Moonrise Towers Prison
Located underneath the stronghold, this dungeon holds captured deep gnomes and tiefling refugees under guard by cultists. You can orchestrate a prison breakout to help the captives escape via boat before advancing the regional assault, or rescue Minthara from the torture chamber if she survived Act One.
- Region
- Moonrise Towers
- Levels
- 7-9
- Getting there
- From Moonrise Towers, head inside the main fortress hall and descend the prison stairs located to the southwest (X: 569, Y: -650)
- Connects to
- Moonrise Towers, Oubliette
- Related quests
- Rescue Wulbren · Rescue the Tieflings · Decide Minthara's Fate · Infiltrate Moonrise Towers
- Services and people
- The Warden · Wulbren Bongle · Lia · Lakrissa · Danis · Cal · Minthara · Questioner Sumera
- Enemy types
- Cultists of the Absolute (Zealots, Adepts, Acolytes) · The Warden · Scrying Eyes
The short version
What matters
- •Rescuing Wulbren and the tieflings via the back cavern walls to secure quest rewards at Last Light Inn.
- •Looting The Warden to obtain the Spellcrux Amulet, allowing any caster to restore an expended spell slot once per long rest.
- •Extracting Minthara alive from the interrogation room if you plan to recruit her as a companion.
- •Pre-clearing the Warden and Scrying Eyes quietly before initiating the escape to keep every refugee alive.
Common mistakes
- •Entering the Shadowfell at the Gauntlet of Shar before visiting this prison, which immediately executes all tieflings and gnomes.
- •Opening the front cell doors via the Warden's console; the captives lack weapons and will run straight into patrolling cultists instead of the docks.
- •Leaving the escape boat chained up before starting the escape, forcing prisoners to linger under fire while chains are broken.
What you can skip
- •Pulling the levers in the Warden's office, as manually opening the cell doors causes prisoners to run into the front corridor instead of the escape boat.
- •Walking blindly through the main entrance of Cell 1 unless you are breaking out of custody.
Walkthrough
The area in the order you play it. Tick things off as you go: they tick off in the checklists below too.
-
1
Infiltrate the Prison & Clear the Scrying Eyes
When you descend the stairs from Moonrise Towers into the prison, the guards and patrolling Scrying Eyes remain neutral as long as you maintain your cover with the Absolute. Then, quietly ambush the isolated Scrying Eyes and patrolling guards one by one along the outer catwalks before initiating any dialogues, using thunder or burst damage to kill the eyes before they summon reinforcements. Before leaving the main corridor, pass a DC 14 Persuasion check if Adept Keris questions your presence near the holding areas.
Key fight: The Warden and the Prison GuardsTip: Cast *Silence* around the Scrying Eyes to destroy them without alerting nearby zealots.
Watch out: If a Scrying Eye successfully takes an action after detecting hostility, it sounds an alarm that pulls the entire prison guard complement into combat at once.
-
2
Intervene in Minthara's Interrogation
When you enter the interrogation room off the main corridor, you find Questioner Sumera and Questioner Jasin torturing Minthara to erase her memories. Then, speak with the torturers to pass a Deception check taking over her interrogation, or attack Sumera and Jasin immediately to break her out. Before leaving the room, establish a telepathic link with Minthara and cast *Invisibility* on her (or disguise her) to escort her past the guards safely to the fortress exit.
Tip: Casting *Invisibility* on Minthara lets you walk her right past the front guards without triggering dialogue checks.
Watch out: Allowing the questioners to wipe her mind permanently renders Minthara an unrecruitable, mindless thrall.
-
3
Infiltrate the Warden's Office Tower
When you approach the central two-story surveillance tower, shut the door behind you to confront The Warden in isolation. Then, defeat her to loot her personal belongings, and avoid pulling the central lever on the console behind her desk unless you wish to sound the prison-wide alarm. Before leaving the tower, climb the wooden ladder to the upper floor to recover the prisoners' confiscated gear and items lying on the upper tables.
Tip: Closing the heavy office door prevents outside patrols from hearing combat with The Warden.
Watch out: Interacting blindly with the lever console can trigger the central alarm lever, alerting every guard in the sector.
-
4
Secure the Escape Boat in the Hidden Caverns
When you leave the Warden's tower, jump onto the rocky ledge along the outer edge of the prison to enter the rear caverns behind the cell blocks. Then, follow the cave path to the moored rowboat moored at the underground dock. Before freeing any prisoners, attack the two heavy iron chains tethering the rowboat to the docks with slashing or bludgeoning weapons so the vessel is ready for immediate departure.
