Key takeaways
- Visit Moonrise Towers early in Act Two, before entering the Shadowfell section of the Gauntlet of Shar. Entering the Shadowfell advances the story and can make the friendly prisoners unavailable, failing the prison rescue quests.
- The prison is part of the Moonrise Towers location, not a separate Act Two region. It contains the tiefling and deep gnome rescue quests, the Warden’s office, the docks and the oubliette.
- There are three principal traders Lann Tarv, Roah Moonglow and Araj Oblodra. Lann Tarv’s strongest stock expands if you persuade Disciple Z’rell to grant access to Z’rell’s private supplies.
- You do not need to attack the whole tower on arrival The early infiltration route allows you to talk to Ketheric, Z’rell and other residents, search restricted rooms and complete prison business before the assault.
- Free the prisoners before the point of no return The safest method is to help Wulbren and the tieflings break through the rear walls of their cells and escape by boat.
- Moonrise changes state during Act Two Friendly merchants and ordinary Absolutist residents may disappear or become enemies during the assault, while new Myrkulite forces occupy the prison and main approach.
About this guide
Scope: Base game, Act Two. This guide treats Moonrise Towers as the complete fortress complex, including the exterior approach, main tower, rooftop and Moonrise Towers Prison. It does not merge the separate Shadow-Cursed Lands, Last Light Inn, Gauntlet of Shar, Thorm Mausoleum or the road to Baldur’s Gate into the location itself.
Overview
Moonrise Towers is the principal Absolutist stronghold in the Shadow-Cursed Lands and one of the most important locations in Baldur’s Gate 3. It is both a place to infiltrate and a dungeon to dismantle. Early in Act Two, the tower functions as a living military headquarters: its residents trade, patrol, imprison captives and conduct religious business while Ketheric Thorm’s army prepares for war. Later, after the events surrounding the Nightsong, it becomes the setting for a large assault and one of Act Two’s major boss encounters.
The location rewards a patient approach. Entering openly as a True Soul lets you explore much of the fortress without immediately starting a battle. You can shop, investigate Balthazar’s chambers, speak with prisoners and complete several objectives before the tower’s final state changes. However, some of the most valuable content is missable, especially in the prison.
Included subareas
Exterior approach and bridge
The approach begins at the Moonrise Towers Waypoint and crosses into the fortress through the shadowed bridge area. The exterior contains guards, cult forces, defensive positions and access points towards the prison docks and side routes around the tower.
This is not the whole of the Shadow-Cursed Lands. The Last Light Inn, Reithwin Town, the House in Deep Shadows, the Gauntlet of Shar and the Thorm Mausoleum are neighbouring or connected locations, not subdivisions of Moonrise Towers.
Main lobby
The lobby is the public heart of the fortress. It connects the entrance with the throne room and branches towards the mess hall, kitchen, sanguine laboratory, dormitories and the prison staircase. Several Absolutist pilgrims and guards occupy the space during the infiltration phase.
The lobby is a good place to begin because it provides access to most of the tower without requiring immediate combat. It is also where many patrol routes, Scrying Eyes and dialogue-triggered changes become apparent.
Throne room
The throne room is the central ceremonial chamber. On the first visit, Ketheric Thorm judges prisoners and failed servants while Disciple Z’rell and Absolutist guards attend him. The exact subjects of the judgement depend on earlier choices, including whether Minthara survived Act One and which goblins remain alive.
After the scene, speak with Z’rell. She normally sends the party to assist Balthazar and provides a key to Balthazar’s chambers. Dialogue and successful checks can also reveal more about the relic, the cult’s hierarchy and the location’s internal politics.
Mess hall and kitchen
The mess hall and kitchen are connected to the lobby. They are mainly environmental areas, but they help establish Moonrise as a functioning military headquarters rather than a purely ceremonial dungeon. Food preparation, servants, guards and cult personnel give the fortress a routine that continues around the main plot.
Sanguine laboratory
The eastern side of the main floor contains the sanguine laboratory. This is associated with the tower’s grotesque medical and experimental practices. Search containers carefully, but remember that taking objects in occupied rooms can create a crime or provoke suspicion.
Dormitories and antechamber
The western side contains dormitory space and an antechamber leading towards the prison. These rooms are less politically important than the throne room, but they provide alternative routes and opportunities for exploration, stealth and looting.
