Infiltrate Moonrise Towers (Mountain Pass Route) - Baldur's Gate III Guide - IGN (2024)

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If you chose the Mountain Pass route to go from Act One to Act Two, the next step is for you to find a way to Infiltrate Moonrise Towers. This quest is a perfect introduction to the second Act of Baldur's Gate 3, showcasing some important characters and giving you the chance to get great loot, too.

Below, you'll find a complete Walkthrough for the quest, along with the relevant sub-quests. We'll also make a note of where the story intertwines with the Underdark version of Infiltrate Moonrise Towers, as there are two key points where the stories overlap significantly and you'll need to jump over to that page.

This quest is quite combat-intensive, so if you're struggling with any of the key mechanics, make sure to check out our Beginner's Guide. Even if you've played Baldur's Gate 3 before, it's worth taking a moment to brush up on your knowledge if you run into a tricky battle.

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Infiltrate Moonrise Towers BG3 Walkthrough

When you enter the Shadow-Cursed Lands via the Mountain Pass route, you'll immediately be greeted by a Goblin who thinks you're a True Soul.

Your overall aim in the Shadow-Cursed Lands is to infiltrate Moonrise Towers and get to the bottom of the parasite problem. For now, this cover works well.

The Goblin will tell you about an Absolute cultist camp ahead, then tell you to pick up a torch from the nearby brazier and follow her there. Do this- the torch is very important, as the Shadow Curse in this area can be very harmful.

Once you've got the torch equipped (make sure it's out) follow the path down to the west.

If Shadowheart is in your party, she will notice that the Shadow Curse doesn't seem to be affecting her as badly as it does others. She will theorize that this is because she's a follower of Shar, making progress on her Companion Quest Daughter of Darkness.

The path will wind down to the south, and you'll see the cultist camp.

As you approach, you'll see a Goblin cruelly tricking his pet hyena into running out into the Shadow Curse. The Goblin will ask if you're the True Soul that needs to be taken to Moonrise Towers. For now, say that you are. It's a useful cover story.

The Goblin will then tell you to talk to Kansif, saying that they're all ready to go. If you feel like it, you can use the Ilithid powers to make the Goblin retrieve the bone he threw.

Kansif is close by. When you speak to him, he'll ask whether you have the Lyre.

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The Lyre in question is the Spider Lyre from Minthara. Kansif confirms that this is the correct Lyre and tells you to play a tune so that the group's guide appears.

You'll need to pass a Performance check of 16 here.

The Spider Lyre will summon a Drider, which is a hybrid between a spider and a human. This Drider's name is Kar'niss, and he's an incredibly loyal follower of the Absolute.

Importantly, he's carrying a Moonlantern. This is a guaranteed way to banish the Shadow Curse.

Once Kar'niss has introduced himself and heard what Kansif has to say, you'll be able to speak to Kar'niss and tell him to start heading to Moonrise Towers. You'll need to walk directly alongside Kar'niss to avoid slipping into the shadows.

After a short while, Kar'niss will stop and note that something doesn't feel right.

Picking Sides

He's not wrong. A group of Harpers will leap out of the shadows to attack Kar'niss, with one declaring that they must take the Moonlantern.

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You're going to need to make an important decision here: do you want to kill the Harpers and maintain your cover as a True Soul, or side with the Harpers to get your hands on the Moonlantern?

We've outlined what happens with both outcomes below, so you can jump to the relevant heading. This is where the story starts to really tie into the Underdark version of Infiltrate Moonrise Towers.

Whichever option you pick, make sure you save before you do it just in case.

Defending the Caravan

Taking out the Harpers is an easy option, as there are only four of them and you outnumber them by a mile with the cultists and Kar'niss.

The Harpers do have a height advantage initially, but you can take this away from them easily with an ability like Misty Step or by Dashing to get up the ladders nearby quickly.

The Harpers do have the Hunter's Mark ability, but they'll tend to focus on Kar'niss so you can easily break their concentration here. Simply focus them down with heavy-hitting spells or simply push them off the roof of the building for fall damage.

Once you've won the battle, heal up, loot the bodies (they often have potions), then speak to Kar'niss to continue. Do make sure your torches are back up or that you're with the group, though, as the Shadow Curse is still a threat.

Continue following Kar'niss.

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You'll end up walking through a Tollhouse, then directly to the front door of Moonrise Towers.

If Wyll is in your party, you'll have another interaction with Mizora here where you can negotiate to let Wyll out of his pact in return for rescuing a devil who is imprisoned in Moonrise Towers.

If not, you'll be able to head in. The guards will greet you and you'll be able to go into the main hall to speak to Disciple Z'rell. Here is the point where you'll need to head back to the Speak to Disciple Z'rell subheading of the other Infiltrate Moonrise Towers walkthrough.

Siding With the Harpers

If you want to turn on the cultists and side with the Harpers, you'll have a trickier fight to win here but you can experience some really interesting lore.

Siding with the Harpers will immediately turn the cultists and Kar'niss against you, so you'll need some effective movement-based abilities to get out of range. If you have Misty Step or Fly, get up onto the roof ASAP to gain a height advantage.

