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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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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. |