Bg3 investigate the suspicious toys
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.
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. If not, do what you need to in order to get to the Lower City. This wipes out a sizable number of your total enemies.
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.
The hatch leads to Arfur's Basement. In the workshop, you'll notice a hatch that's locked.
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.
Exploring this area will trigger the Investigate the Suspicious Toys side quest where you must find the culprit of the exploding toys being sent to the refugees. This can be accessed through the house entrance at the coordinates X, Y: As a result, you can clear out the debris in the room at the top-right corner of the house to discover a hatch. I recommend using a unit with a high Perception to help you notice the wires that can set off the traps. Luckily, you can jump past these obstacles and reach the working space in the southeast part of the room to progress further in the Investigate the Suspicious Toys mission. You must unlock the Heavy Chest on the left side of the desk by passing a Dexterity Check. Inside, you will discover some gold and a Blackmail Letter that you must read. Once the Flaming Fist agrees, you can locate a box full of teddy bears on the north side of the barn X Y
Bg3 investigate the suspicious toys
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? Now this is a DC 20 roll, so you should use whichever character has the highest Charisma, along with any other benefits. When you succeed this roll, head into the barn and walk to the left and around the corner. Once you do disarm the trap, Manip Nestor will run in and demand an explanation, to which you can tell him the truth. This will then start the quest for Investigate the Suspicious Toys.
Fantasy aesthetics
Once you spot Avery Sonshal , you're in the right place. Who Is Karlach? I didn't do this til much later and had to fight not only everyone in the shop, but local flaming fist as well. 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. Nestor will ask if you'd like to donate. Within the bedroom, you can also find some pretty snazzy clothes and some really awful self-insert fanfiction. Once the enemies are dealt with, the quest concludes. The third floor is where it will be revealed that the fireworks are being used as a cover to create explosives. Once you reach the top floor, it's safe to say that everyone in the building knows what's up and will stop you with force if you interrupt. 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. Head into the Lower City to find the Felogyr's Fireworks. Alternatively, you can threaten to have him arrested or killed. If you convince Arfur to go elsewhere, he begrudgingly goes, but something makes him uneasy. They won't be found in the basement, so go ahead and leave the room.
A man named Arfur Gregorio is anxious about his basement. You can find him in southeast Rivington inside of the Requisitioned Barn.
Post Tag: Baldur's Gate 3. If you convince Arfur to go elsewhere, he begrudgingly goes, but something makes him uneasy. Emerald Grove. If players don't use the explosive barrels against their enemies, Avery will use them against the party. Passing an intimidation check requirement of 10 will convince Arfur to spill the beans on the explosive toys. In one room, discover a hatch that leads to the basement. Prequel: Baldur's Gate 2. You can kick out the refugees, restoring Arfur to his house, or you can force Arfur to skedaddle. James Herd. Once reaching Rivington, head to the mansion near the waypoint where Arfur will be arguing with the refugees. You will face some problems while completing the mission, but they won't be difficult as there isn't much fighting involved.
This variant does not approach me. Who else, what can prompt?
What necessary words... super, excellent idea
I thank for the information. I did not know it.