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Mol: Difference between revisions

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(→‎Act One: Improve wording and formatting and mention additional way of befriending Mol.)
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== Involvement ==
== Involvement ==
=== Act One ===
=== Act One ===
If completing [[Investigate the Beach]] by saving [[Mirkon]] from the Harpies, then returning to [[Doni]], will allow entrance to the Tiefling Hideout. Mol will thank the party for helping Mirkon. If [[Arabella]] was [[Save Arabella|helped]] also, then talking to Mol will start the quest [[Steal the Sacred Idol]].


It's also possible to enter the hideout if passing a DC 5 [[Skill Check|perception check]] near the back entrance, where [[Silfy]] runs to after stealing fromthe party (or trying to do so unsuccessfully). To be able to fit through the crack revealed by the perception check, it's necessary to be of small size  (E.g., a halfling or gnome, using Disguise Self to present as a halfling or gnome, or under the effect of [[Reduce]].). If entering the hideout before saving Mirkon from the [[Harpy|Harpies]], saving Arabella from [[Kagha]] or helping [[Meli]] with the stolen locket (either protecting or having Meli tell the truth), Mol will tell the party to leave the hideout. If the party does not, Mol will tell a guard that the party was threatening her, and then disappear from the hideout.
Mol is found in the [[Tiefling Hideout]] in act one. See linked page for ways to enter.
 
Entering the hideout without doing something to befriend her will lead to Mol telling the party to leave again. If the party sticks around regardless, it will lead to trouble with guards after leaving the hideout. There are a number of ways to befriend Mol:
 
* Completing [[Save Arabella]] by saving {{CharLink|Arabella}}.
* Completing [[Investigate the Beach]] by saving {{CharLink|Mirkon}}.
* Going easy on {{CharLink|Silfy}} after catching her trying to [[Find Your Belongings|steal your belongings]].
* Pocketing {{CharLink|Mattis}}'s ring when he tries to trick you, but giving it back to him later.
* Helping or going easy on {{CharLink|Meli}} when he's being confronted about stealing {{CharLink|Barth}}'s locket.


Mol takes pride on her schemes, and will mock those who think she is misbehaving. The party can instead show interest on her ''enterprise'' and offer an investment of 20 gold to found a Thieves' Guild when the Tieflings reach [[Baldur's Gate]].
Mol takes pride on her schemes, and will mock those who think she is misbehaving. The party can instead show interest on her ''enterprise'' and offer an investment of 20 gold to found a Thieves' Guild when the Tieflings reach [[Baldur's Gate]].
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If at any point the party harasses any of the children, Mol will tell the adult Tieflings who will question the party and potentially start a fight.
If at any point the party harasses any of the children, Mol will tell the adult Tieflings who will question the party and potentially start a fight.


If the party is on good terms with Mol, it will be possible to trade with after speaking to [[Zevlor]] upon returning from the [[Defeat the Goblins]] quest as long as the party don't choose to go directly to the camp party. (X:187, Y:475)
If the party is on good terms with Mol, it will be possible to trade with after speaking to [[Zevlor]] upon returning from the [[Defeat the Goblins]] quest as long as the party don't choose to go directly to the camp party. {{coords|187|475}}


Should the party side with the refugees, she will be found during the celebration at the campsite, after robbing some wine. Mol will reveal she is planning on selling it for an expensive price once the attendees run out of drinks.
Should the party side with the refugees, she will be found during the celebration at the campsite, after robbing some wine. Mol will reveal she is planning on selling it for an expensive price once the attendees run out of drinks.

Revision as of 00:34, 27 August 2024

Mol is a tiefling refugee in Baldur's Gate 3. She can be found at the Emerald Grove in the Tiefling Hideout, and is the leader of the gang of refugee children hiding at the Grove.

Portrait Mol.png
I wouldn't miss it for the world. Baldur's Gate is home now, and the Brats are my family. Nobody messes with my family.
Mol when asked to help defend Baldur's Gate

Overview

Mol is part of a group of tiefling refugees, who are trying to reach Baldur's Gate after being expelled from Elturel. Comprised mostly of civilians and children, and with goblins currently blocking the road, the tieflings have taken refuge at the Emerald Grove.

Mol herself leads the other tiefling children as a crime boss, directing and coordinating their exploits from a small hideout beneath the grove.

Involvement

Act One

Mol is found in the Tiefling Hideout in act one. See linked page for ways to enter.

Entering the hideout without doing something to befriend her will lead to Mol telling the party to leave again. If the party sticks around regardless, it will lead to trouble with guards after leaving the hideout. There are a number of ways to befriend Mol:

Mol takes pride on her schemes, and will mock those who think she is misbehaving. The party can instead show interest on her enterprise and offer an investment of 20 gold to found a Thieves' Guild when the Tieflings reach Baldur's Gate.

She can also give the party their belongings back if successfully scammed by Mattis and Silfy.

If at any point the party harasses any of the children, Mol will tell the adult Tieflings who will question the party and potentially start a fight.

If the party is on good terms with Mol, it will be possible to trade with after speaking to Zevlor upon returning from the Defeat the Goblins quest as long as the party don't choose to go directly to the camp party. X: 187 Y: 475

Should the party side with the refugees, she will be found during the celebration at the campsite, after robbing some wine. Mol will reveal she is planning on selling it for an expensive price once the attendees run out of drinks.

Act Two

If Mol survived Act One, she will vouch for the party when first entering the Last Light Inn. Afterwards, she can be found near the bar in the Last Light Inn thinking about how she can scam money out of Isobel.

She can also be found playing lanceboard with Raphael and the party can try to help her win the match.

When the Last Light Inn is ambushed by Marcus, Mol is kidnapped. This starts the quest Find Mol.

Act Three

Mol can be found in the Guildhall in Chapter Three, working for Sticky Dondo. She no longer wears an eyepatch and has two healthy eyes.

In the House of Hope the party can find Mol's Contract. When talking to Mol about it, she says she made a deal with Raphael to escape Shadow-Cursed Lands, but does not elaborate. If telling her the the party killed Raphael, she becomes angry and reveals that Raphael was her patron, and that the party have ruined her future career. Otherwise, if not telling her about Raphael, she will help in the final fight with a passive buff (see Gather Your Allies).

Related Quests

Gallery

Notes

  • Mol received a significant appearance change during Early Access. She used to have longer hair, different horns, and an eyepatch over her left eye.

References

External links