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First part of the sentense:
If you're ever unsure, especially after the game gives you that glaring warning, make a save.
So finding them is a urgent matter, and nothing up until this point in the game told you that if you went to moonrise towers it will be an imediate fight, quite the contrary in fact, the game offers you multiple hints that you can go to moonrise towers and just see what's up with no strings attached, and when you go there you should see that getting them out of there as quickly as possible is important.
The only issue i personally had was that Mol and Zevlor are nowhere to be found in moonrise tower and the game doesn't make it clear to the player that they are not gonna find them there and they need to progress the story.
So... you were warned that it was a point of no return, went on anyway, and now you'r ♥♥♥♥♥♥♥' like a sissy?
Take ownership of your mistakes, whelp.
It should at the very least cause the player to pause and think "hey maybe i need to go to moonrise towers before i go into this water.
how would they know that? I left nobody alive to tell tales. Did you?
And no the game shows you that you can infiltrate the tower just fine, because the way you get the lamp, you ambush a "patrol" of cultists, and you can lie your way through that ambush and make them give up the lamp, or kill them all and take the lamp, again you leave no survivors. I believe there is also another dialogue in the last light where you are specifically told that you should infiltrate the tower.
It does not requires combat. Saving the thieflings may require combat - i'm not completely sure on that tbh- but that can be done on your way out of the towers so it doesn't matter much that everyone in the tower will see you as hostile - they don't btw, at least not how i did it - the way i did it was somewhat silly i admit - the fact that i murder everyone in the dungeons and on the pier and nobody in the main hall was even remotely aware of what was happening is somewhat silly but it's a game, and the things i did in act 1 in that goblin camp were equally silly.