Walkthrough Baldur’s Gate 3 – Act 2

ll story and side tasks of the second act of the game; how to get to the Moon Towers, defend against the dark curse, find the Nightsong, go to Baldur’s Gate and much more

Act 2 of Baldur’s Gate 3 takes place in the Shadowcorrupted Lands, which you can enter from several locations.

Read also:

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  • Walkthrough Baldur’s Gate 3 – Act 2
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  • Baldur’s Gate 3 Character Creation Guide
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Briefly: How to get to the Lunar Towers?

Option 1 . Regardless of how you’ve dealt with the followers of the Absolute before, at the beginning of the Shadowcorrupted Lands, if you’re coming from the direction of the Mountain Pass, the doorgars will agree to help you. You must have the Nightkeeper’s Lyre, which is in Mintara’s inventory. You can steal it, get it as a reward if you complete the task of Mintara and the goblins and destroy the Emerald Grove, or kill the goblin leaders (or at least Mintara) and take the lyre from the corpse of the girl. However, even if you do not have a lyre, there will be an option with a wisdom check and the use of an illithid. Pretty simple check, so you should have no problem summoning Karniss.

One way or another, when you’re ready, tell Kansif about it and play the lyre. Carniss will appear. Just follow him through the darkness until you reach the entrance to the Moon Towers. This is the easiest way to get to the Moon Towers from the Mountain Pass, but it will require you to kill a group of Harpers (although this won’t block their route).

Option 2 . The second option is to intercede for the Harpers after you have summoned Carniss. Kill him and the other doorgars, and then take the lantern. This lantern provides complete protection against any dark curse, even the strongest. You can release the creature stored inside and receive her blessing (lasts until a long rest), which also protects against a dark curse. You will have an item that will allow you to request a second blessing if something happens.

Option 3 . Finally, you could come here through the Underdark and Grimforge, in which case, after activating the elevator in Grimforge, you will fall into some kind of ruined tower. Look around inside, take a torch, find the key upstairs and open the chest located below.

Equip the torch and go outside to get back into the Shadowcorrupted Lands. But, unlike the hike through the Mountain Pass, here you will stumble upon harpers. Defeat several shadows in battle, after which the harpist will leave a mark on the map where you should look for the Last Light Tavern.

Location of Last Light Tavern

By the way, near the place where you killed the shadows, there is a Night Orchid. You can pick a flower and present it to Shadowheart. This is her favorite flower. Follow the tavern, do not touch the corpse of the raven along the way, as you will be attacked by a whole flock of birds. In the tavern, talk to Jaheira, then go upstairs and talk to Isobel.

Jaheira is your potential companion

Protect her from Marcus and other demons and she will give temporary protection. A marker will appear on the bridge, pointing to the harpers who are about to ambush the same caravan that you would join if you went through the Mountain Pass. Move after them, talk to Lacrissa (if she is alive), and then wait. A caravan will appear. You can outwit Karniss. Get the caravan’s attention and then speak your teeth. If you can outsmart Karniss twice, you’ll take the Moon Lantern without a fight. Otherwise, the caravan will have to be broken. But the task to find the Moon Lantern will be completed.

So, together with the Moon Lantern, go west to the Moon Towers. You don’t have to worry about a strong dark curse, as the lantern will protect you. Even further from the Moon Towers there is a rune circle Road to Baldur, but if you go along it, you will find yourself in prison. No matter how you got the Moon Lantern, the guards at the entrance to the Moon Tower will let you through and you can safely explore this place.

See below for a more detailed description of all the story and side quests you can complete in the Shadowcorrupted lands and Moon Towers.

Also, you can get imprisoned if you get caught in the Moon Towers or go past them to the north to find your way to Baldur. If you go against the warning of the allies, you will be imprisoned. However, there will be a hole in the prison cell through which you can jump down to find yourself in the tunnels behind the cells. You can destroy (simultaneously) the walls in the chambers of the tieflings and the gnomes (including Vulbren) to free all the characters. Notably, the pits below the prison won’t have a corpse with a parasite that you would otherwise find if you got here on your own.

How to finish the second act, start the third act and get into Baldur’s Gate?

You can finish the act on two different branches – as the Absolute or as the Harpers by defeating the Cult of the Absolute in the Moon Towers. However, the Absolute will still not accept you, and you will have to kill both Balthazar and Ketherik. The most important location that you must go through is the Tomb of the Torms. You’ll get this territory’s mark if you successfully drink with Tysobald Torm at the cursed Old Moon tavern near the Moon Towers, or go to the Moon Towers and talk to the local Adept. She will give you a task.

