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'''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]]. | '''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]]. | ||
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==Objectives== | ==Objectives== | ||
''Objectives and journal entries may vary pending | ''Objectives and journal entries may vary pending player decisions and outcomes.'' | ||
<div class="toccolours mw-collapsible mw-collapsed"> | <div class="toccolours mw-collapsible mw-collapsed"> | ||
<div style="font-weight: bold; line-height: 1.6;">Find out where the tieflings are being held in Moonrise Towers.</div> | <div style="font-weight: bold; line-height: 1.6;">Find out where the tieflings are being held in Moonrise Towers.</div> | ||
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* {{Ability check|Deception|14}} - I have permission from Balthazar. Ask him. | * {{Ability check|Deception|14}} - I have permission from Balthazar. Ask him. | ||
* {{Ability check|Persuasion|14}} - What are the prisoners going to do? Talk me to death? | * {{Ability check|Persuasion|14}} - What are the prisoners going to do? Talk me to death? (DC 14) | ||
* My apologies- won't happen again. | * My apologies- won't happen again. | ||
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==== Cleaning Out the Prison ==== | ==== Cleaning Out the Prison ==== | ||
As always, the party can resort to murder. If the prison guards are murdered, the rest of the Tower does not become hostile (as long as | As always, the party can resort to murder. If the prison guards are murdered, the rest of the Tower does not become hostile (as long as you don't leave any witnesses). As such, the party can safely clear out the prison before dealing with the prisoners to safely ensure everyone survives the escape. An easy way to do this is to murder the Warden in her office, then wait. Enemies patrolling nearby will intermittently walk in and can be slowly picked off. Once they're all dead and the Scrying Eyes killed, give Wulbren his hammer and the prisoners can safely escape without a worry of enemies. | ||
It's 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 will depart without them. The tieflings will attempt to leave out the side door of the prison, a long and treacherous path that also includes Absolutist zealots and adepts stationed on the outside perimeter of the towers. | It's 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 will depart without them. The tieflings will attempt to leave out the side door of the prison, a long and treacherous path that also includes Absolutist zealots and adepts stationed on the outside perimeter of the towers. | ||
==== Returning to Last Light ==== | ==== Returning to Last Light ==== | ||
Once the prisoners have escaped, either go with them to Last Light Inn or fast travel there. In the middle of the inn, speak with Alfira and Cerys (if she survived); if enough tieflings survived, then | Once the prisoners have escaped, either go with them to Last Light Inn or fast travel there. In the middle of the inn, speak with Alfira and Cerys (if she survived); if enough tieflings survived, then you will be rewarded with [[Potent Robe]]. Further behind the bar you can find the reunited Lia, Cal, and Rolan. Finally, beneath the bridge leading north of the inn, down the steps behind the ox stables, you can find Bex and Danis. Once you have spoken to all three of these groups (assuming they survived), this quest will end. | ||
=== Time Limit === | === Time Limit === |