Suspicious toys bg3

At the beginning of Act 3 in Baldur's Gate 3suspicious toys bg3, players will begin their journey in Rivington where they will be presented with the Investigate The Suspicious Toys quest.

Act 3 of Baldur's Gate 3 begins in Rivington, a town on the outskirts of the main city. Players can come across several quests in Rivington, including one called Investigate the Suspicious Toys. This focuses on an especially nefarious plot to give refugee children toy bears full of explosives. To start this quest, players must explore one of two restricted locations in Rivington, and to complete it, players must eventually track down a location in the Lower City of Baldur's Gate. Read on to learn exactly how to complete this unusual quest in Baldur's Gate 3. Updated on February 29, , by Nahda Nabiilah: Upon arriving at Rivington in Baldur's Gate 3, players will immediately notice a poor villager fighting with Arfur Gregorio.

Suspicious toys bg3

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. You can then start looting Arfur's mansion. In one room, discover a hatch that leads to the basement. There, you'll find a chest with a letter that initiates the quest "Investigate the Suspicious Toys. Proceed south until you find "X Y Nestor will ask if you'd like to donate. Reply with:. Opt for the first option, and Nestor will sarcastically mention it's for the refugees. Choose the first option, and Nestor will allow your entrance. As you enter the Requisitioned barn behind Nestor, look to the left for a crate of toys. This discovery updates the "Investigate the Suspicious Toys" quest in your journal. Nestor expresses gratitude for identifying the issue and urges you to find the person who tampered with the toys.

Fire-based spells and cantrips like Fireball and Fire Bolt will work as well.

But, if you have voices turned down or off for some reason, you can find this house just east of the Circus of the Last Days as you proceed down the main road of Rivington. Interacting with Arfur himself will let you begin the mediation process, but the initial steps of this quest are made much easier if you side with the squatters. Behind this door is a room with a hatch that leads to the basement. 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. Your goal here is to convince Arfur to spill the beans about his illicit scheme involving teddy bears and fireworks.

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.

Suspicious toys bg3

A man named Arfur Gregorio is anxious about his basement. You can find him in southeast Rivington inside of the Requisitioned Barn. Next, you need to check out the toy crate, which your character will realize is filled with explosives. Nestor comes over to talk to you, starting the quest. For me, I had sided with the refugees and told Arfur Gregorio to beat it. He promptly left his home for others to use after a Persuasion check. However, I learned he was anxious about something in his basement. I discovered a hatch to the basement in the last room of the house and dove inside. Multiple traps and trip fireworks are waiting for you down here.

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It just seems strange that the "moral" solution seems to be kicking him out and not figuring a middle ground, where he pays them a hotel or something. Passing an intimidation check requirement of 10 will convince Arfur to spill the beans on the explosive toys. Divinity - Original Sin 2 - Bug Unfortunately, the box is booby-trapped. Once the dispute is over, players should enter Arfur's house and enter the room directly across from the front door. Once the enemies are dealt with, the quest concludes. You'll recognize him by his brightly-colored clothes and loud personality. You can get a free sample from the fireworks , a smokepowder arrow, which you can use in the coming battle to take down the operation, or you can save it to use later. There won't be any specifics so more investigating must be done to find the toys and what's inside them. Free Orpheus Quest Walkthrough. After settling the matter, head into the house, to the room in the east corner, where a hatch is partially hidden beneath some crates. And now, he has. Should You Break Wyll's Contract? The hatch leads to Arfur's Basement.

To start it, head over to the east starting from the Rivington Waypoint. You should see a large wooden barn with plenty of guards and refugees standing around outside. When speaking to him, first choose Donations for what?

Second step: you must summon "fire elemental" max 3 or more spells or scrolls and send him only him! Maybe next to teleportation portal. Baldur's Gate 3: 13 Best Magic Items. He'll even tell you the password to get in. But, if you have voices turned down or off for some reason, you can find this house just east of the Circus of the Last Days as you proceed down the main road of Rivington. The fireworks workshop is located in the Lower City. If Arfur stays instead, he will obviously not be as content with picking the lock that will reveal his secret. Zelkin stranger Z Joined: Sep Taking into account the situation alone, not his basement and the other stuff. All Interactive Maps and Locations. Otherwise, Arfur will simply flee and promise you'll never see him again. The blackmail letter will inform you that Arfur seems to be putting something strange inside of children's toys. I sure wish Avery Sonshal would stop shooting fireballs through three stories of building!

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