Once you pass the dungeon, which we have described in great detail below, you can give the Nightsong to Balthazar, a servant of Ketherik Torm, or keep it for yourself, in which case Balthazar will have to be killed. If you give Nighthound to Balthazar, Shadowheart will leave the party, so the choice is yours.

See below for a more detailed description of all the story and side quests you can complete in the Shadowcorrupted lands and Moon Towers.

Corrupted by the shadow of the earth

You will get here from the Mountain Pass if you decide to move along the surface to the Moon Towers. Immediately upon arrival, a brawler goblin will turn to you, and the first story mission will begin.

Find protection from the dark curse

Move down after picking up and equipping a torch to avoid being affected by the dark curse. Go down below and talk to the goblins and Kansif, the guide to the Moon Towers. He will ask if you have the lyre of Mintara, the Night Guardian. If you have received the lyre, give it to Kansif, and he will call Karniss. Talk to him and the quest will update. Otherwise, you will have to go through the defiled lands with a torch or a weapon that emits light. Even if you don’t have a lyre, there will be an option with a Wisdom check and an illithid. Pretty simple check, so you should have no problem summoning Karniss.

You can continue to follow the caravan if you want to choose to support the Absolute, but you can join the harpers instead. And you can do this both during the first battle, choosing their side, and after, simply separating from the caravan and going to the north-west of the location, to the Last Light tavern. If you intercede for the Harpers in the first battle, they will take the Moon Lantern from Carniss and go to the tavern. A corresponding marker will appear on the map, pointing north. Move there, convince Jaheira to let you in (Maul or the rescued harpers intercede, or pass the checks), talk to her inside and on the second floor. After protecting Isobel from Marcus in the Deal with the Kidnapping quest, she will give you the Moon Lantern and the quest will end.

But if you decide to get to the Lunar Towers with Carniss (that is, kill the harpers), the task will be updated near her. You will have to find such a lantern so that you can leave the towers and explore the area with a particularly strong dark curse. In addition, Karniss will explain everything on his own at the entrance, and you will be allowed inside. Talk to the adept on the second floor after the cutscene in the main hall to get the key to Balthazar’s office from her. It is located on the same second floor. Open the office, look around, read a couple of magazines and pick up the Moon Lantern. This is how you complete the task.

Tavern “Last Light”

You can go here on your own, even if you are moving as part of the Absolut caravan. The tavern is located in the northwest. Or, if you go against the caravan, the harpers will tell you about their haven and offer to visit it. If the caravan was destroyed, you can tell about it. Otherwise Jaheira will try to attack you. If Maul helped steal the idol, didn’t get convicted of stealing, saved the boy on the beach from the harpies and Arabella from Kaga, destroyed the goblin leaders in their camp (it’s probably enough to do some of that), then the thief will stand up for you and you won’t have to pass the checks . You will be asked to speak with Jaheira in the tavern.

If you kill Karniss, who was summoned with Mintara’s lyre, you can take his Moon Lantern. Either equip the lantern or free the pixies. The latter will give a bell – by ringing it, you will receive the pixie’s blessing and will be able to move even to places with the strongest dark curse. You will receive the first blessing immediately upon completion of the battle against Karniss if you are in such lands. The task will end immediately.

You can get here through the Underdark and Grimforge, in which case, after activating the elevator in Grimforge, you will fall into some kind of ruined tower. Look around inside, take a torch, find the key upstairs and open the chest located below. Equip the torch and go outside to get back into the Shadowcorrupted Lands. But, unlike the hike through the Mountain Pass, here you will stumble upon harpers. Defeat several shadows in battle, after which the harpist will leave a mark on the map where you should look for the Last Light Tavern. By the way, near the place where you killed the shadows, there is a Night Orchid. You can pick a flower and present it to Shadowheart. This is her favorite flower. Follow the tavern, do not touch the corpse of the raven along the way, as you will be attacked by a whole flock of birds. In the tavern, talk to Jaheira, then go upstairs and talk to Isobel.

A marker will appear on the bridge, pointing to the harpers who are about to ambush the same caravan that you would join if you went through the Mountain Pass. Move after them, talk to Lacrissa (if she is alive), and then wait. A caravan will appear. You can outwit Karniss. Get the caravan’s attention and then speak your teeth. If you can outsmart Karniss twice, you’ll take the Moon Lantern without a fight. Otherwise, the caravan will have to be broken. But the task to find the Moon Lantern will be completed.

