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
Just be careful to not slaughter all the teiflings (do not wonder far from the spot and others will not agro), they will not give a crap about it when the fight ends and you are fine.
Also if you save the kids Mol will not remember what happened and will be friendly in ACT 2.
Or is that going to cause bugs further down the road? Or will quests play out properly even if she counts down and then disappears? Does she come back so I can talk to her to do any quests that might involve her a bit later? (eg. ones that tell me to go to the hideout - no spoilers on quest specifics please)
Thanks.
I too found the hideout like you and after I left I later ran into the kids shop and helped another one that gave me a "password", however the password is of no use now as I already found an alternative way in. Mol did the same for me, counted and ran. I've not bumped into Mol yet so not sure what will happen, still on act 1.
I've lived with the choice and carried on (I don't save scum), however on the next play through you might want to do some "meta gaming" and get the password first. :)
OK. So you found the password that in theory makes them friendly, but Mol has still disappeared because you went in early?
I've discovered the hatch - which I can enter without a password - but I guess I might not go in until I've been invited. Then I guess when Mol threatens me with her countdown hopefully there'll be an option to make her friendlier.
When I go in and Mol counts down, the other tieflings are friendly in there, it's just she disappears. Even leaving before she finishes her countdown - returning, she's still counting down. Is there any way to make her return?
I was sympathetic to her when I first started playing BG3, but the more I played the game the more I realized she is ruthlessly taking advantage of all the other kids. They think she is helping them, but really she's just looking out for herself and manipulating them. Manipulating you too, if you let her.
In ACT 2 however (provided that you saved both kids at least) she does not recall any of this and is friendly
Is it a bug? IMO, it is just poorly polished quest/world-state logic.
Do you lose any quests on that - not really (if you do not kill too many tieflings and/or Wyll). Or at least I do not recall anything significant Mol would do in ACT 1 otherwise.
Thanks. In terms of getting the most 'Mol' content, it sounds as if I shouldn't enter the hideout until I have good reason to from later in Act 1, then - hopefully there'll be a dialogue option to make her friendly at that point even if I don't need a password to get in...
As you will later find out, Mol is "in contract" with Raphael, so to speak.
In Act 3, where else is she, but of course, the Thieves' Guild.
I wasn't the least bit surprised by this. That said, me Mr. Oblivious actually didn't notice that her and Raphael are sitting in Last Light Inn playing a game when you first arrive. ... which they are. Raphael is there playing a game with her, but at that point, says nothing to you. At least not until your choose to interact.
Mol can give you one of the best buff benefits for 'gather your allies' if you give her Raphael's contract, releasing her. But won't do this if you tell her you killed Raphael, so don't.