Investigate the Suspicious Toys

Investigate the Suspicious Toys is a Quest in Act Three of Baldur's Gate 3. It can be started by reading the in the basement of Arfur's Mansion.
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==Objectives==
== Walkthrough ==
=== Arfur's Mansion ===
 can first be encountered in front of Arfur's Mansion , where he is confronting a family of refugees. 
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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 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 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 . 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 which can be lockpicked open. This leads to the basement of the mansion, which is heavily armed with tripwire and fireworks traps. A can be found in a heavy chest at the southeastern corner of the room , which leads to the start of the quest.
=== Tampered Toys ===
After finding the blackmail letter, the party can speak to at the Requisitioned Barn and persuade him to look into the barn for dangerous items. The conversation starts with Nestor asking what the party would like to donate:
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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:
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Arfur's can be found in the barn . 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 ===
Arfur Gregorio can be confronted, at Sharess' Caress 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.
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Choosing the first or second option leads to Arfur hinting that he works for someone:
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Choosing the first option allows the party to get more information on Arfur's employers:
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====Outcomes====
* Successfully passing the Intimidation check leads Arfur to reveal everything he knows
* If spared, he will give the party an 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 ===
Felogyr's Fireworks is in the . Speaking with the lower floor shopkeeper, , 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.
Category:Quests