Baldur’s Gate 3 – Find Mol Quest Guide (Act 2)

Mol’s Kidnapping

This quest appears only for those who completed Save the Refugees with the tiefling refugees and the Druid Grove protected.

The tiefling kids discuss rescuing Mol.

Mol is kidnapped during Resolve the Abduction or Capture Isobel the Selûnite Cleric, after the party speaks with Isobel in the Last Light Inn. Once Isobel is spoken to and blesses the character, a Flaming Fist named Marcus confronts her and demands that she go to Moonrise Towers with him to see Ketheric Thorm.

Isobel refuses and Marcus summons several Winged Horrors to aid him. One of those Winged Horrors swoops in to capture Mol and whisks her away, seemingly to Moonrise Towers.

After the kidnapping, if Isobel was saved, the party finds the tiefling children planning on how to rescue Mol. Mirkon wants to bust in and rescue her, while Mattis tries to convince the party to stay at the Inn. The party can offer to search for Mol, which causes the kids to abandon their plans.

The party can attempt to search Moonrise Towers for Mol, but she is not in Moonrise Towers Prison, nor anywhere else in the Tower. At the end of Act Two, during Defeat Ketheric Thorm, the party can search the Mind Flayer Colony for Mol, but she is not there. However, her Eyepatch (X:700, Y:-112) can be found in the Necrotic Library.

Baldur’s Gate

Mol can be found in Act Three in the Lower City. She is working for the fetcher in the Guildhall.

There are several paths to the Guildhall. The fastest route is to use the manhole (X:127, Y:-30) in the alley north of the Basilisk Gate waypoint and smash through the western wall (X:38, Y:784). Follow the path west and there is a locked door to the Guildhall. Lockpicking it (DC 20) grants easy entry. Above ground, there is an alley (X:57, Y:-101) guarded by Tuskgront and several other Guild members.

If Aid the Underduke was started and the party aided Farlin in Rivington, they are instantly recognized as allies of the Guild and allowed entry. If Jaheira is in the party, selecting “Careful, that’s the High Harper Jaheira you’re speaking to” smooths the way without any checks. Otherwise, a Deception, Intimidation, or Persuasion check allows passage.

The party can ask her how she escaped Moonrise, but she refuses to elaborate. She simply says that if she survived the hells, she could survive anything and leaves it at that.

The party can ask about her future plans, to which she says she plans to work her way up the ladder and eventually take over the Guild one day. For now, she refers the party to Sticky if they wish to trade.

The House of Hope

The Infernal Gem locks away Mol’s contract.

If the party undertakes Deal with the Devil and decides to Escape the Deal, the party can find find Mol’s infernal contract.

The contract is in the House of Hope, locked in a room with an Inert Infernal Gem (X:-6481, Y:2944). Interacting with the gem requires a Wisdom (DC 10) and an Arcana (DC 20) check to open. If the party takes the contract and returns it to Mol, she is impressed and thanks them.

She can be convinced to help the party with her new powers with a Persuasion check (DC 15). If the party killed Raphael and informs her of this, she gets angry and says she’ll take over the Guild with or without the contract, but that her Guild won’t look kindly on the party.

Quest Rewards

  • Mol as an ally for Gather Your Allies.

Notes

Although Mol’s eyepatch can be found, it cannot be returned to her.

Volodymyr Azimoff
About Volodymyr Azimoff 13813 Articles
I love games and I live games. Video games are my passion, my hobby and my job. My experience with games started back in 1994 with the Metal Mutant game on ZX Spectrum computer. And since then, I’ve been playing on anything from consoles, to mobile devices. My first official job in the game industry started back in 2005, and I'm still doing what I love to do.

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