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Investigate the Suspicious Toys: Difference between revisions
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[[File:Arfur Confrontation.jpg|thumb|{{noexcerpt|Arfur's suspicious toys merit an investigation.}}]] | [[File:Arfur Confrontation.jpg|thumb|{{noexcerpt|Arfur's suspicious toys merit an investigation.}}]] | ||
'''Investigate the Suspicious Toys''' is a [[ | '''Investigate the Suspicious Toys''' is a [[Quest]] in [[Act Three]] of Baldur's Gate 3. It can be started by reading the {{SmRarityItem|Blackmail Letter}} in the basement of [[Arfur's Mansion]]. | ||
__TOC__ | __TOC__ | ||
{{clear}} | {{clear}} | ||
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== Walkthrough == | == Walkthrough == | ||
=== Arfur's Mansion === | === Arfur's Mansion === | ||
{{CharLink|Arfur Gregorio}} can first be encountered in front of Arfur's Mansion {{Coords|11|-95}}, where he is confronting a family of refugees. | |||
* {{Dialogue option|This is a pretty big house - are you sure you don't have a single spare room?}} | * {{Dialogue option|This is a pretty big house - are you sure you don't have a single spare room?}} | ||
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* {{Dialogue option|Squatters, is it? Maybe I'd be willing to lend a helping hand.}} | * {{Dialogue option|Squatters, is it? Maybe I'd be willing to lend a helping hand.}} | ||
* {{Dialogue option|Delve into this frustrated man's mind.|tags=Detect Thoughts|roll=Wisdom}} | * {{Dialogue option|Delve into this frustrated man's mind.|tags=Detect Thoughts|roll=Wisdom}} | ||
* {{Dialogue option|I hear these sorts of houses always have basements - what do you use yours for?}} (if mind read) | ** {{Dialogue option|I hear these sorts of houses always have basements - what do you use yours for?}} (if mind read) | ||
* {{Dialogue option|I've been in your basement - I know what you've been up to.}} (if basement already visited) | * {{Dialogue option|I've been in your basement - I know what you've been up to.}} (if basement already visited) | ||
He wants them to clear out and allow him back into his mansion. Arfur can be intimidated to stand down. ([INTIMIDATE] "I want the family to stay. You have room for them, surely?"). Upon intervening in the argument, a group of [[The Guild|Guild]] thugs express annoyance that their job was poached, but can successfully be intimidated to stand down, or simply fought off. Likewise, the refugees can also be intimidated into backing down, or bribed with 100 gold to leave the mansion. | He wants them to clear out and allow him back into his mansion. Arfur can be intimidated to stand down. ([INTIMIDATE] "I want the family to stay. You have room for them, surely?"). Upon intervening in the argument, a group of [[The Guild|Guild]] thugs express annoyance that their job was poached, but can successfully be intimidated to stand down, or simply fought off. Likewise, the refugees can also be intimidated into backing down, or bribed with 100 gold to leave the mansion. | ||
* If Detect Thoughts is used, then it is revealed Arfur doesn't want anyone going in his basement. If this matter is pressed, he pays his Guild lackeys to step in. If Arfur has been pickpocketed before this, then they simply walk away. Otherwise | * If Detect Thoughts is used, then it is revealed Arfur doesn't want anyone going in his basement. If this matter is pressed, he pays his Guild lackeys to step in. If Arfur has been pickpocketed before this, then they simply walk away. Otherwise {{CharLink|Zenovia Dawg|Zenovia}} and her crew become hostile. | ||
* If Arfur is allowed back in his mansion, then he is inside. If the refugees remain in the mansion, then he is on the first floor of Sharess' Caress {{Coords|21|75}}. Otherwise, he returns to his mansion. | * If Arfur is allowed back in his mansion, then he is inside. If the refugees remain in the mansion, then he is on the first floor of Sharess' Caress {{Coords|21|75}}. Otherwise, he returns to his mansion. | ||
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[[File:Arfur Sharess.jpg|thumb|Arfur at Sharess' Caress.]] | [[File:Arfur Sharess.jpg|thumb|Arfur at Sharess' Caress.]] | ||
