Locationmajor

Tiefling Hideout

The Tiefling Hideout is a small underground cavern beneath the south-western part of the Hollow in the Emerald Grove.

Importancemajor

Key takeaways

  • The hideout is beneath the Hollow, not a general name for every tiefling area in the Grove.
  • There are two entrances the concealed hatch near Doni and the rocky crevice beneath the ladder near Mattis’s area.
  • Rescuing Mirkon from the harpies is the cleanest route to an invitation and gives the party the password for the hatch.
  • Mol’s approval matters Entering without earning her trust can lead to a forced departure, a confrontation with the guards and possible imprisonment.
  • The hideout is tied to several missable activities, especially recovering stolen belongings, returning Barth’s locket and starting Steal the Sacred Idol.
  • The children are not ordinary merchants or a formal faction with a public shop Mol can trade with the party after she accepts them, but the hideout is primarily a story and quest location.

Note

Base game guide. This article covers the Tiefling Hideout beneath the Hollow in the Emerald Grove during Act One. It does not treat the wider Hollow, the Secluded Chamber, the Sacred Pool, or other Emerald Grove interiors as part of the hideout itself.

Overview

The Tiefling Hideout is a small underground cavern beneath the south-western part of the Hollow in the Emerald Grove. It serves as the base of operations for Mol and her gang of tiefling children, who use the tunnels to hide stolen property, organise scams and plan their eventual journey to Baldur’s Gate.

Although the hideout is physically close to several important Grove locations, it is its own named subarea. The nearby Hollow, Secluded Chamber, Sacred Pool and Makeshift Prison should not be conflated with it. The hideout has two known entrances in the base game: a concealed hatch near Doni and a narrow rocky crevice that can only be entered by a suitably small character or creature.

Most of the location’s significance comes from its connections to the tiefling children’s quests. It is where the player can meet Mol properly, recover belongings stolen during Find Your Belongings, find Barth’s stolen locket, obtain the unique book Mirkon’s Story, and begin or influence the Steal the Sacred Idol quest. Its peaceful exploration is also strongly dependent on whether Mol considers the party an ally.

Subareas and physical features

The hideout is compact, with a central cavern, raised ledges, storage areas and a stream or chasm dividing part of the space. The notable internal features are:

The location has no formal street grid, named buildings or independent settlement districts. Its apparent “shops” and piles of objects are scenery or gang storage, not evidence of permanent businesses.

Named places directory

The hatch and crevice are the two access points. The stolen-goods stash and wicker chest are functional points of interest rather than separately named map regions.

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Named places directory

Route 1: the Concealed Hatch

The concealed hatch is in the Hollow at approximately X: 227, Y: 553. It is guarded by Doni, who is normally found near the entrance area. The hatch is not immediately obvious. A passive Perception check can reveal it while speaking with Doni, followed by an Investigation check to work out how to use it. Rangers and rogues receive an advantage on the Investigation check according to the location data.

The most reliable way to use this entrance is:

This route is preferable for most parties because it avoids forcing a character through a narrow gap and establishes a positive relationship with Mol’s gang.

Route 1: the Concealed Hatch: steps

  1. 01
    Travel to the Hollow.
  2. 02
    Speak with the tiefling children and investigate their activities.
  3. 03
    Complete Investigate the Beach by rescuing Mirkon from the harpies.
  4. 04
    Return to Mirkon or follow his directions to Doni.
  5. 05
    Speak with Doni and use the password Mirkon provides.
  6. 06
    Enter through the hatch.

Route 2: the Rocky Crevice

The second entrance is a rocky crevice at approximately X: 224, Y: 564, on a ledge beneath a wooden ladder in the Hollow. It requires a Perception check to notice. Only a Small or Tiny character can pass through it. This includes gnomes and halflings, as well as characters who have been reduced, disguised as a suitably small race or transformed into an appropriately sized creature. Certain summons and shapeshifted forms can also use the route.

Silfy may flee through this route after a theft-related encounter in the Hollow. That makes the crevice especially relevant to Find Your Belongings, although it is also possible to use it as an alternative entrance when the party has a suitable character.