Deal with the kidnapping

Climb to the second floor and find Isobel on the balcony. The woman will use magic that will protect you from the dark curse. Marcus will appear, who intends to kidnap Isobel, and you will have to take his or her side. If you decide to protect Isobel, a massive battle will begin. Kill Marcus and all the Winged Terrors. Fortunately, the harpers will help with this, which will simplify the battle. However, Selûne’s blessing still cannot protect you in areas where the dark curse is particularly strong. After winning the battle, the quest will end. Don’t forget to pick up the parasite from Marcus’ corpse.

Another option to start this quest is to visit the Moon Towers before talking to Isobel and listen to the local adept. She will ask to help Marcus with the kidnapping of Isobel. But even if you started the task later, you can help Marcus kidnap Isobel, but the whole tavern will take up arms against you. The option is so-so.

Follow the caravan

The quest will begin after you play the Nightkeeper’s Lyre, which Mintara has. You will get it if you help the goblin clear the Druid Grove or kill Mintara. Or just steal the lyre. Even if you don’t have a lyre, there will be an option with a Wisdom check and an illithid. Pretty simple check, so you should have no problem summoning Karniss.

At some point, the caravan will be attacked by harpers, clear enemies of the Absolute. Here you will have a choice – protect the caravan or side with the harpers, but in the first case, you can continue to pretend to be Faithful. Destroying Karniss is difficult, so you will most likely need to protect the caravan from the harpers. If you choose to side with the Harpers, the quest will fail.

On the building where the harpers settled, there is a skeleton with a key. With it, you can open the locked chest inside the building and get the amulet. If you side with the Harpers and break up the caravan, the quest will be completed and you will have to head to the Last Light Inn. Fortunately, the harpers will already have the Moon Lantern, which is necessary for the “Find Protection from the Dark Curse” quest. If you defeat the Harpers, follow the caravan all the way until you reach the Moon Tower. Here the quest will end, and you will receive the Moon Lantern a little later.

Learn Selunite Resistance

Go down to the basement under the Last Light tavern. You can enter the room on the left, destroy the boxes and open the door hidden behind them. After that, you need to destroy the cracked wall and shoot at the barrel of black powder. You can also get to this place through the detention cells by picking up the key next to them, finding another cracked wall and shooting at the black powder again. One way or another, you will have to clear the cave near the place of worship of Selune. Look around carefully, pick up the records to activate this task. In addition, from here you can climb the vines to a place with a strong dark curse, but without proper protection you will not be able to travel through it.

Head south from the tavern where the masons’ guild is located. Inside the building there is a drawing and bones of the head mason, but outside you can find infernal iron and a decorated hatch.

Open it to go down to the basement. Make sure to buy the tower-shaped key from the tiefling child (in the Last Light Inn) for 1000 coins. After going down to the basement under the guild, move along the wall above and at the very end of the blocks pass the attention check to find the crest with the keyhole. Interact with him to use the key and open the secret passage.

Move deep into the location and destroy all the shadows that have occupied the hall. In addition to the shadows, there will be one Death. You can examine the clothes of the shadows left from the killed enemies. They are former masons. Examine the mason’s journal on the table to complete the task. In the far chest (mined) is a helmet of magical intuition (dealing damage with a weapon attack, you gain magical intuition for 2 turns). On the hill to the left, if you pass the attention check, you can find a button. Clicking on it will take you to a cache with two heavy chests (scrolls and potions).

Awaken Art Kulah

Once in the “Last Light”, go inside and talk to the adviser Florrick (if you saved in the Waukeen shelter), who will tell you about the captured Art Kulah, who needs to be awakened. She will also say that the Grand Duke was most likely taken to the Moon Towers. Move to the indicated place when you can protect yourself from a strong curse (take the Moon Lantern from Carniss), and then enter the House of Healing. Sister Sinda will stop you. Say that you urgently need a doctor. Use various skill checks.

Sister Lidwin will be a little further on. To convince her to trade with you, you must pass a Deception or Persuasion check. Go to the amphitheater where Malus Torm (doctor) and his nurses are working on a patient. You can convince Malus to go under the knife yourself or set the nurses against each other. If you fail the checks, you will have to fight everyone. Take Art’s harp from the corpse of Malus, return to the Last Light Tavern. Return and play this lute for him. The mission will end, and you will receive important information about Taniel and how to remove the curse.

Remove the dark curse

After finding the Last Light Inn and exploring the Shadowcorrupted Lands for a bit, return to your camp. If the druid Khalsin is with you, talk to him and get this quest. Perhaps Taniel knows how to get rid of the dark curse. Complete the task “Awaken Art Kulakh” and he will tell you about Taniel and the curse.