In the northeastern room of the mansion, there is a hatch {{Coords|40|-72}} which can be lockpicked open. This leads to the [[Arfur's Basement| | In the northeastern room of the mansion, there is a hatch {{Coords|40|-72}} which can be lockpicked open. This leads to the [[Arfur's Basement|basement]] of the mansion, which is heavily armed with tripwire and fireworks traps. A {{SmRarityItem|Blackmail Letter}} can be found in a heavy chest at the southeastern corner of the room {{Coords|361|990}}, which leads to the start of the quest. | ||
=== Tampered Toys === | === Tampered Toys === | ||
After finding the blackmail letter, the party can speak to | After finding the blackmail letter, the party can speak to {{CharLink|Nestor|Manip Nestor}} at the [[Requisitioned Barn]] {{Coords|66|-112}} and persuade him to look into the barn for dangerous items. The conversation starts with Nestor asking what the party would like to donate: | ||
* {{Dialogue option|Donations for what?}} | * {{Dialogue option|Donations for what?}} | ||
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[[File:Requisitioned Barn Explosives.jpg|thumb|The explosives in the Requisitioned Barn.]] | [[File:Requisitioned Barn Explosives.jpg|thumb|The explosives in the Requisitioned Barn.]] | ||
Arfur's | Arfur's {{SmRarityItem|Surprise-Based Teddy Bear|explosive teddy bears}} can be found in the barn {{Coords|83|-108}}. After speaking again to Nestor, he tells the party they should investigate who is behind this plot. | ||
Discovering the booby-trapped toys earns the [[Inspiration|Inspirational Event]] '''Immoral Ingenuity''' ([[Guild Artisan]] background). | Discovering the booby-trapped toys earns the [[Inspiration|Inspirational Event]] '''Immoral Ingenuity''' ([[Guild Artisan]] background). | ||
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====Outcomes==== | ====Outcomes==== | ||
* Successfully passing the Intimidation check leads Arfur to reveal everything he knows | * Successfully passing the Intimidation check leads Arfur to reveal everything he knows | ||
* If spared, he will give the party | * If spared, he will give the party an {{SmRarityItem|Archducal Coronation - Admission Pass}} into Wyrm's Rock, as well as the passphrase he used at Felogyr's - "Uncle Felogyr sent me." | ||
** He can then be intimidated into handing over all his gold | ** He can then be intimidated into handing over all his gold | ||
* If Arfur is dead, he can be interrogated using the | * If Arfur is dead, he can be interrogated using the {{SAI|Speak with Dead}} spell. Asking about his employers will reveal the passphrase and location | ||
* If convinced to turn himself in, Arfur can be found murdered in a cell inside [[Wyrm's Rock Prison]] | * If convinced to turn himself in, Arfur can be found murdered in a cell inside [[Wyrm's Rock Prison]] | ||
Seeing Arfur brought to justice grants the [[Inspiration|Inspirational Events]] '''Innocence Lost''' ([[Folk Hero]] background) and '''Child Safety''' ([[Urchin]]). Blackmailing Arfur earns '''Stuffed Bears in the Closet''' ([[Charlatan]] background). | Seeing Arfur brought to justice grants the [[Inspiration|Inspirational Events]] '''Innocence Lost''' ([[Folk Hero]] background) and '''Child Safety''' ([[Urchin]]). Blackmailing Arfur earns '''Stuffed Bears in the Closet''' ([[Charlatan]] background). | ||
=== Felogyr's Fireworks === | === Felogyr's Fireworks === | ||
[[Felogyr's Fireworks]] is in the {{Coords|12|-125|Lower City}}. Speaking with the lower floor shopkeeper, | [[Felogyr's Fireworks]] is in the {{Coords|12|-125|Lower City}}. Speaking with the lower floor shopkeeper, {{CharLink|Avery Sonshal}}, results in him instantly recognizing the party as a [[True Soul]], with him believing they are employees of [[Enver Gortash]]. Choosing 'Recall the merchant's password. "Uncle Felogyr sent me."' grants access to the second floor and awards the [[Inspiration|Inspirational Event]] '''Silver-Tongue's Better Than Any Key''' ([[Charlatan]] background) and '''Cunning Code Crackers''' ([[Urchin]] background) | ||
