QuestmajorSide missionModerate

Rescue the Gnomes from Moonrise

An Act 2 prison-break quest in which the party frees Wulbren and other Deep Gnomes, helps imprisoned Tieflings escape Moonrise Towers, and escorts the survivors to the boat bound for Last Light Inn.

RoleLiberation and prisoner-escape quest
StatusAvailable in Act 2
Importancemajor
RewardGold from Wulbren, the Potent Robe through Alfira-related rewards, and the Under Lock and Key achievement for saving both the gnomes and the Tiefling prisoners.
  • ActAct 2
  • Quest typeSide mission
  • Primary siteMoonrise Towers prison
  • Primary objectiveFree the prisoners
  • Escape destinationLast Light Inn
  • MissableYesPrisoners can die if guards are alerted or the escape is mishandled.

This quest has no single required combat route; stealth, darkness spells, controlled combat, and wall-breaking can all contribute to a successful rescue.

Key takeaways

The safest approach treats this as an escort and prison-control mission rather than a simple cell-opening task.

  • Speak to the captives first The quest can be initiated in the prison by speaking with the captives, although Act 1 events can also provide a route into it.
  • Do not rely on unlocked doors alone Opening the cell doors without controlling the prison can expose the prisoners to guards, and they may run into a lethal encounter.
  • Give Wulbren a hammer or break the walls The jailbreak can proceed by supplying Wulbren with a hammer or by having the party break through the cell walls.
  • Secure the escape route Freeing the prisoners is only part of the objective. The survivors must reach the boat, and its chains must be destroyed before it can take them to Last Light Inn.
  • Save both groups for the fullest result Protecting the Deep Gnomes and the Tiefling prisoners leads to the Under Lock and Key achievement and preserves the major reward opportunities associated with the quest.

Overview

Rescue the Gnomes from Moonrise is an Act 2 prison-break quest focused on freeing Deep Gnomes and imprisoned Tieflings from Moonrise Towers.

Rescue the Gnomes from Moonrise takes place around the prison beneath Moonrise Towers during Act 2 of Baldur's Gate 3. The captives include Deep Gnomes led by Wulbren, along with Tiefling prisoners whose survival can be tied to the success of the escape. The quest can begin by speaking with the prisoners in the prison or through events connected to Act 1, so it is worth checking on the captives before committing to a wider assault on Moonrise Towers.

The central challenge is not merely opening the cells. The prisoners must be released without allowing the prison guards to kill them, and a careless door-opening can send them running into danger. Wulbren can assist if he has a hammer, while the party can also break through the cell walls. Stealth, darkness spells, and carefully chosen combat are all useful ways to control the prison before the escape becomes exposed.

After the prisoners are free, the quest continues until the survivors reach their boat and leave for Last Light Inn. The boat's chains must be destroyed so it can depart, and the route can be protected by avoiding or defeating guards and scrying eyes. Saving both the Deep Gnomes and the Tieflings produces the most complete outcome and grants the Under Lock and Key achievement.

Where this sits

Act 2The quest becomes available around Moonrise Towers.
Prison breakFree the Deep Gnomes and Tiefling prisoners.
EscapeProtect the survivors until they reach the boat.
Safe arrivalThe boat carries the prisoners toward Last Light Inn.
  1. 1Find the prisonersquest
  2. 2Plan the jailbreakobjective
  3. 3Release the captivesobjective
  4. 4Reach the boatobjective
  5. 5Destroy the boat's chainsobjective
  6. 6Escape to Last Light Innoutcome

The quest progresses from prison contact to a guarded escape and concludes when the survivors can leave for Last Light Inn.

Requirements

Reach the Moonrise Towers prison and prepare a method for opening the cells while keeping the guards from killing the captives.

  • RequiredAccess to Moonrise Towers prisonThe prisoners are held in the prison area beneath Moonrise Towers, where the quest can be started through conversation or related Act 1 events.
  • RequiredA way to open the cellsThe party can break the walls of the cells or provide Wulbren with a hammer so he can help with the jailbreak.
  • RequiredAn escape planThe prisoners must reach their boat, so the party should be ready to manage guards, scrying eyes, and the boat's chains.
  • RecommendedStealth or combat preparationStealth, darkness spells, or a deliberate fight can reduce the danger around the prison and escape route.