Practical access advice

If no party member can fit through the crevice, do not assume the route is unavailable permanently. A spell or transformation that changes the character’s size can solve the problem. However, the hatch remains the more straightforward path because it does not require a particular body size.

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Mol

Mol is the leader of the gang and the hideout’s principal resident. She presents herself as a confident young criminal organiser, directing the other children and imagining a future in which they establish themselves in Baldur’s Gate. Her dialogue makes clear that the hideout is not merely a shelter. It is the gang’s headquarters and a place where Mol coordinates scams and plans.

Mol’s attitude changes depending on the party’s treatment of the children. Helping them, protecting them from adults and resolving their problems peacefully can earn her approval. Threatening them, allowing them to be mistreated or entering the hideout without permission can produce a hostile response.

The investment dialogue grants the Paying It Forward inspiration to party members with the Urchin background, according to the location’s quest information.

Zaki

Zaki is one of the children associated with Mol’s gang and is listed as a hideout character. He is part of the ordinary background population of the hideout rather than a separate merchant or quest-giver.

Meli

Meli is a conditional visitor or resident. If Aradin Beno and his group leave the Emerald Grove, Meli can appear in the hideout at approximately X: 87, Y: 71, practising pickpocketing on a dummy. Her presence therefore depends on the progression of the Grove’s opening events rather than being guaranteed from the moment the area is entered.

Mirkon

Mirkon is primarily associated with the Secluded Cove and the Investigate the Beach quest, not as a permanent hideout resident. If the party rescues him from the harpies, he can direct them to Doni and provide the password for the concealed hatch. He may also appear in or be associated with the hideout depending on the relevant progression state.

Silfy

Silfy is primarily encountered in the Hollow during the theft-related sequence. If she is caught or flees after stealing from the party, she retreats towards the hideout through the rocky crevice. Her presence there is conditional and tied to the outcome of that event rather than representing a permanently available service.

Character directory

Not residents of the hideout

The following tiefling characters belong to the wider Grove or refugee storyline but should not be counted as residents of the hideout:

This separation matters when using the hideout as a location category. The wider tiefling refugee directory is much larger than the hideout’s own named population.

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Mol’s gang

Mol’s gang is an informal group of tiefling children operating independently within the refugee population. It is not the same as Zevlor’s organised refugee leadership or the Grove’s druidic authority.

The hideout is therefore both a refuge and a criminal headquarters. Its inhabitants are vulnerable children, but the game does not present their activities as harmless. The party can be robbed, deceived or threatened with consequences for interfering.

Guards and law enforcement

There is no dedicated guard force stationed inside the hideout. The important security response comes from the guards outside the hideout’s entrances. If the party enters without earning Mol’s favour and ignores her demand to leave, she can run away. On exiting, guards may accuse the interacting character of threatening children. A failed Deception check can lead to imprisonment.

This is a social-security system rather than a conventional dungeon alarm:

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Mol’s trade

Mol can trade with the party after the group has earned her approval. This is a personal trade interaction, not a general shop district. The hideout does not contain a separate armourer, general store, blacksmith or alchemist.

Do not treat nearby Grove merchants such as Mattis, Dammon or Aaron as hideout services. They are located elsewhere in the Emerald Grove and remain separate businesses or NPC encounters.

Gang storage

The hideout contains gang storage, including items taken from visitors. This storage is not a purchasable property and is not a conventional merchant inventory. It can nevertheless be relevant to recovering the party’s stolen belongings.

Services directory

There is no verified evidence that the hideout contains a formal inn, crafting station, permanent vendor stall or travel checkpoint.

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Brass Locket

The Brass Locket stolen from Barth can be found in a chest in the hideout. It is linked to Return the Locket. The party can recover it and give it back to Barth, resolving the dispute in a way that is separate from the larger child-gang storyline.

Because the item is stored among the gang’s possessions, taking it without permission may affect how the children react. If the party wants to preserve a peaceful relationship with Mol, speaking to her and using the available dialogue is safer than simply taking everything from the stash.