From here, invisibility can be used to get past the second-floor merchants, revealing a group of Banites on the topmost floor who are developing explosives. It is also possible to climb the neighboring tower and jump or fly to the roof of the building, then hop down onto the third floor. However, this quest cannot be completed peacefully, and the Banites on the top floor must be defeated. In addition, it's unlikely that the entire staff won't hear the commotion and get involved anyway because any fire spell cast by the party or the Banites will set off explosions that ripple through the establishment. | From here, invisibility can be used to get past the second-floor merchants, revealing a group of Banites on the topmost floor who are developing explosives. It is also possible to climb the neighboring tower and jump or fly to the roof of the building, then hop down onto the third floor. However, this quest cannot be completed peacefully, and the Banites on the top floor must be defeated. In addition, it's unlikely that the entire staff won't hear the commotion and get involved anyway because any fire spell cast by the party or the Banites will set off explosions that ripple through the establishment. | ||
{{NavQuests}} | {{NavQuests}} | ||
[[Category:Quests]] | [[Category:Quests]] |
Latest revision as of 10:41, 15 November 2024
Investigate the Suspicious Toys is a Quest in Act Three of Baldur's Gate 3. It can be started by reading the Blackmail Letter in the basement of Arfur's Mansion.
Objectives[edit | edit source]
Walkthrough[edit | edit source]
Arfur's Mansion[edit | edit source]
Arfur Gregorio can first be encountered in front of Arfur's Mansion X: 11 Y: -95, where he is confronting a family of refugees.
- This is a pretty big house - are you sure you don't have a single spare room?
- [DRUID] This 'home' already steals so much land from nature - surely you can share it.
- [CLERIC] The gods study our deeds during crises - now is a bad time to be uncharitable.
- [BARBARIAN] You left, they took it - it's not yours. Unless you kill them in single combat, of course.
- [MONK] Relax. You don't need all this space, these people do. Everyone wins.
- [DARK URGE] None of this would have happened if you had a butler manning the house.
- [PALADIN] Everyone calm. Explain your disagreement, and we shall find an accord.
- It's always heartening to see a true philanthropist out in the wild.
- Squatters, is it? Maybe I'd be willing to lend a helping hand.
- [DETECT THOUGHTS] [WISDOM] Delve into this frustrated man's mind.
- I hear these sorts of houses always have basements - what do you use yours for? (if mind read)
- I've been in your basement - I know what you've been up to. (if basement already visited)
He wants them to clear out and allow him back into his mansion. Arfur can be intimidated to stand down. ([INTIMIDATE] "I want the family to stay. You have room for them, surely?"). Upon intervening in the argument, a group of Guild thugs express annoyance that their job was poached, but can successfully be intimidated to stand down, or simply fought off. Likewise, the refugees can also be intimidated into backing down, or bribed with 100 gold to leave the mansion.
- If Detect Thoughts is used, then it is revealed Arfur doesn't want anyone going in his basement. If this matter is pressed, he pays his Guild lackeys to step in. If Arfur has been pickpocketed before this, then they simply walk away. Otherwise Zenovia and her crew become hostile.
- If Arfur is allowed back in his mansion, then he is inside. If the refugees remain in the mansion, then he is on the first floor of Sharess' Caress X: 21 Y: 75. Otherwise, he returns to his mansion.
Persuading Arfur to allow the refugee squatters to stay in his home earns the Inspirational Event Needs of the Many (Acolyte background). Ending the dispute with any outcome earns the the Inspirational Event Exerting Judgement (Noble background).
In the northeastern room of the mansion, there is a hatch X: 40 Y: -72 which can be lockpicked open. This leads to the basement of the mansion, which is heavily armed with tripwire and fireworks traps. A Blackmail Letter can be found in a heavy chest at the southeastern corner of the room X: 361 Y: 990, which leads to the start of the quest.
Tampered Toys[edit | edit source]
After finding the blackmail letter, the party can speak to Manip Nestor at the Requisitioned Barn X: 66 Y: -112 and persuade him to look into the barn for dangerous items. The conversation starts with Nestor asking what the party would like to donate:
- Donations for what?
