Editing Investigate the Suspicious Toys

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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 [[Zenovia Dawg|Zenovia]] and her crew become hostile.
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 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 (X:21, Y:75). Otherwise, he returns to his mansion.


Persuading Arfur to allow the refugee squatters to stay in his home earns the [[Inspiration|Inspirational Event]] '''Needs of the Many''' ([[Acolyte]] background). Ending the dispute with any outcome earns the the [[Inspiration|Inspirational Event]] '''Exerting Judgement''' ([[Noble]] background).  
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.  


[[File:Arfur Sharess.jpg|thumb|Arfur at Sharess' Caress.]]
[[File:Arfur Sharess.jpg|thumb|Arfur at Sharess' Caress.]]
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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 [[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.
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.
 
Discovering the booby-trapped toys earns the [[Inspiration|Inspirational Event]] '''Immoral Ingenuity''' ([[Guild Artisan]] background).


=== Confronting Arfur ===
=== 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.  
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, 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 attack the party.


With the blackmail letter found in his mansion's basement, but before finding the explosive teddy bears.
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 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.
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.
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Choosing the first option allows the party to get more information on Arfur's employers:
Choosing the first option allows the party to get more information on Arfur's employers:
* I've been to [[Felogyr's Fireworks|Felogyr's]]. So you're in cahoots with Gortash. (conditional)
* 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)
* [INTIMIDATION] Tell me who 'they' are or you'll be dead before they even get to you. (DC 15)
* Sounds like you're in over your head. All right - get going.
* Sounds like you're in over your head. All right - get going.
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* Then I have no use for you. Die.
* Then I have no use for you. Die.


====Outcomes====
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."
* Successfully passing the Intimidation check leads Arfur to reveal everything he knows
* If spared, he will give the party a [[Archducal_Coronation_-_Admission_Pass|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 [[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]]
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, [[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)
[[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. 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. 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.


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