Bg3 investigate the suspicious toys
There are many colorful characters in Baldur's Gate 3 and plenty of refugees to go around.
Arfur will be in the middle of a despute with a refugee family, which you can intervene in. A pompous, mustachioed man is trying to kick some refugees out of his massive mansion. Something very, very suspicious. To get the Investigate Suspicious Toys quest line, you simply need to head towards the large mansion literally three feet away from the Rivington waypoint. This conversation can go two ways.
Bg3 investigate the suspicious toys
At the beginning of Act 3 in Baldur's Gate 3 , players will begin their journey in Rivington where they will be presented with the Investigate The Suspicious Toys quest. While in Rivington , there will be a plethora of quests to begin, but one man may stick out quite blatantly and that is Arfur Gregorio. Arfur Gregorio will be found arguing with a refugee family that he is attempting to kick out of his mansion. Further, poking around will reveal that Arfur actually has a suspicious little secret in the basement of his mansion. Something sneaky, and likely sinister, is going on, and it's time that the party got to the bottom of it. Once reaching Rivington, head to the mansion near the waypoint where Arfur will be arguing with the refugees. Barging in on this discussion will allow for the opportunity to either help evict the refugees or tell Arfur to essentially shut up and drop it. Though either option will not affect the ability to receive the quest , getting rid of Arfur for now just makes life easier later on. While the conversation is happening, there could be an offer to use a divination spell to detect Arfur's thoughts , if presented with the option, and it is successful, players will learn that the reason he wants them out is because of something sneaky hidden in his basement. With the issue resolved, for now, head inside the mansion. If the refugees stayed at the end of the argument, then this will be a much easier process as you will be able to pick the lock leading to the basement. If Arfur stays instead, he will obviously not be as content with picking the lock that will reveal his secret. The door in question is directly across from the entrance to the mansion, so it won't be hard to locate. After picking the lock to get inside the room, there will be a hatch on the floor near a table. It can be easily found, with or without a successful Baldur's Gate 3 perception check.
You'll recognize him by his brightly-colored clothes and loud personality.
Investigate the Suspicious Toys is a side quest in Baldur's Gate 3 where players must locate the source of explosive-filled toys intended for refugees. Since the clues to this mystery aren't highlighted on your map, this walkthrough will guide you through the various steps to stop a dangerous and cruel conspiracy. To start this side quest, head to the Requisitioned Barn in southeast Rivington. Once inside, check on the open crate full of toys in the north corner to discover the toys are full of explosives. When Nestor or another guard comes over to investigate, explain the situation and the quest will be added to your journal. After settling the matter, head into the house, to the room in the east corner, where a hatch is partially hidden beneath some crates. Make your way to the corner opposite from where you entered, and open the trapped-chest to discover a letter implicating Arfur in the scheme to donate explosive toys to the refugees.
There are many colorful characters in Baldur's Gate 3 and plenty of refugees to go around. In Act Three, the refugees who have survived thus far are about to make it to the city of Baldur's Gate, but there's a bit of a snag. While it's being sorted, some refugees take shelter in Arfur Gregorio's home. He's not happy about it, and he's going to make it your problem. Within this quest, you have the opportunity to align yourself with the refugees once more. Some of them are familiar faces, while others are new, and if they've made a lasting impression on you, you won't want your efforts to be in vain.
Bg3 investigate the suspicious toys
It can be started by reading the Blackmail Letter in the basement of Arfur's Mansion. Arfur Gregorio can first be encountered in front of Arfur's Mansion X, Y , where he is confronting a family of refugees. He wants them to clear out and allow him back into his mansion. Arfur can be intimidated to stand down. 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 gold to leave the 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, Y: which can be lockpicked open.
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One quirky thing about Arfur is he's rigged his lovely basement with an obscene amount of traps. If Arfur stays instead, he will obviously not be as content with picking the lock that will reveal his secret. Set years after the events of Shadows of Amn, Baldur's Gate 3 puts players in the role of a customizable protagonist who has been captured and infected with a parasite that will turn them into a mind flayer. Within the bedroom, you can also find some pretty snazzy clothes and some really awful self-insert fanfiction. Find an NPC named Manip Nestor and ask him to see inside the barn, or just use Invisibility to check the northeast quadrant for a crate of teddy bears rigged with explosives. It's worth noting that this entire Baldur's Gate 3 quest can actually be initiated here as well , should players stumble upon the barn and the toys first instead of the mansion. Act 3 of Baldur's Gate 3 begins in Rivington, a town on the outskirts of the main city. Was this guide helpful? This will set off a reaction that should kill a couple of enemies before the battle even starts. Find him in the left showroom with the drow. If intimidated, he will explain that Felogyr's Fireworks play a large role in the whole situation at which point it will be time to pay them a visit. Within this quest, you have the opportunity to align yourself with the refugees once more. Seems a little weird how he can stand on the ground floor and hit my characters on the top floor.
A man named Arfur Gregorio is anxious about his basement.
Umair Niazi Umair Niazi Mar 7, Completing Quests allows players to learn more about the world and characters in Baldur's Gate 3, as well as earn more loot and experience to become more powerful. Guide To Companions. If you prefer stealth, you can head up the hill and jump down onto a platform on the right wall of the barn. Kristina Ebanez Kristina Ebanez Mar 7, He'll even tell you the password to get in. You'll recognize him by his brightly-colored clothes and loud personality. Regardless, there will be some work put in to reach the third floor as nobody will be readily willing to allow access to that. The refugees are safe, and the exploding toys are no longer in production. At the beginning of Act 3 in Baldur's Gate 3 , players will begin their journey in Rivington where they will be presented with the Investigate The Suspicious Toys quest. Post Tag: Baldur's Gate 3. Whether this seems like a preferable way to take out enemies, it's doubly efficient as if not utilized, the enemy will recognize their potential and use them against the party.
Thanks for an explanation, the easier, the better �