Embarking on a journey to Moonrise Towers in Baldur’s Gate 3 is not just a quest; it’s an adventure steeped in intrigue and danger. As the central stronghold of the Cult of the Absolute, this location is pivotal to the unfolding narrative in Act 2. Players must navigate treacherous paths through the Shadow-Cursed Lands, choosing between the perilous Mountain Pass or the dark depths of the Underdark. With each route offering unique challenges and opportunities for exploration, reaching Moonrise Towers promises to be a thrilling chapter in your epic saga. Prepare for unique encounters and critical confrontations as you delve deeper into this hauntingly beautiful world.
Shadow Cursed Lands – Underdark entrance
The Shadow-Cursed Lands serve as a critical transition area in Baldur’s Gate 3, presenting players with two main entry points: the Rosymorn Monastery Trail and an elevator in Grymforge. This region is enveloped in a debilitating shadow curse that inflicts necrotic damage on unprotected characters, making strategic navigation essential. Players must utilize light sources, such as Moonlanterns, to safely traverse the area, especially closer to the Moonrise Towers, where the curse’s effects intensify. As adventurers explore this dark landscape, they will encounter unique challenges and opportunities for quests, emphasizing the importance of preparation and resourcefulness in overcoming the dangers that lurk within the shadows.
To reach Act 2 from the Underdark, head to Grymforge. Enter the elevator the two drinking Duergar were once standing by. After the elevator ride, you’ll end up in a ruined temple.
In the center of the temple there’s a chest – open it, you could use its contents later on. Go upstairs and continue forward until you meet a Weary Traveller. Talk to him – having Gale in your party unlocks additional dialogue options.
After some brief dialogue, you can take him directly to camp. If you so desire, you can ask him to wait for you there instead. Regardless of your choice, you won’t miss this conversation. After talking to the stranger, Gale will want to talk to you too – do so and return to the overworld. Search the nearby corpse and leave the temple.
You’ll find yourself in the cursed lands. You need a constant light source to traverse it safely. You can use regular torches or the Light cantrip. The Blood of Lathander mace will also come in handy, if you’ve managed to acquire it in Act 1.
Without a light source, the curse will gradually hurt your party until you die.
Keep going straight ahead until you reach a bridge. You can talk to Shadowheart here, if she’s in your party.
Go across the bridge to soon trigger a cutscene, and then a battle. If Gale’s in your party, don’t try to run before the battle – he won’t approve.
You’ll face six shadows – they’re resistant to most damage aside from Radiant. They can also turn invisible in the dark – spells such as Dancing Lights and Daylight will expose them. If you have a Cleric in your party, the Spirit Guardians spell should make this fight trivial.
After the battle, follow the Harpers to a safe haven. You can spot a dead raven along the way – clicking it triggers a fight.
If you’d like to end the battle quickly, trigger it after casting Spirit Guardians.
Keep going forward until you reach a stone bridge. You’ll meet Jaheira – a druid, here to slay the evil at Moonrise Towers.
She starts off hostile and distrustful, though you can change her mind about you.
If you’ve saved Mol before by saving her friend and completing her quest, she’ll vouch for you.
Either way, you can either explain everything to her or avoid answering. Regardless of your choice, you’ll have full access to the Inn. There are some familiar faces here, such as Alfira, Mol and Dammon. Speak with the Harper Quartermaster by the bridge and Dammon – both are selling some useful gear.
Once you’re done, enter the building, talk to Jaheira, then to Isobel.
Last Light Inn
The Last Light Inn serves as a crucial sanctuary in the perilous Shadow-Cursed Lands of Baldur’s Gate 3. This inn is not only a safe haven where players can rest and recover from the relentless curse that plagues the area, but it also offers magical protection that allows adventurers to strategize and regroup. Inside, players will encounter various allies, including key NPCs like Jaheira and Dammon, who can assist in navigating the challenges ahead, particularly on the journey to the Moonrise Towers. The inn’s welcoming atmosphere contrasts sharply with the surrounding dangers, making it an invaluable stop for any party venturing into this treacherous region.
After a cutscene you’ll be thrown into a battle. There are many enemies, who tend to focus down Isobel. Keep her alive at all costs.
If Isobel falls before you defeat all the enemies, the entire Inn will turn hostile and everyone inside will die. It won’t be easy, but once you’re done, talk to Jaheira to continue the quest.
After the battle, you can head towards the Moonrise Towers. Upon leaving the area, a Harper will ask you to join an ambush against a group of cultists, who can somehow move through the cursed lands unscathed. Agree, follow him to the ambush site and prepare for another battle.
How to get a Moon Lantern?
To obtain a Moon Lantern in Baldur’s Gate 3, players have a couple of options. The most direct method involves encountering Kar’niss, a Drider who can be found while navigating the Shadow-Cursed Lands. If you successfully convince him that you are a True Soul, he will escort you to Moonrise Towers while providing his Moon Lantern, which protects against the debilitating effects of the curse in this area . Alternatively, if you choose to confront Kar’niss instead of convincing him, you can defeat him and take his Moon Lantern directly, although this will not grant you the safe passage he offers . In either case, acquiring a Moon Lantern is essential for navigating the shadows and ensuring your party’s survival as you progress through Act 2 of the game.
