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Rescue the Tieflings
Rescue the Tieflings is a quest in Act Two of Baldur's Gate 3. It can be started by speaking with the Tieflings at the Last Light Inn.
Objectives[edit | edit source]
Objectives and journal entries may vary pending story decisions and outcomes.
Walkthrough[edit | edit source]
This quest appears only if having completed Druid Grove protected. Within the Last Light Inn, Cerys explains that their caravan was ambushed by cultists who killed many of the refugees and kidnapped some others, while only a few were able to escape to Last Light Inn. She further explains that while this happened, Zevlor betrayed them, saying they should all surrender. Speaking to Alfira reveals that Lakrissa was captured, Rolan reveals that Lia and Cal were lost, and Bex reveals that Danis was captured.
with the tiefling refugees and theFinding the Tieflings[edit | edit source]
To find the tieflings' location, the party must go downstairs into the Moonrise Towers Prison at X: -173 Y: -194. The entrance to the prison is east of the audience chamber, or it can be accessed outside by the docks. From the stairs entrance to the prison, the party must venture west to reach a hallway with prison cells. The tieflings are in the second cell to the right.
If attempting to speak to the tieflings, the party members are initially confronted by a guard, who says that no one is allowed to talk to the prisoners, who are property of Balthazar. The party has three options to respond with:
- [DECEPTION] I have permission from Balthazar. Ask him. (DC 14)
- [PERSUASION] What are the prisoners going to do? Talk me to death? (DC 14)
- My apologies - won't happen again.
Alternatively, if the party slip into the cells by , , or other means, the guards do not confront the party.
If speaking with Lia, she explains that the imprisoned deep gnomes have some kind of plan, but she does not know the details. The deep gnomes can be found two cells down from the tieflings.
Wulbren, the deep gnome leader, is initially suspicious why someone who walks around the prison like they own the place would want to help him.
Wulbren is initially suspicious of the party, asking why someone who walks around the prison like they own the place would want to help him:
- Barcus told me you were here, and asked me to help. [note 1]
- [PERSUASION] I know the tieflings imprisoned here - I want to break you all out. (DC 10)
- [BERSERKER] [INTIMIDATION] ACCEPT MY HELP. OR DIE. CHOOSE. (DC 6
)
- [BARBARIAN] [INTIMIDATION] Accept my help or die in this pit - choose. (DC 6
)
- [OATH OF VENGEANCE] [OATHBREAKER] [EVIL CLERIC] [PERSUASION] Helping you hurts the Absolute - and I take pleasure in that. (DC 6
)
- [OATH OF VENGEANCE] [OATHBREAKER] [PALADIN] [PERSUASION] My oath bids me so - I infiltrated this place just to undermine the Absolute. (DC 6
)
- [CLERIC] I am sworn to a higher power - I infiltrated this place just to undermine the Absolute. (DC 6
)
- [PERSUASION] My mind is my own - the Absolute has no control over me. (DC 6)
- [DECEPTION] I'm an undercover agent for the Flaming Fist. (DC 6)
- [ROGUE] [PERSUASION] You'll owe me a favour after. Besides - I never liked prisons much. (DC 6)
- ↑ If Barcus Wroot was saved in and subsequently rescued with the Grymforge gnomes
Convincing Wulbren of the party's will to help nets the following approval:
Conversely, telling Wulbren to "die for all you care" nets negative approval:
-1
-1
-1
-1
-1
-1
-1
-1 (Bug: Appears to reduce Minsc's approval, even though he is not available until Act 3)
Fleeing the Towers[edit | edit source]
Leaving by Boat[edit | edit source]
The party can choose to follow Wulbren's plan to escape, which involves giving him an object that can smash rocks. This can be any weapon which causes bludgeoning damage, such as a generic Mace.
Wulbren's Hammer can be found by climbing up the iron ladder in The Warden's office at X: 574 Y: -646. This area is guarded by a Scrying Eye and entering it is considered trespassing, so, if caught, the party have to either sneak or deceive / bribe their way out of being sent to jail. If obtaining his hammer specifically, Wulbren is extremely grateful and assumed he would never see it again.
Once a bludgeoning weapon has been acquired, the party must go back to Wulbren and talk to him. This initiates a trade screen where the item can be "donated" to Wulbren. Alternatively, the weapon can be thrown into Wulbren's cell and he picks it up. The party can now speak with Wulbren and either tell him to start the escape attempt immediately or to wait until the party is ready. If long resting or fast travelling at this point, the deep gnomes begin the escape without the party. If standing around when Wulbren breaks the wall, the guards become hostile and combat starts.
