In the vast and perilous world of Baldur's Gate 3, one of the most profound and intricate narrative threads revolves around a group of desperate refugees. These are the tieflings from the fallen city of Elturel, a people scarred by disaster and seeking sanctuary in the distant city of Baldur's Gate. Their journey mirrors that of the player's own party, fraught with danger and moral complexity. Among the game's many challenges, securing the "Leave No One Behind" achievement stands as a testament to a player's compassion, strategic foresight, and sheer determination. This achievement is not merely a checkbox on a list; it represents a commitment to shepherd as many of these vulnerable souls as possible through the game's harrowing first two acts, ensuring they reach the relative safety of the titular city. However, this noble goal is deceptively difficult, as seemingly minor choices can have fatal, irreversible consequences for the refugees. The path to success requires meticulous attention to detail at every turn.

Understanding the Achievement's Core Challenge
The "Leave No One Behind" achievement presents a unique and often heartbreaking challenge. It is crucial to understand that not every tiefling refugee can be saved in the traditional sense. Some characters are fated to die due to the story's narrative design, regardless of the player's actions. The achievement's logic is fascinating: it focuses on preserving life for as long as possible within the confines of the game's events. This means players must save characters who are destined to perish later, ensuring they survive through specific key moments. The metric is not a final headcount in Baldur's Gate, but rather a measure of preventing preventable deaths at every juncture. This adds a layer of tragic realism to the endeavor.
Furthermore, the choice of player character can dramatically increase the difficulty. Choosing the Dark Urge origin introduces a scripted, almost unavoidable event where the character murders the beloved tiefling bard, Alfira. This single act can shatter the achievement's conditions. To circumvent this dark destiny, players must employ a specific, somewhat game-y tactic: knocking Alfira unconscious before taking a long rest after initially meeting her in the Druid's Grove. This highlights the extreme measures sometimes required to uphold this moral commitment.
Securing the Tieflings' Survival in Act One: The Emerald Grove
The foundation for saving the refugees is laid in Act One, centered around the embattled Emerald Grove. The initial encounter is critical: a band of goblins attacks the tieflings at the gate. Here, the leader Zevlor's life hangs in the balance, and he must be protected from falling in this early skirmish. Upon entering the relative safety of the Grove, a series of interconnected tasks must be completed to ensure the community remains intact.
The following list outlines the key individuals and events that require player intervention:
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Nadira: Found on a hill with her telescope, she is targeted by a bugbear assassin. This threat must be eliminated.
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Arka: This grief-stricken tiefling aims a crossbow at a caged goblin prisoner. She must be persuaded through dialogue to stand down. If she executes the prisoner, she will later leave the Grove seeking vengeance and meet her end.
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Rolan, Cal, and Lia: This trio of siblings plans to abandon the refugees. Persuading them to stay is vital, as their presence later becomes crucial for saving other lives.
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The Children - Mirkon and Arabella:
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Mirkon is lured to the shoreline by harpies' song and requires rescue. Saving him grants information about Mol's secret hideout, building a relationship with the tiefling child-thief that yields future benefits.
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Arabella faces judgment from the druid Kagha and her deadly snake. Successful persuasion or intimidation checks are needed to spare her life.
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The central conflict of Act One involves the hostile goblin camp. While one strategic option is to lure the goblin forces back to the Grove for a defensive battle, this choice inevitably puts the tiefling non-combatants at extreme risk. The safest course of action for the refugees is to take the fight directly to the goblins at their own camp. By dismantling the threat at its source, the Grove is spared further violence, allowing the tieflings to begin their exodus to Baldur's Gate in a more secure state.
The Perilous Journey Through Act Two: Shadow-Cursed Lands
Even with perfect success in Act One, the journey through the Shadow-Cursed Lands in Act Two is a grim filter. Players will discover several tieflings from the Grove already dead upon arrival, including Arka, while others like Nadira simply vanish. Their specific fates no longer impact the achievement, but a significant number of refugees still need protection in this blighted realm.
The primary safe haven is Last Light Inn, a bastion of light against the pervasive shadow. This sanctuary must not fall. Its protective shield is paramount; if it collapses, almost all remaining tieflings perish instantly. Furthermore, when the Absolute's forces launch a direct assault on the Inn, players must be vigilant in combat. Winged Horrors pose a particular threat and can quickly kill multiple refugees if left unattended.
After securing the Inn, the next major objective is the Moonrise Towers prison. Here, tieflings including Cal, Lia, Lakrissa, and Danis are held captive. Their freedom is typically secured by aiding the gnome Wulbren Bongle in engineering a prison break, guiding the escapees back to the safety of Last Light.
However, the rescue mission extends far beyond the prison walls:
| Character | Location | Action Required |
|---|---|---|
| Rolan | Southern edge of the map | Rescue from Shadows after he leaves the Inn to search for his siblings. |
| Arabella | Near the House of Healing | Find her searching for her parents and invite her to your camp for safety. |
| Zevlor | The Mind Flayer colony (Illithid Oubliette) | Rescue during the climactic assault on Moonrise Towers. |
Completing this exhaustive list of rescues ensures the maximum possible number of tiefling refugees will arrive in Baldur's Gate. Yet, the achievement is not awarded at this point. The survivors' ordeal is not over.
The Final Hurdle: Safety in Baldur's Gate
Act Three in Baldur's Gate itself presents final, subtle dangers. The tiefling survivors can still be killed if they are caught in the crossfire of street battles or specific story events. A final, often overlooked requirement is to locate Mol within the Guildhall and speak with her. Only after this conversation is she officially considered "safe" for the purposes of the achievement. Therefore, players must remain cautious and ensure all surviving refugees navigate the city's chaos unharmed. Upon finally completing the game's story, having lost no one who could have been saved, the coveted "Leave No One Behind" achievement will be unlocked, a true mark of a heroic and persevering journey.

In summary, the quest to save the tiefling refugees is a marathon, not a sprint. It weaves through every major chapter of Baldur's Gate 3, demanding constant vigilance, careful dialogue choices, and strategic combat priorities. It transforms the player from a mere adventurer dealing with a personal crisis into a guardian for an entire community, making the eventual success—or failure—deeply personal and emotionally resonant. The achievement serves as a powerful reminder of the weight of choice in a world where innocence is perpetually under threat.
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