First-floor restricted rooms
Z’rell’s study contains correspondence and cult documents. Balthazar’s room is a corpse-filled library-like chamber with a hidden section connected to his experiments. Ketheric’s rooms contain letters, journals and evidence about his history and plans. The party can also reach some of these rooms from exterior walkways rather than using the normal doors.
Rooftop
The rooftop is reached through an ornate door on the first floor. It is initially guarded by Radija, Necromites and, depending on progression, additional cult forces. Ketheric moves to the rooftop after the throne-room sequence and orders his followers not to disturb him. It is possible to infiltrate the rooftop early through invisibility, stealth or exterior routes, although this is not necessary for a normal playthrough.
Moonrise Towers Prison
The prison lies below and to the west of the main floor. It contains the tiefling refugees and deep gnomes captured by the cult, the Warden’s office, the oubliette and the docks.
The prison is the location for Rescue the Tieflings and Rescue Wulbren. It can be entered from the tower or approached from outside by the docks.
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Reaching Moonrise Towers
There are multiple ways to enter the Shadow-Cursed Lands, chiefly through the Underdark or the Mountain Pass. Once in Act Two, the party must obtain a way to survive the Shadow Curse. A Moonlantern, Pixie’s Blessing or another suitable protection method allows safe travel through the darker sections of the region.
From the Shadow-Cursed Lands, follow the routes towards the western fortress. The Moonrise Towers Waypoint is located before the bridge. Once across, the party can enter the main building and present themselves as servants of the Absolute, usually through dialogue rather than combat. The wrong aggressive response can turn the fortress hostile immediately.
Recommended first visit
This order is not mandatory, but it preserves the greatest amount of dialogue, shopping and rescue content.
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A practical first-visit route is
- 01Activate the Moonrise Towers Waypoint.
- 02Enter the fortress and use dialogue to avoid immediate hostility.
- 03Watch Ketheric’s judgement in the throne room.
- 04Speak with Disciple Z’rell.
- 05Visit the traders before the tower changes state.
- 06Search Balthazar’s chambers and take the Moonlantern if required.
- 07Explore Ketheric’s and Isobel’s rooms.
- 08Visit the prison and begin both rescue quests.
- 09Free the prisoners.
- 10Leave Moonrise and complete other Act Two business before entering the Shadowfell.
- 11Return for the assault after resolving the Nightsong sequence.
Absolutist hierarchy
Moonrise Towers is controlled by Ketheric Thorm, who commands the fortress and its army. Disciple Z’rell acts as a senior officer and intermediary. Balthazar is a necromancer serving Thorm, but he occupies a distinct role from the ordinary guards and cult devotees.
The faction structure is visible in the way residents treat one another. Goblins, pilgrims and ordinary guards are expendable. Z’rell can punish subordinates casually, while Ketheric’s authority is treated as absolute. Z’rell’s banter with her guards also reveals concern about ghouls and unrest on the upper ramparts.
Security
The Scrying Eyes are particularly important. Destroying them early can prevent them from reporting crimes or prisoner escapes. The prison can be cleared in a controlled fashion by isolating the Warden, guards and Scrying Eyes rather than attacking the entire tower.
Named residents and story-associated characters
Prisoners and rescued characters
The exact prisoners present depends on the outcome of Act One and earlier events. The tieflings appear in the prison if the grove and refugee storyline was preserved.
Goblins and possible story variants
These characters are not all guaranteed to appear in every playthrough. Ketheric’s judgement scene changes according to the player’s previous decisions.
Other named occupants and rooftop figures
These names are associated with the fortress or its changing rooftop and assault states. They should not all be treated as permanent residents present simultaneously in every continuity.
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Moonrise is one of Act Two’s best shopping locations. The traders’ inventories are easiest to access before the assault.
Lann Tarv
Lann Tarv sells weapons and armour. His notable stock includes:
If the party persuades Z’rell to reveal her private stock, Lann Tarv’s inventory can also include:
The relevant conversation involves reading or resisting Z’rell’s thoughts and passing the required persuasion sequence. The additional stock is therefore conditional, not part of every playthrough’s initial inventory.