One strategy to avoid combat is to get up the rocky ledge to the west of the cells by climbing or using , or . The ledge leads to the back area of the gnomes' cell at X: 568 Y: -612 and the tieflings' cell at X: 600 Y: -617. Both back walls of the cells can be broken down with Force damage. There is also a boat at X: 575 Y: -576 fixed with brittle chains. After breaking down the walls, the deep gnomes and tieflings run to the boat. The party should also run to the boat to aid the characters breaking the chains. While this happens, the prison guards, alerted by the Scrying Eyes become hostile and try to hinder the prisoners from escaping. After defeating the guards, when all surviving prisoners are at the boat, the party must speak to Wulbren and decide if they want to accompany him to his next destination.
The party can suggest going to Last Light Inn if they have already been there. If the party have not, then selecting "I don't - but I'll join you on the boat. We'll see where we end up." sends the prisoners to the Last Light Inn and the party get a cutscene similar to which they would get from entering the Last Light Inn for the first time.
Leaving by Foot[edit | edit source]
The prisoners can be forced to abandon Wulbren's plan and go through Moonrise Towers Prison on foot by using a lever in the Warden's office. There are multiple levers behind the warden and each one opens the door to a specific cell, and the large lever on the floor starts an alarm and opens all of them. If the levers are used, the prisoners flee and combat starts, forcing the party to fight their way through or let the prisoners die. To free the prisoners, the party must fight all of the enemies, then follow the prisoners to the docks, where another fight breaks out. After this battle, the prisoners move to the north and towards the Toll House, disappearing. They then safely reappear at Last Light Inn.
Cleaning Out the Prison before the escape[edit | edit source]
The party can clear out the prison before dealing with the prisoners to safely ensure everyone survives the escape; the other characters of Moonrise Towers do not become hostile. An easy way to do this is to kill the Warden in her office, then wait. Enemies patrolling nearby intermittently walk in and can be slowly picked off. Alternatively, the party members can stand at either end of the path next to the chasm and push the guards in with , , or . A Scrying Eye killed in one hit does only cause other Scrying Eyes to turn hostile. Once both of the Scrying Eyes are destroyed and the two guards which patrol in front of the prisoners' cells are killed, the party can open the cells through the levers in the Warden's office, break the back walls of the cells or give Wulbren his hammer and the prisoners can safely escape.
It is possible for the tieflings and gnomes to become separated; if the tieflings take more than three turns to arrive at the boat after Wulbren has already hammered it free, then the gnomes depart without them. The tieflings attempt to leave out the side door of the prison, a long and treacherous path that also includes that the Absolutist Zealots and Adepts stationed on the outside perimeter of Moonrise Towers have to be dealt with.
Returning to Last Light[edit | edit source]
Once the prisoners have escaped, the party can either go with them to Last Light Inn or fast travel there. If they speak with Alfira and Lakrissa (if she survived), then the party are rewarded with a Potent Robe. Further behind the bar the reunited Lia, Cal, and Rolan can be found. Finally, beneath the bridge leading north of the Last Light Inn, down the steps behind the ox stables, Bex and Danis can be met. The party are rewarded with some of
Bex's Handmade Cookies. Once the party have spoken to all three of these groups (assuming they survived), this quest is completed.
Time Limit[edit | edit source]
While this quest is not limited by long rests, there is a story limitation on the quest. If Shadowfell, this quest automatically ends. When this happens, the quest says that the prisoners were never found.
is completed, then once the party return from theThe rewards must be collected before leaving Act Two. The rescued tieflings do not grant their rewards when encountered in the city of Baldur's Gate in Act Three.
Quest rewards[edit | edit source]
Rescuing the gnomes as well as the tieflings grants the following inspiration:
- ( background)
- ( background)
From Alfira:
- ~55 EXP
~470 gp if all tieflings rescued. If only one tiefling survives, approximate
250 gp is rewarded instead.
- Scrolls- 3 (1 very rare, 1rare, 1 common rarity).
- Potions- 3 (randomized).
Acid Vial
Grease Bottle
Potent Robe
From Rolan:
- ~200 EXP
~450 gp
From Bex:
Bex's Handmade Cookies
- ~55 EXP
After talking to all 3 above:
- ~200 EXP
Notes[edit | edit source]
- As of Hotfix 6, taking the prisoners through Moonrise Towers has a number of odd glitches. Once the prisoners exit the prison to the docks, if any of the prisoners are left in the prison before the party move to the docks, even if the prison has been cleared of enemies, then those prisoners remain in the prison and cannot be moved or talked to. If the party fast travel or long rest, then they show up as dead.
- As of Patch 6, Danis may end up waiting at the Last Light Inn dock, as if waiting for the harper to clear them for entry, if the prisoners are released via the exit to the docks. To allow the party to complete the quest, the cantrip can be used to bait him to proximity with Bex where engaging in dialogue with either character plays the regular cutscene.
- Alternatively, it is possible to use to carry Danis to Bex's location.