Minthara has been found guilt of incompetence — and sentenced to death! Will you rescue her from her plight, or let Ketheric Thorm’s justice take its course? Read our guide to see which option might be best for you.
Exits A – Exit to Main Level of Moonrise Towers B – Exit to Docks C – Sloop to Last Light Inn
Background
If Minthara survived Act 1, then during Act 2 when you reach Moonrise Towers, you’ll find her on trial for failing to recover the Mysterious Artefact. No matter what you say or do (if anything), Ketheric Thorm will sentence her to death and send her to the prison beneath the towers. This sentencing will trigger the quest.
Walkthrough
When you descend to the prison, you’ll find Minthara in a cell near the entrance (#1). Questioner Jasin and Questioner Sumera will be with her, breaking her down mentally so they can “erase” the things they don’t like while keeping the rest. There are three ways for you to approach the situation:
You can simply watch the questioners do their work. Minthara will end up compliant but lobotomized, and you won’t be able to do anything with her. This will end the quest.
You can attack the questioners. Minthara will assist you. The questioners will repeatedly cast Confusion on your party, so try to take them out as quickly as possible. Also be sure to have one character blocking the exit door from the cell, to prevent the questioners from wandering out and alerting the guards by the entrance. If you can keep the battle in Minthara‘s cell, then nobody else in the prison will notice.
You can trick the questioners. If you beat a DC-10 Deception check or a DC-14 Intimidation check when talking to them, then you’ll convince them to let you finish their work. At this point you’ll discover that the questioners were simply breaking down Minthara‘s defenses to make her more vulnerable to the Absolute. If you met the Absolute earlier in Moonrise Towers (in the rafters above the main level), then she will recognize you and give you access to Minthara‘s mind. Otherwise, you’ll have to beat a DC-18 Wisdom check to push her away.
When you connect to Minthara‘s mind, you can break her yourself (with the same result as the questioners breaking her), you can ask her to help you kill the questioners (with the same result as attacking them right away), or you can tell Minthara to act like she’s been broken, to fool the questioners. For the latter option to work, you’ll need to beat a DC-18 Deception, Intimidation or Persuasion check to convince the questioners to leave.
Killing or tricking the questioners will leave you alone with Minthara in her cell. If you want to, you can kill her at this point (or at any other point during the quest). Doing so will end the quest, but you’ll find a Mind Flayer Parasite Specimen on her corpse.
If you decide to help Minthara escape, then she’ll begin following you, and you’ll just need to lead her out of Moonrise Towers. You won’t be able to use waypoints or go to your camp while Minthara is with you, so you’ll either need to be sneaky or convincing to get her out without a fight.
If you want to avoid talking your way past guards, then you can turn Minthara invisible. You won’t be allowed to cast the Invisibility spell on her, but you’ll be able throw a Potion of Invisibility at her for the same effect. If the guards can’t see Minthara, then they won’t question you about her.
The first place you might get stopped is right outside Minthara‘s cell. If Adept Ghulen (#2) spots Minthara, then he’ll want to know where you’re taking her, and you’ll need to beat a DC-14 Intimidation or Persuasion check, or a DC-16 Deception check to convince him to let you pass.
Past Adept Ghulen, you’ll have three choices for which route to take during your escape:
You can exit to the main level of the towers (Exit A). However, when you reach the front entrance, Adept Merim and Zealot Malik will stop you if they see you with Minthara, and you’ll have to beat a DC-14 Deception, Intimidation or Persuasion check to convince them that it’s okay for Minthara to leave the towers.
You can exit to the docks (Exit B). Nobody patrolling there will care about you or Minthara, so you’ll have an easy escape in that direction.
You can take the sloop to the Last Light Inn (Exit C). None of the prison guards will question you on the way there, making it a safe route, but the sloop can only be used once, so we’d recommend either saving it for rescuing Wulbren and the tieflings from the prison, and using a different route for Minthara, or rescuing everybody at the same time.
When you reach Reithwin Town or the Last Light Inn, the game will recognize that you’ve led Minthara to safety. This will allow you to invite her to your camp, where she’ll become a full companion, or send her on her way and never see her again.
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Steven Carter
Starting with cassette tape games on the TRS-80, Steven has been playing, creating, and writing about games for a long, long time. This makes him experienced, not old. Lately, Steven has been focusing on walkthroughs, making sure everybody knows how to solve Towers of Hanoi puzzles.