- It looks like you have plenty already.
- I'll take a donation, please.
- I'll make a donation - what do you need?
- I'm actually here to trade.
Choosing the first option has Nestor explain the donations are for the displaced refugees. From here, he can be persuaded to allow the party into the barn:
- [PERSUASION] I need to get into the barn - right now. Something dangerous might be among the donations. (DC 10)
- Donate some gold. (500)
- I want to donate some supplies.
- [PERSUASION] I'd like to take the donation into the barn myself. (DC 20)
- Maybe people would donate more if you weren't so rude.
- Did you know that somebody's donated a load of toys filled with explosives? (if booby-trapped toys were found in Arfur's basement)
Arfur's explosive teddy bears can be found in the barn X: 83 Y: -108. After speaking again to Nestor, he tells the party they should investigate who is behind this plot.
Discovering the booby-trapped toys earns the Inspirational Event Immoral Ingenuity (Guild Artisan background).
Confronting Arfur[edit | edit source]
Arfur Gregorio can be confronted, at Sharess' Caress X: 22 Y: 75 standing inside behind the South Span of Wyrm's Crossing waypoint watching Queen Rhol dance.
With the blackmail letter found in his mansion's basement, but before finding the explosive teddy bears. If Arfur is told "I found some rather sinister things in your basement," followed up by "I'll get to the bottom of this one way or another," Arfur becomes hostile and attacks the party.
If the party speaks with Arfur after visiting the Requisitioned Barn, telling him they found his teddy bears, he can be successfully intimidated into giving more information on his bosses.
- I'm here to see you are brought to justice.
- Keep your gold - I want answers.
- If I were after gold, I would have gutted you and taken it.
- You're right. Give me the gold and we can call it quits.
Choosing the first or second option leads to Arfur hinting that he works for someone:
- 'They'? Who's this they?
- Sounds like you're in over your head. All right, get going.
- Fine - just give me the gold and I'll let you go.
Choosing the first option allows the party to get more information on Arfur's employers:
- I've been to Felogyr's. So you're in cahoots with Gortash. (conditional)
- [INTIMIDATION] Tell me who 'they' are or you'll be dead before they even get to you. (DC 15)
- You still haven't told me who 'they' are.
- So you'd rather kill children than risk your own skin?
- I'm strongly considering killing you myself.
Outcomes[edit | edit source]
- Successfully passing the Intimidation check leads Arfur to reveal everything he knows
- If spared, he will give the party an Archducal Coronation - Admission Pass into Wyrm's Rock, as well as the passphrase he used at Felogyr's - "Uncle Felogyr sent me."
- He can then be intimidated into handing over all his gold
- If Arfur is dead, he can be interrogated using the spell. Asking about his employers will reveal the passphrase and location
- If convinced to turn himself in, Arfur can be found murdered in a cell inside Wyrm's Rock Prison
Seeing Arfur brought to justice grants the Inspirational Events Innocence Lost (Folk Hero background) and Child Safety (Urchin). Blackmailing Arfur earns Stuffed Bears in the Closet (Charlatan background).
Felogyr's Fireworks[edit | edit source]
Felogyr's Fireworks is in the Lower City X: 12 Y: -125. Speaking with the lower floor shopkeeper, Avery Sonshal, results in him instantly recognizing the party as a True Soul, with him believing they are employees of Enver Gortash. Choosing 'Recall the merchant's password. "Uncle Felogyr sent me."' grants access to the second floor and awards the Inspirational Event Silver-Tongue's Better Than Any Key (Charlatan background) and Cunning Code Crackers (Urchin background)
From here, invisibility can be used to get past the second-floor merchants, revealing a group of Banites on the topmost floor who are developing explosives. It is also possible to climb the neighboring tower and jump or fly to the roof of the building, then hop down onto the third floor. However, this quest cannot be completed peacefully, and the Banites on the top floor must be defeated. In addition, it's unlikely that the entire staff won't hear the commotion and get involved anyway because any fire spell cast by the party or the Banites will set off explosions that ripple through the establishment.