Previously, as mentioned above, you can talk with Khalsin, and then he will also participate in the dialogue with Art (although not necessary). Follow Khalsin to the lake behind the tavern, save, stock up on explosives or AoE spells beforehand as there will be a lot of low health enemies. After talking with Khalsin, you will have to defend the gate he created to the World of Shadows. Survive for 4 turns keeping the gate intact. If at the end of the countdown of moves Halsin does not return, you have caught a bug. Restart (best to save in combat). The enemies here are not endless, but there are several dozen of them, so it is important to kill as many as possible per turn, otherwise they will multiply and you will not be able to do anything with them.

House Deep in the Shadows (Hide and Seek)

North of the Rune Circle Shadowshrouded Battlefield is a House Deep in the Shadows. go there to meet the tiefling child Oliver. If you refuse to play with him, three shadows will appear – Mommy, Daddy and Doggie. After their destruction, Oliver will disappear.

Instead, agree to play hide and seek with the boy. The first time, he will hide behind a wagon outside, and all you have to do is pass an attention check. After that, the second stage will begin, Mommy, Daddy and Dog will appear, turn-based mode will be activated. Using dash for all characters, on the first turn, make your way inside the house. Oliver will stop after the second move. Get out of stealth mode and talk to him while staying in turn-based mode. It’s important to get out of stealth, otherwise interacting with Oliver will result in an attempt to steal the ring from him. If you talk to him a second time before being discovered by the monsters, you will be rewarded with a Ring of Shadows (the Traceless Step skill, which gives you and your companions a +10 bonus to stealth checks). And inside the chest is a Mind Suppression Ring.

After a successful game of hide and seek, or when Oliver escapes, if you kill all the Shadows, enter the portal to enter the Shadow World. Oliver will move to the statue between the customs and the masons’ guild. It will be great if you kill all the enemies located there before you go to Oliver.

Clear this place first

If you haven’t, kill Daddy and Mommy (of the shadows) and then keep killing Oliver’s Friends until the Night Dome the boy is hiding under is destroyed. Return to the camp and talk to Taniel and Khalsin. To finally break the curse, you will have to kill Ketherik Torm. And you will do this in any scenario, even if you complete tasks on the side of the Absolute, which will betray the hero.

Save the tieflings

On your way to the tavern, you must have found the corpses of tieflings that have left the Druid Grove. Once inside Last Light, go inside and speak to Celis to start this quest. The tieflings were taken to the Moon Towers. You can find out more by talking to the nearby harpist Alfira. A little further, at the bar, there is Roland, with whom you can also chat. You can complete this task already in the Lunar Towers, so read the description below.

Find Zevlora

On your way to the tavern, you must have found the corpses of tieflings that have left the Druid Grove. Once inside Last Light, go inside and speak to Celis to start this quest. Zevlor was also taken to the Moon Towers. You won’t find Zevlor later in the Moon Towers, but don’t worry if you don’t find out about his fate. In fact, he was taken to Baldur’s Gate.

Find the Grand Duke

There will be no duke in the moon towers, so you will have to go to Baldur’s Gate, already in the third act.

Find Maul

After Markus and the Absolute’s followers attack Isobel (when you talk to her at the Last Light Inn), go downstairs and see some tiefling children near the bar. Talk to them and promise to find Maul.

Explore Torm’s Tomb

This is the most important location of the second act, since you will have to decide the fate of the Nightsong, choose between the followers of the Absolute and the harpers. Head to the Moon Towers and move west from them to the accursed Old Moon Tavern. Make sure you have full protection against the dark curse (you got the Moon Lantern).

Talk to Tysabold Torm on all topics using an execution check (choose a character with high charisma). If you fail the check, you will have to fight Tisobald and all the zombies in the tavern. The key that you get from the corpse of Tysobald (and he will die if you drink enough with him) can open the far door (behind the place where he originally stood). Tisobald will die if you get him drunk and find out the secret of his father, because he cursed him and promised to finally kill him if he let it out. If you fail the test, you can still outdrink Tisobald, but you will get poisoned and other ailments.

Go through the iron gate and find the sarcophagus of Ketherik Torm’s wife. Examine the rooms on the left and right, collect three diaries of Ketherik Torm. Go even further and read the tablet on the open tomb. Isobel Torme? That is the name of the healer from the Last Ray. In the back room there are three frescoed buttons and a lot of traps. If possible, they should be neutralized. Separate the character from the group and carefully activate the buttons in the following order: Moon Towers, Sorrow, General.