Mirkon’s Story

Mirkon’s Story is found in the hideout and is associated with Mirkon. It is a small piece of written lore rather than a major equipment reward. Its value is mainly narrative, giving additional texture to the children and their experiences.

Stolen party belongings

Items taken during Find Your Belongings may be held in the gang’s stash. If the party is able to speak with Mol peacefully, dialogue can provide non-violent ways to retrieve them. Another option is to attempt to steal the belongings back from the stash at approximately X: 94, Y: 74.

Recovering the items without making Mol and the children hostile can grant the Show Them How It’s Done inspiration to characters with the Criminal background.

Wicker Chest

At approximately X: 52, Y: 59, a gap over the underground stream can be crossed by:

The wicker chest on the far side contains gold and random alchemical ingredients. The location data describes it as safe to loot even while the children remain in the hideout.

Loot directory

The alchemical contents are not a fixed named collection. They should be treated as random or variable loot rather than a guaranteed list of specific ingredients.

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Investigate the Beach

This quest takes place at the Secluded Cove, outside the hideout’s boundaries. Its relevance here is that rescuing Mirkon can provide the password and a legitimate introduction to Doni. The beach itself should not be included as a hideout subarea.

Find Your Belongings

This is the hideout’s most direct theft-related activity. After the party is pickpocketed by one of the tiefling children, the stolen items can lead back to Mol’s gang and their hidden storage.

Suggested resolution

The route can be affected by failed checks, missed dialogue and the outcome of the children’s earlier encounters.

Suggested resolution

  1. 01
    Notice that items are missing after the encounter in the Hollow.
  2. 02
    Speak with the relevant children and investigate the theft.
  3. 03
    Enter the hideout through the hatch or crevice.
  4. 04
    Speak to Mol before taking anything if preserving a peaceful outcome matters.
  5. 05
    Use dialogue to request the return of the belongings, or cautiously recover them from the stash.
  6. 06
    Avoid starting a fight with the children unless accepting the resulting Grove consequences.

Return the Locket

Barth’s stolen Brass Locket is stored in the hideout. Returning it to him is a separate small quest activity and can be completed by recovering the item from the chest. The locket should not be confused with a general piece of gang loot or a random chest item.

Save Arabella

Save Arabella is a Grove quest involving the druids and tiefling refugees. It is not contained within the hideout, but the hideout’s residents and Mol’s attitude are part of the wider set of child-protection choices that can influence the party’s standing with the gang. The hideout itself should not be presented as Arabella’s location.

Steal the Sacred Idol

Mol can offer Steal the Sacred Idol after the party earns her approval. The quest concerns the druids’ Sacred Idol and is not completed entirely inside the hideout, but the hideout is where the gang’s request is presented and where the reward relationship with Mol begins.

This is a major progression point because the quest can alter the already tense relationship between the tiefling refugees and the druids. Players should consider resolving other Grove conversations before starting it if they want to understand the political consequences.

Investment in the gang

Mol can invite the party to invest 20 gold in the gang’s proposed future thieves’ guild in Baldur’s Gate. This is a role-playing interaction rather than a conventional financial system. It provides the Paying It Forward inspiration for Urchin-background characters, provided the relevant conditions are met.

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This route prioritises access, loot and peaceful outcomes.

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Investment in the gang: steps

  1. 01
    Explore the Hollow first. Speak with the tiefling children and observe the theft-related encounters before forcing entry into the hideout.
  2. 02
    Rescue Mirkon at the Secluded Cove. This gives the party a clear reason to speak with Doni and may provide the password.
  3. 03
    Return to the Hollow and find Doni. Use the concealed hatch rather than the crevice if possible.
  4. 04
    Enter with Mol’s approval. If Mol begins counting down, leave unless you are deliberately accepting a confrontation.
  5. 05
    Speak with Mol. Exhaust the available dialogue before looting the area.
  6. 06
    Resolve Find Your Belongings. Ask about the stolen goods or carefully recover them from the stash.
  7. 07
    Collect the Brass Locket. Decide whether to return it to Barth immediately or keep it temporarily while resolving other Grove business.
  8. 08
    Read Mirkon’s Story. It is easy to miss because it is a small lore item rather than a prominent quest reward.
  9. 09
    Check the stream crossing. Use a strong jumper, teleportation, flight or Badger Wild Shape to reach the wicker chest.
  10. 10
    Decide whether to accept Steal the Sacred Idol. This can have consequences for the Grove, so avoid treating it as a disposable fetch quest.
  11. 11
    Leave peacefully. Do not remain after Mol’s warning if you entered without permission.

