Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
None of these are timed. They are proximity based emergencies that should take priority.
I'm not really sure how people are having so much trouble with this. If you find the thing, do the thing and don't leave the map til you have finished it.
None of it has anything to do with long rest, except for Nere, and you still get one long rest and a warning.
And further just because you didn't get so do something doesn't mean you failed; it just means you had a different outcome. You cannot do literally every single quest in the game. You also cannot always save everyone.
Yet, still I have managed to not lose any of this stuff, by just doing things as I find them...
This is the answer.
Also the vendors have some decent stuff.
Literally only need time deal with the guards at the bottom if you get caught.
But it doesn't tell you which ones will fail. Obviously some quests will not fail because they continue in Act 3, but the quest journal doesn't really tell you which is which.
Besides which it at least seems reasonable you might consider going to moonrise Tower like the game tells you - and going there then points you to the shadowfell as the next location
I think those quests only fail after the Act 2 boss-fight, so there's quite a lot of time before entering the sanctuary and finding out which quests fail.
What I found most confusing was that only some of the people you need to rescue can (and must) be rescued before you finish Act 2. But some others can only be rescued after storming the towers and one NPC isn't even in Act 2 at all after their capture. The game just does not tell you about this clearly.
I did get to Moonrise Towers before I went to the temple. But I didn't want to risk a fight there (with an invincible Ketheric still around).
I know now that you can kill guards in Moonrise without everyone becoming hostile and that you cannot rescue some prisoners after storming the place. But neither of these things are logical per se nor does the game inform you about any of this.
Game does inform you that certain prisoners are somwhere else, where you don't have access yet and in case of mol she isn't even in prisoner logs, so she never reached moonrise towers.
True, but by the time you find the prisoner logs you likely already decided to rescue the prisoners before storming the tower.
The game could be specific about which quests will fail after the point of no return. I still had some quests related to things near the Githyanki creche at that point. I had assumed these would fail as soon as I entered the Shadowlands, but they didn't. A reasonable player cannot always know exactly which quests will fail and which ones will not after a point of no return.
Since it is absolutely certain that not all quests will fail and the game does not specify which ones will fail, there can be confusion about what happens after a point of no return.
Specifically, the prisoners are not hostages, so rescuing them by first overcoming the invincibility of the enemy leader and then storming the tower where they are held does not at all seem like an unreasonable course of action.
If you simply apply basic logic to the situations presented in the game, you shouldn't be at risk of causing anything to fail unless you actively weren't paying attention. If you know something is urgent, and you do the urgent thing first - it almost always will be fine.
If you leave people dying to poison gas and do your own thing with long rests, they'll die.
If you leave someone taken prisoner to a murderous druid and leave to do your own thing, they'll be killed.
If you don't rescue prisoners kept prisoner by a murderous lunatic and a cult and decide to go free someone else in a deep dungeon instead, they might end up dying too.
Pretty much all of these sorts of situations are predictable if you're paying attention, but I do think that something like a basic warning prompt before long resting or entering a certain zone would be nice (as an optional feature). Wouldn't hurt, but I am sad that it is necessary.
But maybe causing trouble in the prison alarms the guards and they will send for Ketheric and then you are stuck in a prison facing an invincible foe.
Now that doesn't happen of course, but you only find that out by trying it.
You also BENEFIT from scouting moonrise. If you dont scout moonrise and just blindly 'assault it' its obviously gonna pan iout differently and you're gonna also have less quests.