Ad placeholder

Rescue the Tieflings

From bg3.wiki
Jump to navigation Jump to search

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.

Find out where the tieflings are being held in Moonrise Towers.
  • We learned from Alfira that some of the tieflings were taken to Moonrise Towers. She's asked us to save them.
  • We learned from Cerys that some of the other tieflings were taken to Moonrise Towers. We should investigate.
  • Rolan's brother and sister were kidnapped by cultists, along with some of the other tieflings. They're likely being held at Moonrise Towers. We should investigate.
  • We learned from Alfira that some of the other tieflings were taken to Moonrise Towers. We should investigate.
  • Bex's lover was one of the tieflings taken by cultists. She's lost without him.
  • Rolan's brother and sister were among the tiefling kidnapped by the cultists. He hasn't taken it well.
  • We ran into Alfira. Upset, she told us what happened in the darkness. She asked us to save her friends.
  • We learned from Bex that some of the tieflings, including her lover Danis, were taken to Moonrise Towers. We should investigate.
Break the tieflings out of captivity.
  • We met some tieflings from the Emerald Grove in the cells of Moonrise. Without us, they won't make it out alive.
  • We found the captured tieflings. They won't last long in Moonrise Towers. We should find a way to help them escape.
Speak to the gnomes.
  • The gnomes have a plan to break out of the prison. We should speak to them.
Protect the gnomes.
  • The gnomes plan to free the captured tieflings. We should watch their backs.
  • The gnomes are on their way to free the tiefling captives. We need to protect them.
Assist the tieflings' escape through the tunnels.
  • The tieflings are making their escape through the tunnels behind their cell. It will be dangerous without our help.
Assist the tieflings' escape through prison.
  • The boat departed before everyone could board. Those left behind ran to find some other way out.
  • The tieflings are making their escape through the prison. It will be dangerous without our help.
Find the tieflings' safe harbour.
  • The tieflings escaped by boat. We should look for them - they must have landed somewhere.
  • We couldn't save all the tieflings, but some managed to escape using a boat. We should look for them - they must have landed somewhere.
  • The tieflings were all able to escape Moonrise Towers on foot. We should look for them - they must have found somewhere in the darkness to hide.
  • We couldn't save all the tieflings, but some were able to escape Moonrise Towers on foot. We should look for them - they must have found somewhere in the darkness to hide.
Meet the tieflings in Last Light.
  • The tieflings escaped using a boat found in the tunnels of Moonrise Towers. We should meet them back in Last Light.
  • We couldn't save all the tieflings, but some managed to escape using a boat. We should reunite with the survivors back in Last Light.
  • All the tieflings escaped Moonrise Towers. We should meet them back in Last Light.
  • We couldn't save all the tieflings. The few who survived fled on foot. We should meet them back in Last Light.
Speak to the tieflings.
  • The tieflings arrived safely in Last Light. We should speak to them.
  • We found Last Light - a sanctuary in the shadow-cursed lands. Maybe the tieflings are here.
  • Alfira thanked us for rescuing her friends from Moonrise Towers.
  • Alfira was devastated to learn what happened in Moonrise Towers, but thanked us for doing what we could to save her friends.
  • Rolan thanked us for saving his family.
  • Bex thanked us for reuniting her with her lover, Danis.
  • Rolan departed Last Light to look for his siblings. Per his message, they'll wait for his return, but they're worried.
  • Rolan thanked us for reuniting him with his surviving family. They can now mourn their lost sibling together.
  • Rolan's reunion with his sibling didn't go as expected, and they separated on bad terms.
Quest Complete
  • We failed to rescue the tieflings from Moonrise Towers.
  • The tieflings all escaped from Moonrise Towers.
  • We couldn't save all the tieflings, but some were able to escape Moonrise Towers.
  • We didn't save the tieflings. It is doubtful that they survived Moonrise Towers.
  • We never found the tieflings in Moonrise Towers.
  • The tieflings were brought together again in Last Light before it was razed to the ground.
  • We couldn't save all the tieflings, but those who survived managed to escape using a boat found in the tunnels of Moonrise Towers.
  • The tieflings escaped using a boat found in the tunnels of Moonrise Towers.
  • The tieflings are finally safe from the horrors of Moonrise Towers.
  • The tieflings are safe, but Rolan is nowhere to be found at Last Light Inn. His family is worried.

Walkthrough[edit | edit source]

This quest appears only if having completed Save the Refugees Save the Refugees with the tiefling refugees and the Druid Grove protected. Within the Last Light Inn, Cerys 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 Zevlor betrayed them, saying they should all surrender. Speaking to Alfira Alfira reveals that Lakrissa Lakrissa was captured, Rolan Rolan reveals that Lia Lia and Cal Cal were lost, and Bex Bex reveals that Danis Danis was captured.

Finding the Tieflings[edit | edit source]

Map of Moonrise Towers Prison.

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 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 Misty Step Misty Step, Gaseous Form Gaseous Form, 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 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 Advantage Icon.png)
  • [BARBARIAN] [INTIMIDATION] Accept my help or die in this pit - choose. (DC 6 Advantage Icon.png)
  • [OATH OF VENGEANCE] [OATHBREAKER] [EVIL CLERIC] [PERSUASION] Helping you hurts the Absolute - and I take pleasure in that. (DC 6 Advantage Icon.png)
  • [OATH OF VENGEANCE] [OATHBREAKER] [PALADIN] [PERSUASION] My oath bids me so - I infiltrated this place just to undermine the Absolute. (DC 6 Advantage Icon.png)
  • [CLERIC] I am sworn to a higher power - I infiltrated this place just to undermine the Absolute. (DC 6 Advantage Icon.png)
  • [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)
  1. If Barcus Wroot was saved in Rescue the Gnome Rescue the Gnome and subsequently rescued with the Grymforge gnomes

Convincing Wulbren of the party's will to help nets the following approval:

Astarion approves +1 Gale approves +1 Halsin approves +1 Karlach approves +1 Lae'zel approves +1 Minthara approves +1 Shadowheart approves +1 Wyll approves +1

Conversely, telling Wulbren to "die for all you care" nets negative approval:

Astarion disapproves -1 Gale disapproves -1 Karlach disapproves -1 Lae'zel disapproves -1 Minsc disapproves -1 Minthara disapproves -1 Shadowheart disapproves -1 Wyll disapproves -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]

Wulbren's Hammer is above the Warden's office.

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 The Warden's office at X: 574 Y: -646. This area is guarded by a Scrying Eye 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.

The rocky ledge that leads to the back area of the cells.

One strategy to avoid combat is to get up the rocky ledge to the west of the cells by climbing or using Fly Fly, Jump Jump or Misty Step Misty Step. 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 Throw Throw, Shove Shove, Eldritch Blast Eldritch Blast or Thunderwave Thunderwave. 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 Find Ketheric Thorm's Relic Find Ketheric Thorm's Relic is completed, then once the party return from the Shadowfell, this quest automatically ends. When this happens, the quest says that the prisoners were never found.

The 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:

From Alfira:

  • ~55 EXP
  • Gold Pile Single Item Image.png ~470 gp if all tieflings rescued. If only one tiefling survives, approximate Gold Pile Single Item Image.png 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
  • Gold Pile Single Item Image.png ~450 gp

From Bex:

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 Minor Illusion Minor Illusion cantrip can be used to bait him to proximity with Bex where engaging in dialogue with either character plays the regular cutscene.