyll (use potions to boost jump if necessary) to the top and move forward, past a stream (jump again) and keep going past the boat.
4.) Wyill will reach a wall that is susceptible to force damage (wall behind imprisoned tieflings cell). Keep Wyll here and switch to your other 2 companions (keep your main character facing gnomes).
5.) Move to the boat (same path that Wyll followed) with these 2 characters.
6.) Break 2 chains, one on each side of the boat. Destroy both with your 2 other companions.
7.) Switch to your main character again. When the guards aren't looking, manually throw a hammer (or any weapon with force damage) through the cell bars to the gnome.
8.) Be ready. As soon as the gnome breaks the wall, switch to Wyll.
9.) Once you are Wyll, immediately use eldrich blast on the wall in front of you to break out the tieflings.
10.) Immediately switch to one of your other 2 companions (who were waiting at boats), and a cutscene will play. If it doesn't, just go to the boat and select "use".
11.) Finish the dialogue and your 2 companions will end at a safe place. The trophy should pop here. You can safely switch to Wyll / your main character after this who will be in no trouble at all with any of the guards.
12.) Congrats on a smooth sinultaneous prison breakout!
There are various ways to get this, but for the "best" solution (ie all prisoners rescued with no combat / risk, and no aggroing the moonrise guards), I recommend the following:
1.) Any party can do, as long as you have:
* Wyll (or anyone with Eldrich blast / decent force damage).
2.) Once you reach the dungeon at Moonrise Towers, speak to the imprisoned gnome when guards and floating eyes aren't looking. If you get caught, you have to pass a persuasion check.
3.) Split Wyll (whoever has eldrich blast / decent force damage) from your party and move left (when facing the gnome) to find some rubble you can climb on. Jump up with Wyll (use potions to boost jump if necessary) to the top and move forward, past a stream (jump again) and keep going past the boat.
4.) Wyill will reach a wall that is susceptible to force damage (wall behind imprisoned tieflings cell). Keep Wyll here and switch to your other 2 companions (keep your main character facing gnomes).
5.) Move to the boat (same path that Wyll followed) with these 2 characters.
6.) Break 2 chains, one on each side of the boat. Destroy both with your 2 other companions.
7.) Switch to your main character again. When the guards aren't looking, manually throw a hammer (or any weapon with force damage) through the cell bars to the gnome.
8.) Be ready. As soon as the gnome breaks the wall, switch to Wyll.
9.) Once you are Wyll, immediately use eldrich blast on the wall in front of you to break out the tieflings.
10.) Immediately switch to one of your other 2 companions (who were waiting at boats), and a cutscene will play. If it doesn't, just go to the boat and select "use".
11.) Finish the dialogue and your 2 companions will end at a safe place. The trophy should pop here. You can safely switch to Wyll / your main character after this who will be in no trouble at all with any of the guards.
12.) Congrats on a smooth sinultaneous prison breakout!
1 Comment
This was so easy, thank you! My first playthrough I blew this battle.
By NoLoveFromJohn on 23 Feb 2024 22:04
Exploring the rafters until you manage to get behind the walls of the prison, you can find the breakable walls of the cells. Using a bludgeoning weapon, in my case an adamantine mace that I procured from the Grymforge earlier, I broke the back wall of the right most prison cell before running over to the left cell and breaking that, this results in most prisoners being by the boat before a guard noticed and combat starts. Take those guards out before reinforcements are called, which isn't so hard, and the prisoners will leave via the boat.
Additionally, if some prisoners get to the boat before combat starts, it seems like the boat is not chained up. Not sure about the specifics of that trigger.
Additionally, if some prisoners get to the boat before combat starts, it seems like the boat is not chained up. Not sure about the specifics of that trigger.
This guide was translated automatically.
Act 2, the prison is located on the lower level of the Moon Towers
If we go through in battle, make sure that none of the friendly npcs are killed.
To pass without a fight:
- We speak with the gnome in cell 2 (either we convince him to trust, or, if you saved the gnomes in act 1, there will be no check for conviction)
- Talk to the tieflings in chamber 4
- We throw any object with crushing damage through the bars to the gnome
Then you need to distract the guards
- I recommend getting rid of the flying balls by throwing them into the abyss while no one sees, we throw them, we quickly run back to the entrance to the prison, no one has any complaints
- 1 person starts a conversation with the head of the prison
- I distracted 2 walking guards with a bard playing a melody
After this, we talk to the gnome, he breaks through the wall, then goes to the tieflings and releases them, we talk to them at the boat, we get a trophy (to get to the boat you can take a “foggy step” through the grate, for example)
Don't forget to talk to them at the tavern later
If we go through in battle, make sure that none of the friendly npcs are killed.
To pass without a fight:
- We speak with the gnome in cell 2 (either we convince him to trust, or, if you saved the gnomes in act 1, there will be no check for conviction)
- Talk to the tieflings in chamber 4
- We throw any object with crushing damage through the bars to the gnome
Then you need to distract the guards
- I recommend getting rid of the flying balls by throwing them into the abyss while no one sees, we throw them, we quickly run back to the entrance to the prison, no one has any complaints
- 1 person starts a conversation with the head of the prison
- I distracted 2 walking guards with a bard playing a melody
After this, we talk to the gnome, he breaks through the wall, then goes to the tieflings and releases them, we talk to them at the boat, we get a trophy (to get to the boat you can take a “foggy step” through the grate, for example)
Don't forget to talk to them at the tavern later
1 Comment
You need to save before being sent to the song of the night, otherwise everyone will die.
By Razziel on 18 Sep 2023 12:23