BG3 Moonrise Tower: Uncover the Suspicious Sounds

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Moonrise Towers stands as a pivotal hub in Baldur’s Gate 3‘s Act 2, shrouded in shadow curse and teeming with Absolute cultists. Amid the tension of confronting Ketheric Thorm, players can stumble upon a peculiar quest involving suspicious sounds—eerie, fleshy noises echoing through the walls. This optional discovery unveils deep lore about the Absolute, grants early access to restricted zones, and delivers thrilling combat, making it a must-do for lore enthusiasts and explorers alike.

Why Pursue the Suspicious Sounds Quest?

Act 2’s Shadow-Cursed Lands thrust players into a fortress overrun by fanatics, undead horrors, and political intrigue. The suspicious sounds quest emerges organically from environmental storytelling, triggered by idle chatter among NPCs. Investigating rewards players with:

  • Exclusive dialogue revealing the Absolute’s true nature and its manipulation by the Chosen.
  • Access to the Illithid Oubliette, packed with Mind Flayer Parasite Specimens for tadpole powers.
  • A shortcut to Moonrise Prison, aiding quests for Tiefling refugees and Ironhand Gnomes.
  • Bonus XP from battling unique foes like Hook Horrors.

This side path enriches the narrative without mandatory combat, though failure to explore it means missing contextual depth for later revelations.

Initiating the Investigation: Clues from Moonrise Inhabitants

The quest begins in the bustling main hall of Moonrise Towers, post your initial infiltration. Approach Mig, the hulking ogre (sometimes described as an orc in player reports) loitering near bunk beds on the west side. She’s paranoid, shushing intruders to focus on ‘meat-things’ squelching in the walls—loudest from the kitchen area.

Engage her in conversation (no skill checks required). Mig’s complaints mark a Suspicious Sounds waypoint on your journal and map, directing attention upward. Other cultists dismiss her ravings, heightening the mystery.

Alternative Trigger: Bypass Mig by exploring the throne room entrance. Left of the fireplace (facing the Absolute’s Door), spot mucus plugs oozing from a blocked doorway. This slime trail hints at the source above, activating the same marker.

Standard kitchen searches yield nothing—the noise permeates from elevated rafters. Return to the main entrance hall with Lann Tarv. Key coordinates: X: -138, Y: -164 or nearby X: -138, Y: -165.

  1. Locate the Ladder: Northeast corner of the main hall, past the throne approach. Climb to the wooden rafters overlooking the chamber.
  2. Traverse the Beams: Head east along the primary beam. Spot a shadow-cursed tree root bridging to an adjacent room. Jump the gap (Athletics check optional for safety).
  3. Perception Check: On the stone platform by the glowing root, pass a passive Perception DC (varies by party). Success reveals the Cracked Wall with writhing tentacles and dripping mucus. Quicksave here—falls are lethal.

Visual cues: Slime trails from below align perfectly, confirming your trajectory.

StepLocationCoordinatesCheck Required
1. Talk to MigMain Hall WestN/ANone
2. Climb LadderMain Hall NortheastX:-138, Y:-164None
3. Jump EastRafters BeamX:-138, Y:-165Athletics (Optional)
4. Spot WallStone PlatformNear RootPerception (Passive)

The Critical Choice: Interact with the Cracked Wall

Facing the fissure, interact for two options: Probe the tentacled hole or Walk away. Curiosity compels the former—tentacles lash out, attempting to drag your character inside.

Escape Options:

  • Strength Check (DC 14-16): Yank free with brute force.
  • Dexterity Check (DC 14-16): Slip away nimbly.
  • Sleight of Hand Check (DC 14-16): Dislodge grip slyly.

Success pulls you back safely, but skips prime content. Recommended: Let them reel you in. No permanent harm befalls your party; solo protagonist enters dialogue.

Revelation Inside: Dialogue with the Absolute

Pulled into fleshy confines, your character communes directly with the Absolute—a tortured entity enslaved by its three Chosen (Ketheric, Orin, Gortash). It pleads for liberation, exposing the cult’s facade as puppetry.

The Dream Visitor intervenes telepathically, urging resistance. Defy or comply—re-entering yields no downsides, just deeper immersion. Post-chat, tentacles deposit you in the Illithid Oubliette, tadpole production hub.

This encounter humanizes the Absolute, foreshadowing endgame twists without spoilers.

Exploring the Oubliette: Loot, Combat, and Escape

The Oubliette teems with horrors. Scour corpses for a Mind Flayer Parasite Specimen—evolve powers at camp. Then, Hook Horrors (2-3) ambush: flying cranium-reapers with sonic blasts and multi-attacks.

Combat Tips:

  • Position for high ground; target wings to ground them.
  • Fire vulnerability—spam arrows or spells.
  • Party summons distract while DPS focuses heads.

Victory spits you into Moonrise Prison via a one-way chute. This bypasses standard entry, positioning you near Wulbren Bongle and Tiefling captives for ‘Free the Prisoners’ quest.

Quest Outcomes and Long-Term Impacts

Completing nets ~200-400 XP, tadpole, and prison access. No evil alignment shifts; aligns with anti-Absolute path. Miss it? Reachable post-Ketheric via main prison route, sans dialogue.

In New Game+, enhanced Perception auto-spots the wall, easing replays.

Common Pitfalls and Troubleshooting

  • No Marker? Exhaust Mig’s dialogue; reload if glitched.
  • Wall Invisible? Boost Perception (Astarion excels); party-lead with high Wis.
  • Fall Damage: Feather Fall scroll or Misty Step jumps.
  • Multiplayer: Only interacting character gets pulled; others Waypoint in.

This feeds into broader arcs:

  • Shadow Curse: Roots aid navigation.
  • Prison Break: Early access streamlines rescues.
  • Tadpole Powers: Specimen unlocks brain buffs.

Pair with Araj Oblodra’s room nearby for blood experiments.

Frequently Asked Questions (FAQs)

Is the suspicious sounds quest missable?

No—Mig lingers until Act 3 transition, and Oubliette accessible later.

What if I fail the escape check?

You auto-enter dialogue; checks only prevent initial pull.

Does letting tentacles win have consequences?

None negative—purely narrative.

Best party for Hook Horrors?

Ranged DPS + crowd control; Lae’zel tanks.

Can I return to Oubliette?

No one-way; mark map pre-fight.

References

  1. Baldur’s Gate 3: How to Find the Suspicious Sound in Moonrise Tower — GameRant. 2023-08-15. https://gamerant.com/baldurs-gate-3-bg3-how-find-suspicious-sound-moonrise-tower/
  2. Should You Stick Your Hand In Near The Suspicious Sounds In BG3 — TheGamer. 2023-08-20. https://www.thegamer.com/baldurs-gate-3-bg3-suspicious-sounds-moonrise-towers-location-consequences-guide/
  3. Baldur’s Gate 3: Where To Find The Suspicious Sounds In Moonrise Towers — DualShockers. 2023-08-18. https://www.dualshockers.com/baldurs-gate-3-suspicious-sounds-location-moonrise-towers/
  4. Moonrise Towers — BG3 Wiki. 2024-01-10. https://bg3.wiki/wiki/Moonrise_Towers
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