Stand on the platform and activate the Travel Gem. you will be taken to the location Challenge Shar. Visit two small rooms (four in total) on the left and right to activate the levers. Then interact with all the lanterns to turn off the light. When the room goes dark, you will see the right path to the statue in the center. Separate one character from the group, enter stealth mode and carefully get to the gem.

Go further and together with the skeletons, defeat the justiciar avengers. There will be an altar ahead, and in order to complete the Trial of Shar, you will have to find four dark stones and enter the inner sanctuary. One stone can be obtained for defeating Yurgir (task “Kill the old enemy of Raphael”). It should be sought in the eastern part of the temple. You can force them to read your contract, find a loophole in it, and also force them to kill all the minions or even yourself (information from the Internet, I didn’t have this; the only point is that this can be done after passing three tests of the Ball Challenge). Do not ambush him, but move after the fleeing beast. Only then will the dialogue begin! In all the rest – immediately a battle.

Return to where the first Justiciars were killed in the temple and where the ancient altar is located. Head to the west where the skeletons fled (if they survived) to activate the Challenge Shar rune circle. Continue west on the other stairs where the skeletons went. Justiciars will appear in the room with other skeletons. Kill everyone to meet Balthazar, who is looking for the relic in Shar’s temple. To get it, you have to pass all the tests Shar. Talk to him again, and after a persuasion check, he will give a bell. With it, you can summon the Flesh. If you choose to fight, be sure to pass the bell to the character who comes first. And in general, if you intend to fight, it is better to attack the enemies from above. For killing Yurgir, you will also receive Infernal Iron and an excellent crossbow.

Teleport back to the rune circle Challenge Shar. Move north and enter the three doors on the left. All of them lead to three challenges, for which you will receive three dark gems:

  1. Gentle Step Challenge: Get to the end of the maze without being seen by the shadows. Use an invisibility spell or potion, turn-based. Be careful with traps. You need to find a special key (on the table in the hidden room) or use a lockpick to open the last door. It’s best to complete the challenge as Astarion, who can be more stealthy and disable traps. Although a sorcerer with a foggy step will do. Enter the right door and press the button on the right wall. Then pull the lever on the left to open the way to the central room (two walls will move), where there is a table with a key. Grab it and move to the end of the location to get a dark gem.
  2. Trial of Self-Repetition: In this trial, you will have to fight the duplicates of your current squad (level seven). To make the fight a lot easier, undress before pouring blood into the ritual chalice, then re-equip before the battle begins. The clone team can move in and out of the shadows. Each time you hit a clone of a party member, the real character will receive a debuff that reduces ability scores. Destroying the clone will remove this debuff. After the fight, pick up the “Love Killer” ring.
  3. Challenge #3: Go downstairs to find the next door leading to the challenge. The room will go dark after you offer your blood, and you need to memorize the location of the platforms to get to the dark gem. However, you can use “Daylight” to light up the entire room, “Fly” and so on to get to the last platform right away. In general, I played as an elf and, apparently, Night vision simplified the task and highlighted the desired path.

In the next room from the last test is the library of Silence. There will be a Librarian – a dark portal that spawns Justiciars and forbids casting spells. That is why it should be destroyed in the first place. Kill all the enemies, press the four buttons on the left and right, or break open the grate. You will find yourself in front of a huge portrait and Nightsong. You need to put something in the pedestal. Return to the previous room, the library. On the second bookshelf from the right, look for Teachings on Loss: The Night Songstress. Put this book on the plinth. Take the Spear of Night. Also in a nearby chest is the Dark Justicar’s Helm.

Make sure you have Nightspear and all four Dark Amethysts at your disposal. Return to the ancient altar and plant the first dark amethyst. Use the platform to go down and activate the altar with three more dark amethysts. Take a good rest before entering.

Enter the Shadow World and go down. You will find Nightsong. If you decide to give it to Balthazar, he will leave, you will leave the location and Shadowheart will leave the squad forever. In this case, you will have to continue along the Absolute branch, visit the Moon Towers and interact with the altar above (provided that Marcus is dead or you helped him return Isobel). After the cut-scene, you will be trapped.

Kill an old enemy Raphael

If you go north from the Shadowfellight House of Healing, you can find Torm’s Shrine. Near it you will meet Raphael (the same devil), who will ask you to kill his old enemy, promising something in return. Be sure to activate the rune circle nearby.

Go through the iron gate and find the sarcophagus of Ketherik Torm’s wife. Examine the rooms on the left and right, collect three diaries of Ketherik Torm. Go even further and read the tablet on the open tomb. Isobel Torme? That is the name of the healer from the Last Ray. In the back room there are three frescoed buttons and a lot of traps. If possible, they should be neutralized. Separate the character from the group and carefully activate the buttons in the following order: Moon Towers, Sorrow, General.