Entering without permission

The most important hazard is not environmental. It is the reaction to trespassing. If the party enters before earning Mol’s trust and refuses to leave, Mol can flee and guards outside can accuse the party of threatening children. A failed Deception check may result in imprisonment.

The rocky crevice

The crevice is easy to overlook because it is a small, concealed environmental opening rather than a normal doorway. A Perception check reveals it. It is also easy to assume that the party lacks access when the real requirement is simply a Small or Tiny body size.

Stolen belongings

The party’s missing items may not be placed in an obvious display chest. They are associated with the gang’s stash. If the party leaves the Grove or advances its central conflict before investigating the theft, the opportunity to handle the situation peacefully may change.

Meli’s appearance

Meli’s appearance in the hideout is progression-dependent. If Aradin and his companions leave the Grove, she can appear inside, practising pickpocketing. This means the hideout’s population changes according to events elsewhere.

The wicker chest

The chest across the stream is a minor secret, but it is one of the few places where movement abilities and character Strength directly provide an optional reward. It is not necessary to enter the hideout, and it is easy to ignore after the main conversations.

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The hideout illustrates the difference between the tiefling refugees as a vulnerable community and Mol’s gang as a self-directed criminal group. The children are refugees affected by the same wider crisis, but they are not simply passive victims waiting for adult protection. Mol has created a hierarchy, controls information and treats the hideout as the first stage of a future criminal enterprise in Baldur’s Gate.

The location also reflects the Grove’s unstable power structure:

The hideout’s progression is therefore linked to the Grove’s broader crisis. Its contents and residents may change depending on whether children are rescued, whether refugees are expelled, whether the goblin threat is resolved and whether the party supports or undermines Mol’s schemes.

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Before leaving the Emerald Grove, consider checking the following:

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Is the Tiefling Hideout part of the Emerald Grove?

Yes. It is a named Act One location within the Emerald Grove, beneath the Hollow. It is a distinct subarea rather than another name for the entire Grove.

Can I enter without rescuing Mirkon?

Yes. The rocky crevice provides an alternative route for Small or Tiny characters, reduced characters, suitable disguises, transformations or compatible summons. The hatch can also be discovered through checks.

Why will Mol not let me stay?

You probably entered without earning her approval, or your earlier actions caused the gang to distrust you. If she begins counting down, leaving immediately is the safest way to avoid guards and possible imprisonment.

Is Mol a normal merchant?

No. Mol can trade conditionally, but the hideout is not a general shop. Her trade is part of her character interaction and quest relationship.

Are Mattis and the other Grove merchants inside the hideout?

No. Mattis, Dammon, Aaron and other Grove merchants are located elsewhere. The hideout contains Mol’s conditional trade interaction, not a collection of ordinary shops.

Can I get the Ring of Protection here?

The commonly discussed Ring of Protection is associated with Mol and the Steal the Sacred Idol storyline, but the precise acquisition depends on the relevant quest progression and dialogue. Do not assume that entering the hideout alone grants it. The hideout’s central confirmed rewards and items include the Brass Locket, Mirkon’s Story, stolen belongings and the conditional benefits of Mol’s quests.

Is the Secluded Cove part of the hideout?

No. The Secluded Cove is a neighbouring Grove area. It matters because Mirkon’s rescue can lead to access to the hideout, but it is not an internal subarea.

Can the children become enemies?

Yes. Trespassing, taking items without permission or allowing the situation to escalate can damage the party’s relationship with Mol’s gang. Some encounters are better treated as social stealth problems than as combat encounters.

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Sources