Before you can reach the cultists’ lair, you must acquire the tool they use to move through the fog. If you’ve saved Isobel, the Harpers will lead you to the ambush site. If the Inn fell, however, you’ll need to find it on your own – head to the eastern part of the map, to a ruined roadside house – the cutscene should trigger automatically.
The battle against the convoy is difficult. The Drider often casts Sanctuary on himself, preventing you from attacking him, while the Orc can cast Fireball – prioritize him.
After the battle, search the Drider’s corpse for the Moon Lantern, triggering a cutscene. You can release the fairy inside or keep her there – regardless, you’ll gain protection from the curse, letting you reach Moonrise Towers.
Moonrise Towers
Moonrise Towers serves as a pivotal location in Baldur’s Gate 3, situated within the Shadowcursed Lands. This imposing structure is not only a stronghold for Ketheric Thorm and his cult but also a hub for various quests and encounters that challenge players’ strategic skills. As adventurers navigate its multi-level layout, they will face formidable enemies, including cultists and magical sentinels, while uncovering secrets and treasures essential for progressing in the game. Notable quests such as “Find Ketheric Thorm’s Relic” and “Rescue the Tieflings” highlight the tower’s significance, making it a critical stop for players aiming to unravel the mysteries of the Absolute and reclaim lost allies.
After making your way through the curse, you can now reach the cult’s hideout. You can mostly move here as you please – visit two of the traders here (three, if you haven’t killed the halfling at the goblin camp). They have some interesting items in stock.
Go to the main hall to meet Ketheric Thorm. He’ll pass judgment on a group of goblins for their failure. Their fate is up to you – killing them will divert suspicion from yourself.
After the cutscene, go upstairs and talk to Z’rell – don’t try to go for a Wisdom check, it will trigger a fight you can’t win right now. Agree to find Balthazar at the Thorm mauseolum, go to his room and take the lantern. You can also read his notes and take one of the hearts on the table. Approach the bookcase and click the books in the top right corner. This activates a pedestal, on which you must place the heart.
What makes Moonrise Towers so central to the Baldur’s Gate 3 storyline
Moonrise Towers is pivotal to the Baldur’s Gate 3 storyline for several reasons:
- Cult Headquarters: It serves as the central command center of the Cult of the Absolute, making it a crucial location in the game’s overarching narrative. The cult’s influence and activities are central to the conflicts players face throughout the game, particularly in Act 2.
- Key Antagonist: The towers introduce players to General Ketheric Thorm, a significant antagonist who is portrayed as invulnerable and deeply intertwined with the cult’s machinations. His character development and motivations are explored here, making encounters with him essential for understanding the plot.
- Quest Hub: Moonrise Towers is a hub for various important quests, including the rescue of imprisoned Tieflings and Ironhand Gnomes. These quests not only advance the storyline but also deepen player engagement with the world and its characters.
- Strategic Choices: The location influences gameplay strategies, as entering it before exploring other areas like the Shadowfell can unlock unique narrative paths and encounters. Decisions made here significantly affect subsequent events and character relationships, adding layers to player choices.
- Lore and History: The towers hold historical significance, predating current events in Baldur’s Gate 3. They are tied to past figures and events that shape the present conflict, enriching the game’s lore and providing context to players’ actions.
In summary, Moonrise Towers is not just a location; it is a nexus of plot development, character interaction, and strategic gameplay that shapes the player’s journey through Baldur’s Gate 3.
What is the significance of the Mind Flayer colony beneath Moonrise Towers
The Mind Flayer colony beneath Moonrise Towers plays a significant role in the Baldur’s Gate 3 storyline for several reasons:
- Connection to the Cult of the Absolute: The colony is intricately linked to the Cult of the Absolute, revealing their dark ambitions and the use of Mind Flayers in their plans. This connection deepens the narrative surrounding the cult’s influence and its pursuit of power through manipulation and control .
- Source of Conflict: The colony serves as a battleground where players confront various enemies, including Mind Flayers and intellect devourers. This area is not only a site for combat but also a critical point for understanding the broader conflict involving the cult and its methods of subjugation .
- Character Development and Choices: Within the colony, players encounter pivotal characters, such as Zevlor, who are tied to the larger narrative. Decisions made here—such as whether to release or purge prisoners from Mind Flayer pods—impact character relationships and can lead to significant consequences in the story .
- Lore and Exploration: The colony is rich in lore, providing insights into the history of Mind Flayers and their ambitions to restore their empire through the “Grand Design.” Players can engage with various puzzles and encounters that reveal more about Illithid culture and their plans, enhancing the depth of the game’s world .
- Strategic Gameplay Element: Navigating through the colony introduces unique gameplay mechanics, such as solving puzzles related to mental faculties, which are essential for progressing in both combat and story arcs. This adds layers to player strategy as they explore and interact with this complex environment .
In summary, the Mind Flayer colony beneath Moonrise Towers is central to Baldur’s Gate 3 as it intertwines with key plot elements, character arcs, and gameplay mechanics, making it a crucial location for players to explore.