Tip: Pre-breaking the boat chains prevents captive NPCs from getting stuck or delayed while fleeing.
Watch out: Avoid pulling the cell door levers in the Warden's office, as open cell doors cause prisoners to run into the front hallway where remaining guards will massacre them.
-
5
Execute the Prison Breakout
When you return to the cell front, speak to Wulbren Bongle in Cell 2 and toss him a blunt weapon through the bars (or retrieve Wulbren's Hammer from upstairs and throw it into the cell). Then, watch as Wulbren smashes the fragile rear wall of Cell 2, breaks into Cell 4 to free Lia and the tieflings, and leads them all through the rear tunnels toward the docks. Before leaving the area, run behind them to protect the fleeing refugees from any surviving guards and interact with the rowboat to instruct them to row straight to Last Light Inn.
Tip: If you prefer, you can leap into the caverns and smash the back walls from behind yourself using bludgeoning or force damage.
Watch out: Entering the Shadowfell to resolve the Nightsong at the Gauntlet of Shar before finishing this prison escape instantly kills every captive and locks the quest out permanently.
Choices here
What you decide here and what it leads to.
Minthara's mind-wipe
Interrogation room upon finding Questioners Sumera and Jasin torturing Minthara
- Intervene via deception/attack to spare her mind→ Minthara survives intact and can be recruited/rescued
- Assist torturers or let them finish→ Minthara becomes permanently mindless/hostile or dies, locking out her recruitment
Most players pick: Intervene to spare her mind
Must be done before completing the Gauntlet of Shar / Shadowfell pool of no return.
Minthara's escape escort
After stopping the Questioners
- Tell her to follow you and escort her out of Moonrise Towers→ She safely escapes to your camp and becomes a permanent companion
- Abandon her or attack her→ She dies or remains stranded in hostile territory
Most players pick: Tell her to follow you and escort her out
Walking past guards requires checks or invisibility; entering the Shadowfell before saving her results in her execution.
Prisoners' breakout method
When deciding how to free Wulbren and the Tieflings from their cells
- Provide bludgeoning tools to Wulbren or smash back walls from the caverns→ Prisoners escape through the rear tunnels to the rowboat with high survival rates
- Pull the cell levers in the Warden's office→ Prisoners run directly into the central prison corridors, aggroing the guards and frequently getting killed
Most players pick: Provide tools or break the rear cavern walls
Stepping into the Shadowfell without breaking them out instantly fails both rescue quests and executes all prisoners.
Escape boat destination
At the dock behind the cells after breaking open the rear walls
- Instruct Wulbren and the Tieflings to take the boat to Last Light Inn (or board with them)→ All surviving refugees safely arrive at the inn, enabling Wulbren's quest reward and Alfira's Potent Robe
- Tell them to flee independently onto the water→ They wander the Shadow-Cursed Lands without safe haven, risking death and complicating quest turn-ins
Most players pick: Instruct them to head to Last Light Inn
Alfira only rewards the Potent Robe if the Tieflings survive and make it to Last Light Inn.
Checklists
Don't miss 0/6
Achievements here
Key fights
Enemies: The Warden, Zealot Nadi, Zealot Soreni, Zealot Zira, Questioner Sumera, Questioner Jasin, and patrolling Scrying Eyes
Threats: The Warden uses high-dexterity ranged attacks, Dread Ambusher / Extra Attack, and cell release levers to expose prisoners; Scrying Eyes use *Call for Reinforcements* to alert the whole floor; Questioners cast enchantment and crowd control spells
Weaknesses and resistances: The Warden has Hellish Resistance (Fire resistance); Scrying Eyes possess *Ethereal Form* (resistance to all damage except Thunder damage, which is their vulnerability)
Tactics: Lure and burst down The Warden inside her central office with the door closed (or under a *Silence* bubble) to isolate her from the patrol routes, destroy the floating Scrying Eyes immediately using Thunder damage (*Shatter* or *Thunderwave*) or push them into the chasm before they call reinforcements, and hold the narrow central staircase and office choke points against approaching Zealots
Rewards: Spellcrux Amulet, Warden's Shackles, Mind Flayer Parasite Specimen, Moonrise Prison Key, and freedom for the Tiefling and Deep Gnome prisoners
Enemies
The tiefling overseer patrolling the central tower office who possesses the prison keys.
Floating sentinels patrolling the hallways that summon reinforcements if an alarm is triggered.
Tips
- Deal with the patrolling Scrying Eyes and guards first before opening cell doors or breaking walls, preventing an alarm from triggering an all-out assault against fleeing prisoners.
Not listed for this area: secrets, shops and people.
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