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edits→Rewards: updated rewards
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=== Finding the Tieflings === | === Finding the Tieflings === | ||
[[File:Moonrise Towers Prison Map Quest.jpg|thumb|Map of Moonrise Towers Prison.]] | [[File:Moonrise Towers Prison Map Quest.jpg|thumb|Map of Moonrise Towers Prison.]] | ||
To find the tieflings' location, the party must go downstairs into the Moonrise Towers Prison at {{Coords|-173|194}}. The entrance to the prison is | To find the tieflings' location, the party must go downstairs into the Moonrise Towers Prison at {{Coords|-173|-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, go west and there is a hallway with prison cells. Move northwest and the tieflings are in the second cell to the right. | ||
If the party attempts to speak to the tieflings, they 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: | If the party attempts to speak to the tieflings, they 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: | ||
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==== Leaving by Boat ==== | ==== Leaving by Boat ==== | ||
[[File:Wulbrens Hammer Location Quest.jpg|thumb|Wulbren's Hammer is above the Warden's office.]] | [[File:Wulbrens Hammer Location Quest.jpg|thumb|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 item that causes bludgeoning damage, such as a generic [[Mace]]. [[Wulbren's Hammer]] {{Coords|574|-646}} can be found by climbing up the iron ladder in [[The Warden|The Warden's]] office. This area is guarded by a scrying eye and is considered trespassing, so the party has to either sneak or deceive/bribe their way out of being sent to jail. If the party gets Wulbren's hammer specifically, he's extremely | 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 item that causes bludgeoning damage, such as a generic [[Mace]]. [[Wulbren's Hammer]] {{Coords|574|-646}} can be found by climbing up the iron ladder in [[The Warden|The Warden's]] office. This area is guarded by a scrying eye and is considered trespassing, so the party has to either sneak or deceive/bribe their way out of being sent to jail. If the party gets Wulbren's hammer specifically, he's extremely grateful, as he had assumed he'd never see it again. | ||
Once a bludgeoning weapon has been acquired, go back to Wulbren and talk to him. This initiates a trade screen where the item can be "donated" to Wulbren. Agree to the trade and either tell Wulbren to start or tell him to wait until the party is ready. If a long rest or fast travel occurs at this point, the gnomes begin the escape without the party. If the party is simply standing around when Wulbren breaks the wall, the guards become hostile and combat starts. | Once a bludgeoning weapon has been acquired, go back to Wulbren and talk to him. This initiates a trade screen where the item can be "donated" to Wulbren. Agree to the trade and either tell Wulbren to start or tell him to wait until the party is ready. If a long rest or fast travel occurs at this point, the gnomes begin the escape without the party. If the party is simply standing around when Wulbren breaks the wall, the guards become hostile and combat starts. | ||
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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 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 | 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. | ||
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While this quest is not limited by long rests, it is worth noting there is a story limitation on the quest. If [[Find Ketheric Thorm's Relic]] is completed, then once the party returns from the [[Shadowfell]], this quest automatically ends. When this happens, the quest says that the other prisoners were never found. | While this quest is not limited by long rests, it is worth noting there is a story limitation on the quest. If [[Find Ketheric Thorm's Relic]] is completed, then once the party returns from the [[Shadowfell]], this quest automatically ends. When this happens, the quest says that the other prisoners were never found. | ||
== Rewards == | The rewards must be collected before leaving Act Two. Even if the tieflings were rescued, they do not grant their rewards when encountered in Baldur's Gate. | ||
* | |||
* {{ | == Rewards == | ||
From Alfira: | |||
* ~55 EXP | |||
* {{Gold|~470}} if all tieflings rescued. | |||
* Scrolls- 3 (1 very rare, 1rare, 1 common rarity). | |||
* Potions- 3 (randomized). | |||
* {{Item icon|name=Grease Bottle|size=30|show_name=Grease Bottle|no_padding=remove|show_rarity=common}} | |||
* {{Item icon|name=Acid Vial|size=30|show_name=Acid Vial|no_padding=remove|show_rarity=common}} | |||
* {{Item icon|name=Potent Robe|size=30|show_name=Potent Robe|no_padding=remove|show_rarity=very rare}} if a sufficient quantity of captured tieflings are rescued. | |||
* If only one tiefling survives, approximate {{Gold|250}} is rewarded instead. | |||
From Rolan: | |||
* ~200 EXP | |||
* {{Gold|~450}} | |||
From Bex: | |||
* ~55 EXP | |||
After talking to all 3 above: | |||
* ~200 EXP | |||
== Notes == | == Notes == |