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|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. | |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|{{noexcerpt|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 {{CharLink|Mattis}}. | |||
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==Objectives== | ==Objectives== | ||
''Objectives and journal entries may vary pending story decisions and outcomes.'' | ''Objectives and journal entries may vary pending story decisions and outcomes.'' | ||
{{Quest objective|Speak to the thieves.| | |||
* We've been robbed - by children no less. They distracted us by posing as merchants. We should have a word with them. | * We've been robbed - by children no less. They distracted us by posing as merchants. We should have a word with them. | ||
* A tiefling child told us we've been robbed. We should have a word with the thieves. | * A tiefling child told us we've been robbed. We should have a word with the thieves. | ||
}} | |||
{{Quest objective|Find the thieves' hideout.| | |||
* We learned that the leader of the thieves is called Mol. She might have our belongings. | * We learned that the leader of the thieves is called Mol. She might have our belongings. | ||
* We learned that the thieves have a hideout somewhere underground, and it has a hidden entrance. | * We learned that the thieves have a hideout somewhere underground, and it has a hidden entrance. | ||
* We can't fit through the hideout's entrance. There must be another way in. | * We can't fit through the hideout's entrance. There must be another way in. | ||
* We learned that the leader of the thieves is called Mol. Her gang has a hideout somewhere underground. Our belongings must be there. | * We learned that the leader of the thieves is called Mol. Her gang has a hideout somewhere underground. Our belongings must be there. | ||
}} | |||
{{Quest objective|Find our stolen belongings.| | |||
* We arrived in the thieves' hideout. It's time to get our stuff back. | * We arrived in the thieves' hideout. It's time to get our stuff back. | ||
* Mol has our things. She must be keeping them in her underground hideout. | * Mol has our things. She must be keeping them in her underground hideout. | ||
* Mol admitted that she has our belongings. She offered to sell them back to us, but we refused the deal. | * Mol admitted that she has our belongings. She offered to sell them back to us, but we refused the deal. | ||
}} | |||
{{Quest objective|Quest Compete| | |||
* Mol admitted that she has our belongings. She gave us the pickpocket's bag. | * Mol admitted that she has our belongings. She gave us the pickpocket's bag. | ||
* We finally got back our stolen belongings. | * We finally got back our stolen belongings. | ||
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* The thieves fled the hideout with our belongings. We probably won't see our stuff again. | * The thieves fled the hideout with our belongings. We probably won't see our stuff again. | ||
* We left the region before we could get our stolen items back. | * We left the region before we could get our stolen items back. | ||
}} | |||
== Walkthrough == | == Walkthrough == | ||
{{CharLink|Mattis}} (X:247, Y:553) is a tiefling child selling goods on the path into the Inner Sanctum. He performs a trick with a ring to garner interest, then asks if the party wants to see his wares. The party can agree to see what he has for sale and, when they are done, a perception check reveals their pack is a bit lighter. | {{CharLink|Mattis}} (X:247, Y:553) is a tiefling child selling goods on the path into the Inner Sanctum together with his partner {{CharLink|Silfy}}. He performs a trick with a ring to garner interest, then asks if the party wants to see his wares. The party can agree to see what he has for sale and, when they are done, a perception check reveals their pack is a bit lighter. | ||
There is a sequence of three ability checks before this quest starts: | There is a sequence of three ability checks before this quest starts: | ||
# {{Ability Check|Perception|15}}: | # {{Ability Check|Perception|15}}: Mattis signalling to Silfy. Happens when opening the trading window. Can be passed or failed to trigger the next check. | ||
# {{Ability Check|Perception|10}}: | # {{Ability Check|Perception|10}}: Silfy pickpocketing the talking party member. Happens when closing the trading window. Must be failed to trigger the next check. | ||
# {{Ability Check|Perception|5}}: | # {{Ability Check|Perception|5}}: The talking party member notices the pickpocketing. Happens when ending the conversation. Must be passed to start this quest. | ||
To consistently trigger the second check (i.e. | To consistently trigger the second check (i.e. Silfy pickpocketing the talking party member), the party must wait about 30 seconds in the trading window before closing it. Otherwise the check doesn't always happen, making the quest impossible to start. | ||
[[File:Hideout Location Find Your Belongings Quest.jpg|thumb|Secret hideout location.]] | [[File:Hideout Location Find Your Belongings Quest.jpg|thumb|Secret hideout location.]] | ||
The party can speak to | 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, {{CharLink|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 {{CharLink|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 | 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. It's also possible to use {{SAI|Gaseous Form}} or {{SAI|Wild Shape: Cat}} | ||
If the party completes | If the party completes {{Quest|Investigate the Beach}} and manages to save {{CharLink|Mirkon}}, he invites the party back to the secret lair. Because of this favor, Mol happily hands over the stolen goods. Siding with {{CharLink|Meli}} in {{Quest|Return the Locket}} and saving {{CharLink|Arabella}} from the snake in {{Quest|Save Arabella}} can also put the party in Mol's good graces. If the party is neutral to her, she'll ask for a finder's fee to return some of the belongings. | ||
== Quest Rewards == | == Quest Rewards == | ||
* Pickpocket's Bag - if the stolen goods were returned. | * {{MdRarityItem|Pickpocket's Bag}} - if the stolen goods were returned. | ||
== Notes == | == Notes == |
Latest revision as of 08:33, 18 September 2024
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.
Objectives[edit | edit source]
Objectives and journal entries may vary pending story decisions and outcomes.
Walkthrough[edit | edit source]
Mattis (X:247, Y:553) is a tiefling child selling goods on the path into the Inner Sanctum together with his partner Silfy. He performs a trick with a ring to garner interest, then asks if the party wants to see his wares. The party can agree to see what he has for sale and, when they are done, a perception check reveals their pack is a bit lighter.
There is a sequence of three ability checks before this quest starts:
- DC 15 Perception check: Mattis signalling to Silfy. Happens when opening the trading window. Can be passed or failed to trigger the next check.
- DC 10 Perception check: Silfy pickpocketing the talking party member. Happens when closing the trading window. Must be failed to trigger the next check.
- DC 5 Perception check: The talking party member notices the pickpocketing. Happens when ending the conversation. Must be passed to start this quest.
To consistently trigger the second check (i.e. Silfy pickpocketing the talking party member), the party must wait about 30 seconds in the trading window before closing it. Otherwise the check doesn't always happen, making the quest impossible to start.
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. It's also possible to use
orIf the party completes 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 and saving Arabella from the snake in can also put the party in Mol's good graces. If the party is neutral to her, she'll ask for a finder's fee to return some of the belongings.
and manages to saveQuest Rewards[edit | edit source]
- Pickpocket's Bag - if the stolen goods were returned.
Notes[edit | edit source]
- There is a glitch that can occur where the option to ask Mol for their belongings back never appears.
- Mattis can actually steal from the party more than once, if they return to buy from him before the quest has been resolved.