Navigate the challenges of Moonrise Towers’ prison in Baldur’s Gate 3 with strategic approaches to free all the prisoners safely.

Venturing into Moonrise Towers’ prison in Baldur’s Gate 3 presents players with a complex task – freeing tieflings and deep gnomes without blowing their cover. This guide outlines several methods to achieve a successful prison break, offering players strategic options to accomplish this mission without raising alarms.
In the heart of Act 2, players encounter imprisoned tieflings and deep gnomes in Moonrise Towers. To assist them in their escape, players must tread carefully, as guards patrol the area and surveillance is constant.
Here are the key strategies to execute a successful prison break:
1. Get Wulbren’s Hammer:

- Players can engage in conversation with Lia (tieflings) or Wulbren Bongle (deep gnomes) if they pass a Deception or Persuasion check. Wulbren requires his hammer to escape.
- Visit the warden’s office on the next floor to retrieve Wulbren’s hammer and other valuable equipment.
- Return the hammer to Wulbren, but be cautious; after breaking the back wall of his cell, guards will rush in.
- Ambush the guards in the warden’s room to prevent them from witnessing the escape, allowing both tieflings and gnomes to flee.
2. Flip the Warden’s Lever:

- Players can opt to flip the master lever in the warden’s office, opening all cell doors.
- This method is risky and illegal, but efficient for players hostile to the Absolutists.
- Clear the guards’ path if choosing this approach to enable the prisoners to escape through the docks.
3. Go In from Behind:

- Find the pile of white stone at one end of the prison and locate the ledge above it.
- Jump spells or potions can aid in reaching the ledge, granting access to the cave system used by the prisoners.
- Break the rear walls of the cells, creating an escape route. Use Darkness and Silence spells to obscure the walls, preventing guards from noticing the escape.
Implementing these strategies requires careful planning and execution, ensuring the safety of both tieflings and deep gnomes during the prison break in Baldur’s Gate 3.




