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{{PageSeo
{{ up to date | 2023-09-03 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->
|title=Find Your Belongings
|keywords=Mattis, Thieflings, Silfy, Grove, Quest
|image=Mattis Find Your Belongings Quest.jpg
|description=Find Your Belongings is a quest in the Druid Grove in Act One of Baldur's Gate 3. It occurs by browsing the wares of Mattis.
}}
[[File:Mattis Find Your Belongings Quest.jpg|thumb|The tiefling kids are running a scam.]]
[[File:Mattis Find Your Belongings Quest.jpg|thumb|The tiefling kids are running a scam.]]
'''Find Your Belongings''' is a quest in the [[Druid Grove]] in [[Act One]] of [[Baldur's Gate 3]]. It occurs by browsing the wares of [[Mattis]].
'''Find Your Belongings''' is a quest in the [[Druid Grove]] in [[Act One]] of [[Baldur's Gate 3]]. It occurs by browsing the wares of [[Mattis]].


{{SpoilerWarning}}
{{SpoilerWarning}}
<br><br/>
==Objectives==
==Objectives==
''Objectives and journal entries may vary pending player decisions and outcomes.''
''Objectives and journal entries may vary pending player decisions and outcomes.''
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The party can speak to Silfy, a nervous child who calls herself a 'guard' for the store. With an intimidation check, she refers the party to her boss, [[Mol]], for more information on the stolen goods. The party can also speak to Mattis about the theft, which he will deny having any part of. He'll refer the party to the crack in the wall behind him, if they can fit. Lastly, the party can speak to Doni and he disappears. With an insight check, the party notices that he entered into a secret hatch.
The party can speak to Silfy, a nervous child who calls herself a 'guard' for the store. With an intimidation check, she refers the party to her boss, [[Mol]], for more information on the stolen goods. The party can also speak to Mattis about the theft, which he will deny having any part of. He'll refer the party to the crack in the wall behind him, if they can fit. Lastly, the party can speak to Doni and he disappears. With an insight check, the party notices that he entered into a secret hatch.


The hole to the secret lair is down a ladder behind Mattis (X:244, Y:563). It can be accessed using Disguise Self to turn into a small race, such as a gnome, or by utilizing a Wild Shape. Gnomes, Halflings, and Dwarves are small enough to simply access the hole as-is. You can also use {{SAI|Gaseous Form}} or {{SAI|Wild Shape: Cat}}
The hole to the secret lair is down a ladder behind Mattis (X:244, Y:563). It can be accessed using Disguise Self to turn into a small race, such as a gnome, or by utilizing a Wild Shape. Gnomes, Halflings, and Dwarves are small enough to simply access the hole as-is.


If the party completes [[Investigate the Beach]] and manages to save [[Mirkon]], he invites the party back to the secret lair. Because of this favor, Mol happily hands over the stolen goods. Siding with [[Meli]] in [[Return the Locket]] and saving [[Arabella]] from the snake in [[Save Arabella]] can also put the party in Mol's good graces.
If the party completes [[Investigate the Beach]] and manages to save [[Mirkon]], he invites the party back to the secret lair. Because of this favor, Mol happily hands over the stolen goods. Siding with [[Meli]] in [[Return the Locket]] and saving [[Arabella]] from the snake in [[Save Arabella]] can also put the party in Mol's good graces.
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* Mattis can actually steal from the party more than once, if they return to buy from him before the quest has been resolved.
* Mattis can actually steal from the party more than once, if they return to buy from him before the quest has been resolved.


{{NavQuests}}
[[Category:Quests]]
[[Category:Quests]]
[[Category:Druids' Grove Quests]]
[[Category:Druids' Grove Quests]]
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