Aid the Underduke

Aid the Underduke is a Quest in Act Three of Baldur's Gate 3. It can be started by speaking with in Rivington or by visiting Sharess' Caress and listening to and .
==Objectives==
== Walkthrough ==
=== The Guild and the Stone Lord ===
The battle between the and the Guild can be heard about in two places in Rivington: one the beaches and in Sharess' Caress.
==== Rivington Beach ====
In the Western Beach near Rivington, west of the South Span Checkpoint, the party can encounter members of the Guild lead by , fighting a band of thugs lead by serving the Stone Lord lead by at . 
Standing back and watching or choosing a neutral path, results in supporting the Guild. As a Bard, suggesting that the conflict be resolved by Flyting causes both sides to become hostile. If the members of the Guild are aided and survive, Farlin gives a reward of 674 gold afterwards. Additionally, one can be found atop a barrel at and two more can be found on the ship at . 
The party can turn on the survivors afterwards, and killing both groups grants the Inspirational Event Cleaning up the Scum (Haunted One background). Knocking out Farlin, also grants the Inspirational Event Backing the Established Players (Noble background). 
Overall, the choice of which side to join does not impact the later stages of this quest.
==== Sharess' Caress ====
Within Sharess' Caress, there are two men drinking on the ground floor, and at . They are speaking about . The party can either listen in () or state "Talking about Nine-Fingers? I've got business with her." () The men talk a little more about the Guild's affairs, before questioning why the party members are still there:
* 
* 
* 
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* 
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* (if mind read)
If one check is passed, they refer the party to the Guildhall, stating "Lower City. Basilisk Gate. Guildhall."
=== Entering the Guildhall ===
There are several paths to the Guildhall. 
One route is to use the manhole at in the alley north of the Basilisk Gate waypoint and smash through the western wall at . Following the path west leads to a locked door () to the Guildhall. 
Alternatively, above ground, there is an alley at guarded by and several other Guild members. If Farlin is aided in Rivington, Tusgront instantly recognizes the party as allies of the Guild and allows them to enter. If is in the party, selecting "Careful, that's the High Harper Jaheira you're speaking to" smoothes 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 and her guild are searching for , 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. If Jaheira is in the party, she refuses to let the party confront Minsc themselves. However, there are plenty of other Guild members with loose lips.
=== Nine Fingers Keene's Plans ===
* at reveals the plan if "The Quicker I deal with the Stone Lord, the quicker Nine-Fingers gets back to business" is selected
* at drunkenly gives away the information, if Jaheira is in the party or if his companion is properly persuaded.
* in Keene's room at 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, at can be asked about the Stone Lord. He explains that the man was brought down by the head banker, . 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 at . In the second room the party can find the book at . 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.
After gaining a bank pass, the party can present it to Cashguard 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 showing 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 be opened by a code. Entering the passcode to open the door by walking over four of the nine pressure plates in a correct order. Reading (in the Head Banker's office on the top floor, at ) hints at the password being 1-3-5-6. 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 code can be bypassed by creating an electrified water surface directly in front of the vault door, which causes it to open. This can be accomplished by using or throwing on the floor, then dealing damage on the wet surface. The door can also be with a critical success.
If moving forward, the party can finally see Minsc in the flesh. Unfortunately, he 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. Approach the large vault at the end of the room at , which was completely smashed by Minsc, and a successful perception check shows mud from the sewers.
=== Into the Sewers ===
There are two possible ways to find Minsc: belowground and aboveground.
Belowground, Minsc can be found in the Abandoned Cistern. The party must jump the pipes above the caustic water at 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 and open up the door. Otherwise, it is necessary to interact with the temperature valve and the water level valve, timing it properly to open the door. The water level valve must be hit first, then after five seconds the temperature valve must be hit, too. That should open the door. Then, the party must walk through the sluice tunnel to find Minsc.
Aboveground, there is a garden area north of the Steel Watch Foundry with a door which says "Keep Out." The party has to enter it. There are two pressure plates on the east and west walls of the room. A party member must step on each of them at the same time to enter a secret area. It is also possible to place boxes on the switches instead. Once the door is open, there is a Blast Mine right through the doorway ( to spot it and to disarm it). In this room there is an ornate hatch that leads to the area Minsc is.
=== Facing Minsc ===
Once getting close to Minsc, a cutscene plays, showing and a giving gold to a Zhentarim agent - either or , if Roah is dead. After finding Minsc again, he does not see reason, as his tadpole is controlling him. He immediately attacks the party, along with a number of doppelgangers and cultists. Meanwhile, Roah (or Friol) immediately flees to take on the Guildhall. The party must defeat the cultists and knock out Minsc using non-lethal attacks. Once all enemies have been defeated, he rises up and panics at the loss of a doppelganger, who had transformed into Jaheira to control him.
 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 his protection. Jaheira must have been recruited before to protect Minsc. If Jaheira went alone or if she dies, then Minsc cannot be recruited.
If Minsc is successfully freed from the Absolute's control, then he runs off to find his friend by smashing into several walls. If Minsc dies, Boo spawns next to him although he cannot be interacted with.
=== Returning to the Guildhall ===
If they survived the previous battle, Roah (or Friol) approaching the party upon returning to the Guildhall. If Roah (or Friol) or Minsc died in the previous battle, then the Zhentarim are automatically hostile and attack the party and the Guild. Otherwise, they propose an alliance - the Zhentarim are prepared to take down the Guild and reign as the new underlords of the city. The party can either accept an alliance with them or attack them and side with the Guild. If the Zhentarim have already been killed, Roah (or Friol) is surprised and cancels the takeover, as there are not enough agents to take over the Guild.
If the supported faction leader survives the ensuing fight, they agree to support the party with every blade they have in the fight against the Absolute. If Roah (or Friol) was sided with, the party can tell her that they intend to take the Guild for themselves, causing another fight. Speaking to as Minsc after the conflict has been resolved in the Guild's favor results in a conversation where it is necessary to convince Minsc not to start a fight.
== Quest Rewards ==
* Support of either the Guild or the Zhentarim in the final fight, as allies for 
Category:Quests