Lann Tarv
Roah Moonglow
Roah is also connected to the Zhentarim and has story relevance beyond being a trader. Her presence and availability can change according to earlier events.
Roah Moonglow’s shop contains
Araj Oblodra
Araj Oblodra sells alchemical and magical goods, including:
Her personal scenes can also affect the party’s access to special rewards and dialogue. Treat her as both a trader and a story character rather than merely a shopkeeper.
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Before entering
Complete the prison before entering the Shadowfell. This is the most important timing rule in Moonrise Towers. Once the story reaches its later progression state, friendly prisoners may no longer be available, causing the rescue quests to fail.
Speak with the prisoners before starting the escape if possible. Conversations with the tieflings can be interrupted by Keris or the Warden, but successful Deception or Persuasion checks can provide more freedom to investigate.
Recommended escape method
The gnomes and tieflings can become separated if the escape is badly timed. If a group is left behind, it may try to leave through the main prison doors and encounter the fortress perimeter.
Recommended escape method: steps
- 01Enter the prison and identify Wulbren’s cell and the tiefling cell.
- 02Speak with Wulbren and offer him a suitable tool, such as a hammer.
- 03If you have Wulbren’s Hammer, return it to him or provide another way to break the wall.
- 04Move to the rocky ledge behind the cells using climbing, Jump, Fly or Misty Step.
- 05Break the rear walls with Force damage.
- 06Help the prisoners reach the boat at the docks.
- 07Destroy or disable Scrying Eyes and prison guards before they can overwhelm the escape.
- 08Break the boat’s brittle chains.
- 09Ensure all surviving prisoners reach the boat.
- 10Speak with Wulbren and send the group to Last Light Inn if that location is available.
Alternative prison methods
You can open the cells directly from the Warden’s office. Individual levers open specific cells, while the large lever can open all of them and trigger an alarm. This method forces the prisoners to flee through the prison and can create a difficult fight. It is generally less reliable than the rear-wall and boat escape.
You can also clear the prison first, then release everyone. Destroying the Scrying Eyes and isolating the Warden helps prevent the main tower from becoming hostile. This is a useful approach for stealth-oriented parties or players who want to avoid a large battle.
Prison rewards and notable items
The Spellcrux Amulet and Wulbren’s Hammer are especially easy to miss if the Warden’s tower is not searched thoroughly.
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Prison rewards and notable items
| Item | Location or source | Notes |
|---|---|---|
| Spellcrux Amulet | The Warden | Restores one spell slot of up to sixth level once per long rest |
| Moonrise Guard’s Key | The Warden | Opens relevant prison locks |
| Browbeaten Circlet | Evidence chest above the Warden | Provides a bonus to spell save DC while threatened |
| Wulbren’s Hammer | Upper level of the Warden’s tower | Useful in the prison escape and deals bonus damage to objects |
| Brilliant Retort | Barcus Wroot, after the rescue chain | Quest reward connected to Wulbren’s rescue |
Balthazar’s chambers
Z’rell gives the party a key and tells them to retrieve a Moonlantern from Balthazar’s chambers. The room is normally safe to enter after the conversation, although the party can also reach it by exterior walkways.
Search the room beyond the obvious objective. Balthazar’s chambers contain a hidden section connected to Balthazar’s Experiment, and the room contains several magical and narrative rewards. Known items include:
The Shadow Lantern is a special creation rather than a random drop, and its availability depends on interacting with the hidden laboratory.
Ketheric’s chambers
Ketheric’s private rooms contain letters, journals and evidence about his history, his military position and his relationship to the wider plot. Notable documents include:
The rooms also contain the Cloak of Elemental Absorption. Some objects are placed under loose planks or inside locked containers, so use Perception, investigation and suitable lockpicking tools.
Isobel’s room
Isobel’s room contains documents connected with Selûne and the Thorm family, including:
A Mimic is involved with the Stained Letter’s placement. Search carefully rather than assuming every chest is ordinary.
Rooftop loot
The rooftop contains a Heavy Chest with the Ring of Exalted Marrow. Other relevant rewards and equipment across the upper area include:
Some of these are fixed objects, while others are equipment carried by named enemies. They may therefore be obtained through looting a defeated character rather than opening a container.
