In the shadowy depths of Act 2 in Baldur’s Gate 3, players face a pivotal side quest involving the rescue of imprisoned Tiefling refugees and the inventive deep gnome Wulbren from the foreboding Moonrise Towers. This mission blends stealth, dialogue prowess, and tactical combat, offering multiple paths that impact alliances and future storylines. Success here not only bolsters your camp with grateful allies but also unlocks explosive opportunities later in the game.
Quest Origins and Prerequisites
The quest typically activates upon reaching the Last Light Inn, a beacon of safety amid the Shadow-Cursed Lands. Here, surviving Tieflings from the Emerald Grove recount their ambush by Absolute cultists, leading to captures including familiar faces like Lakrissa and others. Alfira, the bard, beseeches your aid, promising rewards for liberation efforts.
Prior connections matter: Rescuing Barcus Wroot from the Blighted Village windmill in Act 1 prompts him to visit your camp, urging you to save his friend Wulbren. Deep gnomes mention transports to Moonrise Towers after their Grymforge ordeals, tying back to earlier rescues like aiding True Soul Nere.
Prepare by securing Shadow protection—via the Pixie blessing at Last Light or torches—to traverse the cursed lands safely. Delaying until after Nightsong risks quest failure as prisoners may perish.
Navigating to Moonrise Towers Prison
Moonrise Towers looms as Act 2’s central hub, crawling with Absolute forces. Enter via the main gates or docks, but head to the prison level west of the audience chamber or via external docks at coordinates roughly X: -173 Y: -194.
Follow blood trails or stairs downward into dimly lit cells. Key locations include:
- Cell Two: Houses Wulbren and deep gnomes.
- Cell Four: Contains Tiefling prisoners like Lakrissa.
Patrolling guards and Scrying Eyes demand caution—stealth or deception (DC 14 Persuasion/Deception) convinces them of your legitimacy. Failure alerts the entire tower.
Strategic Approaches to Liberation
Multiple methods exist, each with risks and rewards. Prioritize eliminating threats: two patrolling guards and Scrying Eyes (one-shot kills prevent full alerts).
Stealthy Tool Delivery for Wall Breach
Wulbren’s preferred escape smashes the rear weak stone wall. Engage him via cell bars; mention Barcus to gain instant trust, skipping Persuasion checks.
Supply a bludgeoning weapon (mace, hammer, etc.)—trade or toss it in. Wulbren’s special hammer, retrievable from the Warden’s office ladder (X: 574 Y: -646), earns extra gratitude despite Scrying Eye risks.
Gnomes break out first, then assist Tieflings. Distract guards during the process; Tieflings are fragile and prone to quick deaths.
Lever Mechanics in the Warden’s Office
Southeast of cells, the Warden’s office holds levers mapped to cells:
| Lever Label | Effect |
|---|---|
| Cell Two | Frees Wulbren and gnomes |
| Cell Four | Releases Tieflings |
| Large Floor Lever | Opens all cells + triggers alarm |
This is riskier—prisoners dash frontally, attracting reinforcements. Avoid the alarm lever.
Hybrid Tactics: Combat and Environmental Kills
Position allies at chasm edges to Shove/Throw guards off using actions like Eldritch Blast or Thunderwave. Destroy Scrying Eyes silently first.
Post-clearance, combine wall breach with lever pulls for safety.
Escape Routes and Contingencies
Post-liberation, survivors converge at the docks for boat commandeering. Direct them to Last Light Inn for Harper security checks and safety.
- Wulbren’s Boat Plan: Reliable if guards are down; gnomes/Tieflings may split but regroup.
- Forced Foot Escape: Lever use sends them through perilous docks, battling Zealots/Adepts.
- Timing Warnings: Long rest or fast travel triggers auto-escapes; dawdling sparks combat.
Note: Zevlor, Mol, and Arabella require separate quests— they’re absent here.
Potential Pitfalls and Common Errors
Avoid these to prevent wipeouts:
- Engaging guards prematurely without Scrying Eye kills.
- Using alarm lever, flooding the area with enemies.
- Delaying post-Nightsong, locking out rescues.
- Letting Tieflings engage guards—they crumple fast.
Save scum if needed; multiple paths allow retries.
Post-Rescue Rewards and Impacts
At Last Light, grateful Tieflings offer vendor discounts, lore, and Alfira’s boon. Wulbren founds the Ironhand Gnomes faction in Act 3, pivotal for explosives and alliances—his survival enables Wyrm’s Rock or Steel Watch choices.
Barcus reunites, deepening camp dynamics. Failures forfeit these, weakening anti-Absolute efforts.
Build Recommendations for Success
Optimize your party:
- Stealth/Deception: High Charisma Rogue/Bard (15+ CHA).
- Combat: Ranged DPS for Eyes, melee for guards.
- Utility: Spells like Pass Without Trace, Invisibility.
- Items: Shadow torches, Haste potions.
Advanced Tips for Roleplayers
Dialogue choices shape outcomes:
| Check Type | DC | Outcome |
|---|---|---|
| Persuasion (Guards) | 14 | Access without fight |
| Persuasion (Wulbren) | Varies | Trust + tool request |
| Deception | 14 | Bluff entry |
Tie into main quest: Rescuing aligns with Harper or anti-Absolute paths.
Frequently Asked Questions
Can I rescue everyone at once?
No—Zevlor et al. need distinct efforts. Focus Cell 2/4 first.
What if combat starts during breakout?
Defeat guards quickly; prisoners flee after 3 turns or chain breaks.
Does Barcus matter?
Yes—his name skips Wulbren checks; rescue him in Act 1.
Best escape method?
Tool + wall breach with cleared threats—minimal risk.
Quest fails if…?
Post-Nightsong delay or ignored prompts.
Conclusion
Rescuing from Moonrise Towers exemplifies BG3’s branching narratives. Master it for richer campaigns.
References
- How To Rescue Wulbren And The Tieflings In Moonrise Towers — TheGamer. 2023. https://www.thegamer.com/baldurs-gate-3-guide-rescuing-wulbren-tieflings-moonrise-towers/
- Rescue the Tieflings – BG3 Wiki — bg3.wiki. Accessed 2026. https://bg3.wiki/wiki/Rescue_the_Tieflings
- Wulbren and others rescue quest failed without being in the tower? — Steam Community. 2023. https://steamcommunity.com/app/1086940/discussions/0/3882723431877299441/

