Rescue the Tieflings: Difference between revisions

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→‎Walkthrough: changed the location to go downstairs in moonrise towers from Y: 194 to Y: -194
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(→‎Walkthrough: changed the location to go downstairs in moonrise towers from Y: 194 to Y: -194)
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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 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.
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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==== 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 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.
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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