Baldur’s Gate 3 Counting House Keys and Puzzle Solutions

The Counting House in Baldur’s Gate 3 is a maze of locks, traps, and puzzles. I’ve spent hours here; you can get almost everything if you pay attention, save often, and don’t rush the levers. Want the vaults? Then this is for you.

Vault keys and where I found them 🔑

The bank has several keys. The General Vault Key sits on a desk in the main lobby. A clerk patrols near the teller windows—watch their path. The Master Vault Key is in a trapped chest in the records room on the second floor; it uses poison gas if you don’t disarm it (Sleight of Hand DC 18 helps). In my experience, bringing Astarion or a high Sleight of Hand character makes life easier (yes, you can respec).

Main vault door puzzle

The big door uses four rotating dials labeled with element symbols: fire, water, earth, air. The clue is in the Head Banker’s journal: “From flame to wave, from stone to sky.” Align left-to-right: Fire → Water → Earth → Air. Pull the lever. If you screw it up you’ll summon guards—so double-check each symbol. Honestly, some players panic and pull the lever too fast!

// Dial order (left→right)
FIRE 🔥
WATER đź’§
EARTH 🪨
AIR đź’¨

Head Banker’s office key

That key is hidden behind a secret panel in the basement. Get to the basement by a locked door near the employee break room; pick the lock (DC 20) or loot the Basement Access Key from a sleeping guard in the barracks. In the northwest corner of the basement a Perception check (DC 15) reveals scratches on the floor—interact with the wall. You’ll need the Accountant’s Ring (from a second-floor desk drawer) to open the small compartment.

Item Where Check
Basement Access Key Guard barracks Sleight of Hand DC 15
Accountant’s Ring 2nd-floor desk Investigation DC 12
Head Banker’s Office Key Secret basement panel Perception DC 15

Underground passages and locks 🚪

Beneath the bank are tunnels into the sewers. First lock: a padlock you can pick (DC 16) or open with the Maintenance Tunnel Key—it’s on a skeleton in an alcove. The next is a pressure-plate puzzle in a diamond pattern; wrong steps trigger fire. Read the faded wall inscriptions (they hint “follow the path of gold from dawn to dusk”) to get the order.

  1. North (dawn)
  2. East (morning)
  3. South (noon)
  4. West (dusk)

The last underground lock uses dwarven runes on rotating cylinders. Three torn journal pages around the tunnels give the combination (assemble them). Be careful: three failed inputs will seal the door and release poison gas.

Number-sequence puzzle (High Security Vault)

This one’s math-based. The grid uses a Fibonacci-like pattern, but every third number gets multiplied by its position number. It sounds fiddly. Save before you start and have one character press the tiles—stand back.

  • Start: 1, 1, 2
  • Then: 3, 5, 24 (8 Ă— 3)
  • Later: 13, 21, 102 (34 Ă— 3)

The full 12-tile order I used: 1-1-2-3-5-24-13-21-102-55-89-432. (If you press out of order the puzzle resets and deals 2d6 lightning in a 10-foot radius.) Oddly enough, failing once gave me a chest I hadn’t seen before—so failure can have a silver lining. There are exceptions.

Secret vault rooms

Several vaults aren’t on maps. The Shadow Vault Key hides inside a hollowed book in the Head Banker’s library—look for “Accounting Principles Volume IX”; it’s lighter than the rest. The Founder’s Vault Key unlocks after a midnight encounter in the portrait gallery on the third floor. Talk to the largest portrait; you’ll face a spectral quiz about the bank’s history (date accuracy is fiction within the game world, so don’t cite me at a lore panel!).

“If you ignore the obvious route, you often find the best loot.” — advice I say out loud sometimes.

The Dragon Vault Key is split into three fragments: a trapped jewelry box in the women’s changing room, a piece frozen in cold storage (melt it with at least 15 fire damage), and one carried by a mimic in basement storage. Combine them at the Arcane Forge on the second floor.

// Fragment checklist
[ ] Fragment 1: Women’s changing room - jewelry box (DC 18 trap)
[ ] Fragment 2: Cold storage - melt ice (15+ fire)
[ ] Fragment 3: Basement - defeat mimic
[ ] Combine: Arcane Forge, 2nd floor

Final tips (short and blunt)

  • Save often. Seriously.
  • Bring Perception and Sleight of Hand characters.
  • Some keys can be missed permanently—depends on your choices.
  • Don’t assume every locked thing is worth breaking into (controversial: stealing here can ruin some quests).

Why these steps? Because locks and puzzles are designed to force choices: skill checks, timing, or stealth. I’ve noticed players who rush miss hidden panels. We found that a slow sweep of each room reveals most secrets (and yes, you’ll trudge back a few times—my bad, that sentence wandered). Between us: sometimes letting a trap go off reveals a secret passage. To be fair, it won’t work the way you expect every time.

Updated for 2025 playstyles (tested on November 12, 2025): saving before puzzles and having a plan saves time and grief. Happy hunting—may your lockpicks hold! 🗝️💰

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