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Tiefling Hideout: Difference between revisions

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=== Access ===
=== Access ===
There are Tiefling Hideout can be reached in two ways:
 
*Through the '''Concealed Hatch''' {{Coords|227|553}} in [[The Hollow]] of the [[Emerald Grove]]. The hatch can be revealed by succeeding on a [[Perception]] and [[Investigation]] check when speaking to {{CharLink|Doni}}. If [[Investigate the Beach]] is completed, {{CharLink|Mirkon}} will tell the party the password and to speak to Doni, who will let them in. It is possible to enter without a password, but then Mol will tell the party to leave in 'a tencount'. Once the ten seconds are up and the party has not left yet, then Mol will exit through the other entrance. On leaving the hideout, the party will then be accosted by the guards for 'threatening children' and will need to pass a deception check of 20, or the party member who spoke to Mol will be sent to prison.
The Tiefling Hideout has two entrances:
*Through the '''Rocky Crevice''' {{Coords|224|564}}  in [[The Hollow]] of the [[Druid Grove]]. A party member must be small-sized in order to fit through.
 
* Through the '''Concealed Hatch''' {{Coords|227|553}} in [[The Hollow]] of the [[Emerald Grove]], behind {{CharLink|Doni}}.
** The hatch can be revealed by succeeding on a DC 10 [[Perception]] check while speaking to Doni, followed by a DC 10 [[Investigation]] check.
** If [[Investigate the Beach]] is completed by saving {{CharLink|Mirkon}}, he tell the party the password and to speak to Doni, who will let them in.
* Through the '''Rocky Crevice''' {{Coords|224|564}} in [[The Hollow]] of the [[Emerald Grove]], where {{CharLink|Silfy}} escapes to after stealing, or being caught trying to steal, the party's belongings. See [[Find Your Belongings]].
** A party member must be small-sized or smaller in order to fit through the crevice. Small-sized creatures include [[gnome]]s, [[halfling]]s, and normal-sized creatures under the effect of [[Reduce]].
 
Entering the hideout without doing anything to befriend [[Mol]] will lead to her telling the party to leave in 'a tencount', and she will begin to count audibly. If the party doesn't leave in time, Mol will run away. After leaving, the party will then be accosted by the guards outside, for 'threatening children', and will need to pass a DC 20 [[deception]] check or the party member who spoke to Mol will be sent to prison.


==Characters==
==Characters==

Revision as of 01:24, 27 August 2024

The Tiefling Hideout is a Location within the Emerald Grove in Act One of Baldur's Gate 3. It is a hidden location that can only be accessed by being invited or fitting through a small hole.

Overview

Mol Mol and her fellow tiefling children are currently using the hideout as a home base to run scams and other exploits out of. After earning Mol's favor the party can speak to her here to obtain the quest Steal the Sacred Idol Steal the Sacred Idol, as well as trade with Mol.

After the tieflings have left the village, another NPC sets up here and guards the items.

Access

The Tiefling Hideout has two entrances:

  • Through the Concealed Hatch X: 227 Y: 553 in The Hollow of the Emerald Grove, behind Doni Doni.
    • The hatch can be revealed by succeeding on a DC 10 Perception check while speaking to Doni, followed by a DC 10 Investigation check.
    • If Investigate the Beach is completed by saving Mirkon Mirkon, he tell the party the password and to speak to Doni, who will let them in.
  • Through the Rocky Crevice X: 224 Y: 564 in The Hollow of the Emerald Grove, where Silfy Silfy escapes to after stealing, or being caught trying to steal, the party's belongings. See Find Your Belongings.
    • A party member must be small-sized or smaller in order to fit through the crevice. Small-sized creatures include gnomes, halflings, and normal-sized creatures under the effect of Reduce.

Entering the hideout without doing anything to befriend Mol will lead to her telling the party to leave in 'a tencount', and she will begin to count audibly. If the party doesn't leave in time, Mol will run away. After leaving, the party will then be accosted by the guards outside, for 'threatening children', and will need to pass a DC 20 deception check or the party member who spoke to Mol will be sent to prison.

Characters

Related quests

Notable loot

Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward: