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Investigate the Suspicious Toys

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Arfur's suspicious toys merit an investigation.

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

Find the dangerous toy donations.
  • We found a blackmail letter in a toymaker's cellar - something dangerous has been placed inside toys donated to the refugees. We should find them, and quickly.
Report to the Flaming Fist manip in charge of donations.
  • There is a Flaming Fist manip in charge of refugee donations - we should tell them about the dangerous toys.
Search the Requisitioned Barn for dangerous toys.
  • We persuaded Manip Nestor to let us search the donations within the Requisitioned Barn.
Find the dangerous toy donator.
  • We found toys filled with explosives in the Requisitioned Barn donation stockpile. We should find the culprit.
  • Turns out the dangerous toys were donated by a rich toymaker. We should find him.
Confront the toymaker Arfur Gregorio.
  • We found the donated toys mentioned in the blackmail against Arfur - he put explosives inside of them. We should see what he has to say for himself.
Find and confront the toymaker Arfur Gregorio.
  • We found a blackmail letter in Arfur's basement - looks like he donated the explosive toys we found in the Requisitioned Barn. We should see what he has to say for himself.
  • Arfur walked away before we could properly confront him - we should find out where he's gone.
  • Looks like Arfur's a regular at Sharess' Caress - we should try and find him there.
Interrogate the toymaker Arfur Gregorio.
  • We found Arfur in the Sharess' Caress taproom. Time to make him answer for his dodgy donations.
Investigate Felogyr's Fireworks.
  • We interrogated Arfur, and he confessed to donating the exploding toys. He claimed he was getting instructions and supplies from Felogyr's Fireworks in the Lower City. We should investigate.
  • Felogyr's Fireworks supplied the explosives for the toys in the Requisitioned Barn - we should pay it a visit using the passphrase we learned.
  • Seems as though Felogyr's Fireworks sells more specialised explosives too - smokepowder bombs, to be precise, and it looks like Lord Gortash is involved. We should keep looking.
  • We used the passphrase for Felogyr's Fireworks to get to the next floor. We'll need another way into the uppermost floor, however.
Defeat the Banites.
  • We interrupted Banite cultists assembling explosives in the top floor of Felogyr's Fireworks - and they're not best pleased.
Quest Complete
  • We defeated the Banites in Felogyr's Fireworks and stopped them distributing smokepowder explosives across the city.
  • Arfur Gregorio confessed to supplying the exploding donations to the Requisitioned Barn - filled with the explosives from the Banites in Felogyr's Fireworks.
  • We decided there were more important matters than some dodgy detonating donations.

Walkthrough

Arfur's Mansion

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?
  • 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] Delve into this frustrated man's mind.

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.

Arfur at Sharess' Caress.

In the northeastern room of the mansion, there is a hatch (X:40, Y: -72) which can be lockpicked open. This leads to the mansion's basement, 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

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.
  • Donate some gold. (500)
  • I want to donate some supplies.
  • [PERSUASION] I'd like to take the donation into the barn myself.
  • Maybe people would donate more if you weren't so rude.
The explosives in the Requisitioned Barn.

Arfur's explosive teddy bears can be found at the back of the barn (X:83, Y:-108). After speaking again to Nestor, he tells the party they should investigate who is behind this plot.

Confronting Arfur

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, beforing 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 attack the party.

If Arfur is killed, answers can still be obtained from his corpse using Speak with Dead. Asking him about his employers results in him revealing the passphrase and location - Felogyr's Fireworks.

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:

  • [INTIMIDATION] Tell me who 'they' are or you'll be dead before they even get to you. (Check of 15)
  • Sounds like you're in over your head. All right - get going.
  • Fine - just give me the gold and I'll let you go.
  • Then I have no use for you. Die.

Successfully passing the intimidation check leads Arfur to tell everything he knows. If he is spared after this, he gives the party a coronation pass and can be intimidated into giving gold. Arfur also gives the party a passphrase he used at Felogyr's - "Uncle Felogyr sent me."

Felogyr's Fireworks

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. This gives Astarion an inspiration point if he is in the party (Silver-Tongue's Better Than Any Key).

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. However, this quest cannot be completed peacefully, and the Banites on the top floor must be defeated. 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.