Yurgir should be found in the eastern part of the temple. You can force them to read your contract, find a loophole in it, and also force them to kill all the minions or even yourself (information from the Internet, I didn’t have this; the only point is that this can be done after passing three tests of the Ball Challenge). Do not ambush him, but move after the fleeing beast. Only then will the dialogue begin! In all the rest – immediately a battle. Rest in the camp after killing him, after which Raphael will appear. This is how you progress through the story. The next destination is Baldur’s Gate, Act 3.

Knight’s relic of Keterika Thorma

The quest will begin after you infiltrate the Temple of Shar and encounter Balthazar in the west (following the skeletons and killing the Justicars). He will tell you about the relic he is looking for. This is the weak point of Ketherik Torm. When you complete the quest “Chosen Shar”, you will find four dark amethysts when studying the tomb of Torm, you will be able to get to the Nightsong. If you give Balthazar the girl, the task will be completed, but Shadowheart will remain dissatisfied. All her quests will fail.

moon towers

If you get to the Lunar Towers on your own or together with Carniss and don’t aggro the enemies, move to the left, through the kitchen door, or simply find the merchant Arai Oblodra on the first floor. Talk to her with Astarion on your team and convince him to bite the drow. He won’t like it, but there won’t be any debuffs. But you will receive the Potion of Eternal Vigor, which permanently increases Strength by 2 points.

For example, you can give it to Laezel. And for your blood, if you agree to transfer it, you will receive the Elixir of Elven Elegance, which, until a long rest, will give 10 meters to movement speed and the Night Vision skill (protects from charm). But only to those who drink it. You can buy 3 Soul Coins from the merchant Lanna Tharva in the main hall.

To the west of the Moon Towers is the cursed Old Moon Tavern. Inside it, you can outdrink Tisobald Torm to learn about the secret relic that Ketherik of the Moon Towers fears. If you go even further west, you will open the Road to Baldur runestone. But there is an army ahead of you, and if you agree to go further, you will find yourself in the prison of the Moon Towers.

In the main hall of the Moon Towers, on the right side of the door to the hall with Ketherik and his adept, there is a room with a staircase leading to the prison under the Moon Towers. Here you can release most of the characters that you heard about during the first and second act. Go down and search the room on the left to find two doorgars in the torture chamber. After collecting supplies, you can go through the door opposite, to the west to find yourself on the Dock.

In one of the rooms on the first floor there is an ogre, after talking with which, you will recognize for strange sounds. In the main hall after the first door, on the left there is a staircase. Climb up it to the rafters and move to the point that appears on the left side. After an attention check, you will be able to interact with the wall to come face to face with the Absolute. Pass the checks. Use a melee attack to break free from her grasp. If you obey, fall into the prison pits. However, this is even good if you still need to save the tieflings and Vulbren (read below).

Whichever way you get into Balthazar’s chambers on the second floor, there is a puzzle there. First, pick up the heart from the table. Second, interact with the upper right shelf (there are four active books in total) to activate the pedestal. Install a heart in it, and you can get into Balthazar’s secret room.

Gather Allies

This quest is activated after you complete any companion’s personal quest. If everything ends well for him, he will agree to join you in the battle with the Absolute. For example, if you return Taniel to the world of the living on the quest “Remove the Dark Curse”, Khalsin will agree to help in the battle against the Absolute. The same if you save Volo (even though he is not a companion) from the goblin camp. Finally, Jaheira can join you, but this will only happen if you do not destroy all life in the Last Light tavern and offer a woman to join your ranks after defeating Ketherik Torm.

Last Battles in the Moon Towers

Thus, there are two ways. First option– you give Balthazar the Nightsong, which he takes to the Moon Towers. After that, Shadowheart will leave the squad, and you will have to return to the Moon Towers. Further, it all depends on your previous actions. If you haven’t taken the quests from Adept Zakrill, you’ll see a scene in the throne room with Ketherik Torm and the adept, then you’ll have to go upstairs and talk to the woman. She will ask for help in finding the relic, but since you have already given it to Balthazar, the task will succeed. Then you will be ordered to help Marcus with the kidnapping of Isobel from the Last Light tavern. If you previously destroyed Marcus (or helped him kidnap Isobel), then you do not have to do anything. You will be allowed to the roof of the Lunar Towers. Climb up there by going through the door near the adept. Save in advance, talk to Ketherik Torm. Interact with the altar above.