Objectives

  1. Free the imprisoned Deep GnomesWulbren and the other Deep Gnomes must be released from Moonrise Towers prison.
  2. Free the Tiefling prisonersThe Tiefling captives are part of the rescue objective and can be lost if the escape is mishandled.
  3. Avoid or defeat the prison guardsThe prisoners need a safe route through the prison rather than an uncontrolled dash past hostile guards.
  4. Destroy the boat's chainsThe escape boat cannot depart until its chains have been destroyed.
  5. Ensure the prisoners reach the boatThe mission continues after the cells are opened; the survivors must reach the boat and escape toward Last Light Inn.
  6. Preserve both prisoner groupsSaving both the gnomes and the Tieflings produces the fullest quest result.Optional

WalkthroughSpoilers

  1. 01

    Find and speak with the prisoners

    Enter the Moonrise Towers prison and locate the captives

    Search the prison area beneath Moonrise Towers and speak with the imprisoned Deep Gnomes and Tieflings. Talking to the captives establishes the rescue objective and lets you understand that the escape must be managed rather than treated as a simple door-opening exercise.

    Location: Moonrise Towers prison

    TipIf the quest has not appeared in your journal, check the prisoners directly or review relevant events from Act 1.

  2. 02

    Arrange a way to open the cells

    Speak with Wulbren about the jailbreak

    Talk to Wulbren, the leader of the imprisoned Deep Gnomes, before setting the escape in motion. His role is important because he can assist with the breakout if he has a hammer, giving the party an alternative to breaking the cell walls itself.

    Location: Moonrise Towers prison

    Watch outDo not begin the escape without considering where the prisoners will run; an open door can expose them to prison guards.

  3. 03

    Make the escape route safer

    Prepare the prison before releasing everyone

    Use stealth, darkness spells, or combat to reduce the danger around the cells and the route toward the boat. Scrying eyes and guards can reveal the escape or kill prisoners, so controlling the area first is safer than opening the doors and hoping the captives survive.

    Location: Moonrise Towers prison

    TipA quiet approach preserves control over the timing of the jailbreak, while a deliberate fight is safer than an improvised battle after the prisoners start moving.

  4. 04

    Free the Deep Gnomes and Tiefling prisoners

    Open the cells or break through the walls

    Release the captives by breaking the walls of the cells or by giving Wulbren a hammer so he can help with the jailbreak. Keep the party positioned to protect the prisoners as they leave, because the mission can fail if they are forced to pass exposed guards alone.

    Location: Moonrise Towers prison

    Watch outSimply unlocking the doors can be dangerous: prisoners may run toward guards and be killed before they reach safety.

    Missable
  5. 05

    Escort the survivors to the boat

    Guide the freed prisoners toward the boat

    Once the cells are open, follow the escaping prisoners and keep threats away from their route. The rescue is not complete when the captives leave their cells; they must reach the boat that will carry them away from Moonrise Towers.

    Location: The prison escape route

    TipStay close enough to respond to guards and scrying eyes, but avoid creating unnecessary confusion around the prisoners.

    Missable
  6. 06

    Free the boat

    Destroy the boat's chains

    At the boat, destroy the chains holding it in place so the prisoners can depart. This is a required part of the escape and should be handled while continuing to watch for enemies that could interrupt the survivors before they board.

    Location: The prisoners' boat

    Watch outOpening the cells without completing the boat escape leaves the prisoners vulnerable and does not finish the rescue.

  7. 07

    Complete the rescue

    Confirm the escape toward Last Light Inn

    After the chains are destroyed and the prisoners reach the boat, the survivors can escape toward Last Light Inn. Check that both the Deep Gnomes and Tiefling prisoners made it out; preserving both groups is the outcome tied to the Under Lock and Key achievement.

    Location: The prisoners' boat

    CheckpointMissable

Mission mechanics

The quest's defining mechanic is escort protection. Prisoners are vulnerable once the escape begins, and their movement can place them in the path of guards. This makes the order of operations important: scouting and controlling the prison before releasing the captives is generally more reliable than opening every cell immediately.

There are two supported ways to start the physical jailbreak. Wulbren can use a hammer if one is provided, or the party can break through the cell walls itself. The choice changes how the escape is initiated, but both approaches still require the party to keep the route clear and protect the prisoners.

Stealth and darkness spells can help prevent guards and scrying eyes from reacting to the escape. Combat is also possible, but it should be deliberate: an uncontrolled fight can expose the prisoners before the party has secured the path to the boat. The final objective is structural as well as tactical, because the boat's chains must be destroyed before the survivors can leave for Last Light Inn.

What works and what does not

Strengths

  • Planning the route before opening the cells keeps the party in control of the escape.
  • Darkness spells and stealth can reduce the chance that guards and scrying eyes react immediately.
  • Wulbren's hammer provides a direct way to assist with the jailbreak.
  • The quest supports both noncombat preparation and a cleared-by-force approach.

Weaknesses

  • Unlocking the cells without first managing the prison can cause prisoners to run into guards.
  • The escape remains dangerous after the cells are opened because the survivors must still reach the boat.
  • Leaving the boat's chains intact prevents the prisoners from completing their escape.
  • A chaotic fight can expose or kill captives before the party has secured the route.

