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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
Objectives and journal entries may vary pending story decisions and outcomes.
Walkthrough
This quest appears only for those who 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. She 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 Danis was captured.
with the tiefling refugees and theFinding the Tieflings
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, 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:
- DC 14 Deception check - I have permission from Balthazar. Ask him.
- DC 14 Persuasion check - What are the prisoners going to do? Talk me to death?
- My apologies- won't happen again.
Additionally, if the party slips into the cells by
, , or other means, the guards don't confront the party.If speaking with Lia, she explains that the Gnomes have some kind of plan, but she doesn't know the details. They're two cells down from the tieflings.
Wulbren, the gnome leader, is initially suspicious why someone who walks around the prison like they own the place would want to help him. If Barcus was saved in and subsequently rescued with the Grymforge gnomes, the party has the option to say Barcus sent them. Wulbren is then persuaded without any checks needed. Otherwise, Wulbren can be persuaded by saying that they know the tieflings in the prison (DC 10), that the Absolute has no control over them (DC 6), or that they're a Flaming Fist secret agent (Deception DC 6).
Fleeing the Towers
Leaving by Boat
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 X: 574 Y: -646 can be found by climbing up the iron ladder in The Warden's office. This area is guarded by a scrying eye and entering the area 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, the party must return to Wulbren and give him the weapon. 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.
One strategy to avoid combat is to climb up (or Misty Step/Fly/etc to) the rocky ledge to the west of the cells. Climbing the ledge leads to the back area of the cells, for both the gnomes X: 568 Y: -612 and the tieflings X: 600 Y: -617. It is necessary to have two characters who can break the walls down with Force damage and one who can cast . The party should be split up so that two characters are by the boat X: 575 Y: -576 and ready to attack the brittle chains, one is by the tiefling wall, and one is by the gnome wall. Now both walls should be attacked until they're nearly destroyed. After attacking the gnomes' wall Wulbren yells "RUN!", the party member should walk into the cell and cast Darkness. Then the party member should run to the boat to aid the characters breaking the chains while the party member at the tiefling wall breaks it down and runs to the boat as well. When all the prisoners are at the boat, speak to Wulbren and accompany him to his next destination.
The party can suggest going to Last Light Inn if they've already been there. If the party has 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 and the party gets a scene similar to what they'd get from entering Last Light for the first time.
Leaving by Foot
The prisoners can be forced to abandon Wulbren's plan and go through the Towers 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. After defeating all of the enemies, the party should 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 safely reappear at Last Light. After a long rest, the quest will update and move forward.
Cleaning Out the Prison
As always, the party can resort to killing. If the prison guards are murdered, the rest of the Tower does not become hostile (as long as the party don't leave any witnesses). As such, the party can clear out the prison before dealing with the prisoners to safely ensure everyone survives the escape. An easy way to do this is to kill 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 all of the Scrying Eyes are destroyed, too, giving Wulbren his hammer will result in the prisoners safely escaping.
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
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 Cerys (if she survived), then the party will be rewarded with Potent Robe. Further behind the bar the reunited Lia, Cal, and Rolan can be found. Finally, beneath the bridge leading north of the inn, down the steps behind the ox stables, Bex and Danis can be met. The party will be rewarded with some of Bex's Handmade Cookies. Once the party has spoken to all three of these groups (assuming they survived), this quest will be completed.
Time Limit
While this quest is not limited by long rests, it is worth noting there is a story limitation on the quest. If Shadowfell, this quest automatically ends. When this happens, the quest says that the other prisoners were never found.
is completed, then once the party returns from theThe rewards must be collected before leaving Act Two. The rescued tieflings will not grant their rewards when encountered in the city of Baldur's Gate in Act Three.
Rewards
From Alfira:
- ~55 EXP
- ~470 gp if all tieflings rescued.
- Scrolls- 3 (1 very rare, 1rare, 1 common rarity).
- Potions- 3 (randomized).
- Acid Vial
- Grease Bottle
- Potent Robe
- If only one tiefling survives, approximate 250 gp is rewarded instead.
From Rolan:
- ~200 EXP
- ~450 gp
From Bex:
- Bex's Handmade Cookies
- ~55 EXP
After talking to all 3 above:
- ~200 EXP
Notes
- 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 moves to the docks, even if the prison has been cleared of enemies, then they remain in the prison and cannot be moved or talked to. If the party fast travels or long rests, then they show up as dead.
- As of Patch 6, Danis may end up waiting at the Last Light 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
- Alternatively, it's possible to use to carry Danis to Bex's location.
cantrip can be used to bait him to proximity with Bex where engaging in dialogue with either NPC will play the regular cutscene.