You will find yourself in a strange place, consisting of flesh. A battle will begin against Balthazar and other enemies. If Razglin and Mintara were killed, he will revive them. Using a melee weapon, you must break open the capsules that Balthazar imprisoned you in. That is why it is desirable to have a warrior with three action points, and preferably two. After winning the fight, look out for the large locked doors to the south and the console in front of the pit. Interacting with him, you will begin to solve an unusual puzzle. You need to draw lines from the colored brains so that they do not touch each other and end on brains of the same shape. An example solution is shown in the screenshot below (however, I’m not sure if there is another way to solve the puzzle).

This is an optional action, but you will be able to inspect the wall relief and pick up a new weapon (rare sword). In general, you need to go a little higher to the north and turn east to face Ketherik Torm. But first you can explore this place. There is a room with “We” in a cage and Khryas. Of course, if you saved the brain at the beginning of the game. Talk to We, then ask Khryasya for the key and free the creature. Now you can summon him.

The next important action is related to Will’s Blade of the Frontier quest. Follow the marker north to find a room with illithid pods. Examine the far one and free Mizoru.

Talk to her, but she will refuse to completely terminate the contract, but if you apply a successful persuasion, you will receive an additional reward (weapon).

Follow the marker to the east to fight Ketherik Torm. At the beginning of the battle, move to the far right corner (if you do not rotate the camera) to find the Chained Nightsong. Just interact with her and free the woman who will cancel Torm’s Invulnerability. Only after that you will be able to inflict damage on the enemy, but keep in mind that you will have to finish off all other targets as well. This battle will not be the last, because immediately after it will appear the Apostle of Myrkula, the master of Ketherik Torm, who granted him immortality. After destroying Myrkula, you will receive the first Netherian stone, after which you can leave the location.

At the end of the quest and the second act, talk to all allies inside the Lunar Towers. Depending on your decisions, you will be able to tell Bart that Vulburn is dead (if you ignored the task and went to the Nightsong). Here it is also important to communicate with Jaheira so that she joins your squad (or goes to the camp). Speak with Isobel and Nightsong. When you go outside, the Guardian from the artifact will inform you that you need allies. As far as I understand, Volo, Jaheira, and Khalsin are the only allies you could enlist at this point, so feel free to let us know that you will find new ones later. Head north along the western border to pass the Road to Baldur rune circle. After it, there will be a transition point to this location. Please note that some side quests will become unavailable after this,

Finally, there is a second scenario . In such a case, you must deny Balthazar the Shadow Realm and protect Nightsong. Defeat Balthazar and his minions and free Nightsong, after which you will have to help Shadowheart choose. You can only kill the Nightsong with the Nightspear, if you found it earlier in the Shrine, inside the secret room of the Library of Silence.

We talked about this above. If you order Shadowheart to kill Nightsong, she will become a Dark Justicar and serve Shar.

I didn’t go down that path, but since Nightsong is dead, Ketherik Torm will most likely cease to be immortal. Instead, trust Shadowheart completely, or make a persuasion check to turn Shar away and spare the life of Selûne’s daughter. Perhaps this is the best solution, since Nightsong will become your additional ally.

After that, you will have to storm the Lunar Towers. Go to the entrance and talk to Jaheira. You can convince her to fight alongside you, and in this case, you will receive control over another temporary satellite. Clear the hall of many enemies, including the adept. Don’t forget to collect parasites. Then go upstairs and kill the remaining enemies. Head even higher to the roof of the Lunar Towers and fight Ketherik Torm. Nightsong will help. At some point, he will disappear, and you will have to finish off the remaining targets and jump after Ketherik into the pit.

In the pits, you can go to the lower right corner, and where the capsules are located, in which you would be imprisoned if you went along the first path and gave the Nightsong to Balthazar, there will be undead. After destroying it, you will again be able to solve the brain puzzle, the solution of which is shown above. In general, the pits have all the same tasks as in the first option. Be sure to free Mizoru, find and free We, and after that move towards Torm. The fight will be similar as Torm will shackle Nightsong: get to her, free her and, after removing Ketherik’s invulnerability, kill the boss. And then finish off Apostle Myrkula to get a Netherian stone. Once again, at the end of the act, talk to the allies in the Moon Towers and offer Jaheira a place in the squad. Make sure Nightsong and Isobel go to your camp.

Reitvin Customs

On the way to the Moon Towers, if you are traveling in a caravan, you will be able to pass through Reithvin Customs. However, you can visit it without the Absolut caravan. There is a lot of gold scattered inside the customs house, there are flying larvae that are non-aggressive. Outside, on the north side, there is a vine that you can use to climb up to the roof. Having done this, jump to the second floor and destroy Gerringot Torm. Or convince her to leave customs.