Make sure to heal the Harpers wherever possible during this fight. Ideally, you want them all alive to progress to the next step in the story.

Kar'niss has an immunity move, so you will need to wait until his Sanctuary ability is blocked.

Once you've won the fight, the surviving Harpers will immediately want to speak to you after they pick up the Moonlantern. They'll be hostile at first, confused why a cultist would turn traitor, but you can explain what happened to them and get them to lead you safely to Last Light Inn.

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From there, heal up and follow the map marker to Last Light Inn. Remember to take your torches out again, as the Shadow Curse is still a threat.

You'll come across a group of dead adventurers and cultists as you go. Make sure to loot them, as they hold useful keys, camp supplies, and weapons.

The quest marker will take you across a bridge, through a break in the shadows.

You've reached Last Light Inn and the Harpers will immediately stop you to question you. The Harpers who you helped will rush to your aid, but the leader of the Harpers, Jaheira, will imprison you with vines and threaten you.

She has a Mind Flayer parasite in a jar, and she notes that they always know when another parasite is near.

If you completed the Side Quest Save Arabella and took down the Goblin leaders back in Act One, you will also get support from a Tiefling child named Mol, who vouches for you.

You'll need to convince Jaheira that you're on her side and that you want to take down the cultists and infiltrate Moonrise Towers.

She'll accept this, and ask you to join her for a drink inside the Inn. Save your game, then follow her inside.

Jaheira will hand you a drink that you should roll Medicine on before drinking.

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It contains what's essentially a herb version of a truth serum. She assures you that it's harmless, but drinking it will cause your party to disapprove.

Jaheira will then question you about being infected with the parasite.

You'll need to convince Jaheira that you're aiming to take down Moonrise Towers. She'll tell you about General Ketheric Thorm- a formidable, seemingly invincible opponent - and swear that the Harpers will do anything they can to support you on your mission.

She'll then send you upstairs to speak to Isobel, a Cleric who can protect you against the Shadow Curse.

Speaking to the Moon Cleric

Isobel can be found upstairs, on a balcony outside.

Speak to her.

She'll talk to you briefly about how the Inn has been waiting for someone like you to take down the True Souls, then give you her Selûne-infused blessing. If Shadowheart is in your party, she will not respond well to this but it's unavoidable.

Isobel will continue to speak to you a little, but will be interrupted by a strange noise.

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A winged man will crash through the window, who Isobel recognizes as Flaming Fist Marcus. It appears he has been brainwashed by the cultists- and he uses the parasite's connection to tell you that you must assist him in kidnapping her to take her back to Ketheric.

You'll need to win a fight against Marcus (and another swarm of enemies which will promptly crash through the roof, kidnapping Mol in the process) to prevent Isobel from being kidnapped.

This fight can look overwhelming at first, but it's important to pay attention to how many enemies are within proximity. The other patrons of the Inn will help out in this fight, and the majority are Harpers, meaning they're quite efficient in battle.

Keep an eye on Jaheira and heal her if necessary. She's useful to have around towards the end of the game. Isobel can also die in this fight and it's essential to keep her alive. Remember, she's the reason the Shadow Curse can't touch the Inn.

It's worth prioritizing the Winged Horrors at first, as they can stack up and get quite annoying in numbers. Use spells like Thunderwave to keep Marcus away from Isobel.

Once you've won the battle, loot Marcus. He'll have another True Soul parasite and some handy loot to pick up as well.

Jaheira will run in to check on Isobel, then they will both speak to you about taking Ketheric's head. From there, it's time to lay siege to Moonrise Towers.

Firstly, though, have one of your characters use the Moonlantern.

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You'll notice there's a pixie inside the lantern. Free her- she'll give you a blessing and a silver bell to keep you permanently safe from the Shadow Curse.

Now, head over to Moonrise Towers using the map marker to guide you. The general direction you want to follow is southwest.

Stick to the path- it's possible to run into some quite deadly enemies along the way, including Weazels with a garrotte ability. If you get caught by this, you can simply move away from them to break the effect.

Once you're at Moonrise Towers, the Zealot guards will stop you.

Now, it's time to head over to the Entering Moonrise Towers section of the other Infiltrate Moonrise Towers guide. You'll be able to work forwards from there to complete the quest- and pick up some great loot for your party in the process.

Up Next: Defeat Ketheric Thorm

PreviousInfiltrate Moonrise Towers (Underdark Route)NextDefeat Ketheric Thorm

Top Guide Sections

  • Beginner's Guide - Essential Tips and Tricks
  • Walkthrough
  • Things to Do First
  • Things Baldur's Gate 3 Doesn't Tell You

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Infiltrate Moonrise Towers (Mountain Pass Route) - Baldur's Gate III Guide - IGN (1)

Baldur's Gate III

Larian Studios

ESRB: Mature
PlayStation 5Xbox Series X|SPCMacintoshStadia

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OverviewBeginner's Guide - Essential Tips and TricksWalkthroughThings to Do First

Infiltrate Moonrise Towers (Mountain Pass Route) - Baldur's Gate III Guide - IGN (2024)
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