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Infiltrate Moonrise Towers
This is the central Moonrise questline. It begins when the party reaches the fortress and is treated as a possible ally or recruit of the Absolute. The quest leads through the throne-room judgement, Z’rell’s instructions, Balthazar’s chambers and the wider investigation into Ketheric’s immortality.
The quest is designed to coexist with open exploration. Do not assume that reporting to Z’rell means you must immediately leave the tower or begin a boss fight.
Rescue the Tieflings
The tiefling rescue quest is completed in Moonrise Towers Prison. Its success depends on the relevant refugees still being alive and available. The quest is important for later tiefling outcomes and contributes towards the Leave No One Behind achievement if the broader rescue conditions are met.
Rescue Wulbren
Wulbren is held in the gnome cell. If the party completed the Grymforge gnome storyline, Barcus Wroot provides additional context and later rewards. Wulbren can be helped with his escape plan, after which he and the surviving prisoners can travel to Last Light Inn. Barcus can later reward the party with Brilliant Retort.
Balthazar’s Experiment
The hidden portion of Balthazar’s chambers begins an optional investigation. It is easy to overlook because the obvious objective is simply to take the Moonlantern. Search the room’s concealed area before leaving.
Assault on Moonrise Towers
The assault is the later progression state of the location. Entering the prison during the assault begins a battle against Myrkulite forces and undead summons. A Death Shepherd and Necromites occupy the prison lobby, while Mistresses of Souls and further Necromites appear deeper in the cells corridor.
This is no longer the same social location as the first visit. Many ordinary inhabitants and traders are gone, dead or hostile, and the fortress becomes a combat zone.
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Scrying Eyes
Destroy Scrying Eyes before committing crimes or starting a prison escape. If they report the party’s actions, guards may arrive or the wider area may become hostile.
The oubliette
The prison contains a deep oubliette. Enemies thrown into it take substantial damage, but the fall is not guaranteed to kill them. Some enemies can return to the prison, so do not treat the hole as a guaranteed instant defeat.
Exterior routes
Roots, wooden footways and damaged balconies provide alternate routes around the tower. These routes are useful for:
They are also dangerous because a failed jump or fall can strand a character or start an unwanted combat.
Mimics
Mimics appear in the tower’s restricted rooms, including the area associated with Isobel’s room and the Spineshudder Amulet. Check suspicious containers before opening them.
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Is Moonrise Towers the same as the Shadow-Cursed Lands?
No. Moonrise Towers is a fortress complex within the Shadow-Cursed Lands. The region also includes locations such as Last Light Inn, Reithwin Town, the Gauntlet of Shar and the Thorm Mausoleum.
Can I explore Moonrise Towers without fighting everyone?
Yes. During the first visit, dialogue can allow the party to move through much of the fortress as apparent Absolutist allies. Some rooms require keys, checks, stealth or alternate exterior routes.
When should I rescue the prisoners?
Before entering the Shadowfell. This is the safest and most reliable timing because the friendly prisoners can become unavailable after the story advances.
Can I rescue Minthara from the prison?
If Minthara reaches Moonrise alive in the relevant story state, she can be encountered in the prison and may be rescued through dialogue, stealth or combat. Her exact presence depends on Act One decisions and current progression.
What is the best prison escape route?
The rear walls and boat are generally the most manageable route. Give Wulbren tools, reach the ledge behind the cells, break the walls with Force damage, help the prisoners break the boat’s chains and escort everyone out.
What is the point of visiting Moonrise before the assault?
You can buy unique equipment, complete dialogue and investigation scenes, rescue prisoners, obtain the Moonlantern, inspect Ketheric’s private rooms and gather information that makes the later assault more meaningful.
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Sources
- User:StormBimbo/Sandbox - bg3.wiki — bg3.wiki
- Moonrise Towers - bg3.wiki — bg3.wiki
- Moonrise Towers Prison - bg3.wiki — bg3.wiki
- Moonrise Towers - bg3.wiki — bg3.wiki
- How to Get to Moonrise Towers | Baldur's Gate 3 (BG3)|Game8 — game8.co
- Z'rell - bg3.wiki — bg3.wiki
- Rescue Wulbren - bg3.wiki — bg3.wiki
- Rescue the Tieflings - bg3.wiki — bg3.wiki