In any case, you will receive a huge amount of gold scattered throughout the customs. Also, Torm will have a key that opens the door opposite. After passing the attention check, you will be able to punch a hole in the floor and jump down into the enclosed area below. Also in the far corner from two large locked doors, a key is hidden in a wooden box that opens them. You will be able to get Battlemage Gloves. In order not to cut the roots on the second floor, from the west entrance, jump through the open window using the Mist Step and collect other loot from the confiscated room.

Save Vulbren

If you help the halflings in Grimforge and save them from the doorgars, they will ask you to find their leader Vulbren, who is captured in the Moon Tower. Also, if you rescued Bart Root, who was tied to the mill in the Dead Village by the goblins, he will appear here as well. And later, you can meet him at the Last Light Inn in the northeast of the Shadowcorrupted Lands. Talk to him and he will promise to do something incredible if you save Vulbren.

You can continue this quest when you get to the Moon Towers and go down to the prison. The entrance is on the right side of the door leading to the main hall, where the adept and Ketherik Torm are located. Go down and go forward (the door on the right leads to the pier), without turning anywhere. Once in the hall with the tower, move to the right. There are five chambers here, and the gnomes sit in the second, and the tieflings sit in the fourth.

You are forbidden to communicate, but if you pass the test of persuasion or deceit, you can talk with the prisoners (except when you are noticed by the head of the prison, located in the central room, tower, with levers that open each cell and stairs leading to the room with confiscated things) . In general, save in advance and chat with Vulburn. Dwarves need any tools that will allow them to break stones. Look for them in the room above the warden’s office, but there’s probably something in your inventory. For example, some kind of hammer. But if you go upstairs for tools, then make sure that the head of the prison does not see you.

When you hand over the tool, it’s best to sneak into the boss’s room and open the third chamber. After reading the prisoner’s diary, jump down the whole squad into the pit. There will be no damage. You will find yourself in the pits under the Moon Towers. Take away the parasite from the corpse and get out of here back to the prison, but this time you will find yourself behind the cameras. From this side, powerful spells can break both walls, in cells with tieflings and gnomes. Make sure you do this with two different characters, and preferably quickly, so that the alarm is not raised and you have time to escape on the boat.

Hiding on the boat to the Last Light tavern, you will need to talk to Vulbren, who is sitting at a table on the first floor. Then talk to Bart Root, who is in the corridor nearby. When he runs back to Vulbren, follow him and talk. As a reward, you will receive an improved smoke powder bomb. The task will end.

Save the tieflings

You can continue this quest when you get to the Moon Towers and go down to the prison. The entrance is on the right side of the door leading to the main hall, where the adept and Ketherik Torm are located. Go down and go forward (the door on the right leads to the pier), without turning anywhere. Once in the hall with the tower, move to the right. There are five chambers here, and the gnomes sit in the second, and the tieflings sit in the fourth.

You are forbidden to communicate, but if you pass the test of persuasion or deceit, you can talk with the prisoners (except when you are noticed by the head of the prison, located in the central room, tower, with levers that open each cell and stairs leading to the room with confiscated things) . In general, save in advance and chat with the tieflings. They did not see Zevlor (if you are doing this quest as well; most likely, you will have to look for him in Baldur’s Gate, like the Grand Duke). But the tieflings will say that the dwarves are up to something.

The best option is to sneak into the office of the head of the prison and discreetly press the lever of the third chamber. From there, you can jump into the prisoner pit, pick up the parasite, kill a couple of enemies, and find an exit into the tunnel behind the prison cells. Place two characters near the walls of the cells with tieflings and gnomes. Make sure to use powerful spells or weapons like a hammer. attack both walls at the same time and run towards the boat. If you do everything quickly (you can do it step by step), you will not be noticed and the alarm will not be raised. Near the boat, break the two chains holding it, and then, together with everyone, return to the Last Light tavern.

If you saved all the tieflings from the cell, you will have to take a reward from each, otherwise the quest will not be completed. Talk to Alfina, Roland on the first floor of the tavern, then go outside and go around Dammon’s forge to meet Bex, who has reunited with her man.

Learn the story of Prince Orpheus

You could find the first book about Orpheus in the githyanki manger, and we talked about this in detail in the guide dedicated to the passage of the first act. Another book (the third chronologically according to the lore of the game) can be found in Balthazar’s room on the second floor of the Moon Tower. You will complete the quest as soon as you switch to the third act, heading towards Baldur’s Gate.

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by Abdullah Sam
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