Best uses

  • Use stealth or darkness when preserving the prisoners is more important than winning a fast fight.
  • Use controlled combat when the party can remove guards and scrying eyes before beginning the jailbreak.
  • Give Wulbren a hammer or break the walls only after deciding how the prisoners will reach the boat.

Phases

  1. 1

    Prison reconnaissance

    Starts: The party enters the Moonrise Towers prison and speaks with the captives.

    The party identifies Wulbren, the Deep Gnomes, and the Tiefling prisoners while assessing the danger around the cells.

    • Guard responseTell Prison guards become the main threat if the escape is exposed.Answer Scout first, then use stealth, darkness spells, or a controlled combat encounter.
    • Scrying eyesTell Scrying eyes can reveal the jailbreak and bring attention to the prisoners.Answer Avoid or destroy them before releasing the captives when possible.
    • Do not treat the first conversation with the prisoners as the end of the planning phase.
    • Keep the escape route in mind before choosing how to open the cells.
  2. 2

    Cell release

    Starts: Wulbren receives a hammer or the party begins breaking the cell walls.

    The prisoners leave their cells and become exposed to the prison's hostile response.

    • Prison guardsTell Guards can attack the freed prisoners while they are moving away from the cells.Answer Keep the route controlled and protect the captives rather than sending them ahead alone.
    • Avoid simply unlocking doors if the guards still control the route.
    • Stay ready to intervene as soon as the prisoners begin moving.
  3. 3

    Boat escape

    Starts: The freed prisoners reach the boat area.

    The party must destroy the boat's chains while preserving the survivors until they can depart.

    • Final guard pressureTell Any remaining guards or scrying eyes can still disrupt the escape near the boat.Answer Clear or evade the remaining threats before the prisoners are isolated.
    • Destroy the chains as part of the escape rather than assuming that reaching the boat completes the quest.
    • Verify that both prisoner groups escaped if you are pursuing the fullest outcome.

Choices and consequencesSpoilers

  • Provide Wulbren with a hammer

    Wulbren can assist with the jailbreak, giving the rescue a prisoner-led route out of the cells.

  • Break the cell walls yourself

    The party can initiate the escape without relying on Wulbren to perform that part of the breakout.

  • Open the cell doors before controlling the guards

    The prisoners may run past the guards and be killed, jeopardizing the rescue.

    Spoiler
  • Use stealth or darkness spells

    The party can reduce the chance of immediate detection while positioning for the escape.

  • Save both the Deep Gnomes and the Tiefling prisoners

    The complete rescue is associated with the Under Lock and Key achievement and preserves the quest's major survivor outcome.

    Spoiler

Checklist

  • Speak with the captives in Moonrise Towers prisonThis can initiate the quest if it has not already begun.
  • Talk to Wulbren before starting the escapeConfirm whether he will receive a hammer to help with the jailbreak.
  • Choose between giving Wulbren a hammer and breaking the cell wallsBoth methods can open the way for the prisoners.
  • Scout the prison and escape routeIdentify guards and scrying eyes before the captives start moving.
  • Use stealth, darkness spells, or controlled combatThe goal is to keep the route safe rather than create an uncontrolled battle.
  • Release the Deep GnomesProtect them as they leave the cells.
  • Release the Tiefling prisonersTheir survival is required for the fullest rescue outcome.
  • Escort the prisoners to the boatThe quest continues after the cells are opened.
  • Destroy the boat's chainsThe boat must be freed before the prisoners can depart.
  • Confirm the survivors reach Last Light InnSaving both prisoner groups supports the Under Lock and Key achievement.

AftermathSpoilers

The rescue continues beyond the cells

The quest's outcome is determined by more than whether the prisoners leave their cells. The Deep Gnomes and Tiefling prisoners must reach the boat, the boat's chains must be destroyed, and the survivors must escape toward Last Light Inn. Saving both groups produces the outcome associated with the Under Lock and Key achievement.

Trivia

  • The quest can begin from a conversation with the prisoners or through events originating in Act 1.
  • Wulbren's position as leader of the Deep Gnomes gives him an active role in the jailbreak rather than making him only a rescue target.
  • The quest supports multiple approaches, including stealth, darkness spells, combat, wall-breaking, and a hammer-assisted escape.
  • The boat's chains are an important objective, so the final escape has a physical task beyond opening the prison cells.

Relationships

Setting

  • Moonrise TowersLocationThe prison beneath Moonrise Towers is the main location for the rescue.

Prisoners

  • WulbrenCharacterWulbren leads the imprisoned Deep Gnomes and can assist with the jailbreak.

Escape

  • Last Light InnDestinationThe freed prisoners escape by boat toward Last Light Inn.

Rewards

  • AlfiraReward connectionAlfira is connected to the Potent Robe reward path.

Completion

  • Under Lock and KeyAchievementSaving both the gnomes and Tiefling prisoners is associated with this achievement.