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Investigate the Suspicious Toys in Baldur's Gate 3: how to start and complete the quest
"Investigate the Suspicious Toys" is a side quest of Act Three that you can obtain in the Rivington area, near the mansion. Next to the house, there will be a crowd of guards trying to decide what to do with the refugees who have taken over Arfur's house. The main character can influence their decision and explore the basement of the house.
Investigate the Suspicious Toys: Walkthrough
Talk to the Guards
Arfur is a wealthy toymaker and the owner of the house that the refugees have occupied. He has enlisted the support of mercenaries to help him evict the unwelcome guests from his home. You can choose one of the following options:
- Help Arfur defeat the refugees and reclaim the mansion.
- Intimidate the mercenaries and drive them away.
- If you fail an Intimidation check, engage in combat with the mercenaries.
In the latter scenario, try not to kill Arfur himself. You will need his help later in the quest. Even if you try to speak with him while pretending to be dead, he will refuse.
Enter the Mansion
Enter the building and descend into the basement. Be careful, as there will be many traps along the way that you can disarm. Find the suspicious hatch and descend. At the end of the basement, you will find a chest with a letter containing interesting information: Arfur has rigged the refugees' toys with explosives.
After reading the letter, the quest "Investigate the Suspicious Toys" will appear in your journal. Your task is to investigate the situation and find out who is behind the explosives, aside from Arfur.
Find the Toys
Now you need to locate the toys mentioned in the letter. They are in the Rivington Barn nearby. Inside the barn, you'll find goods for the refugees, and the explosives are hidden among them.
You will encounter a gnome named Manip Nestor on your way. You can negotiate with him if you successfully pass a check. Convince him that there is a bomb inside, and the entire place could explode.
Enter the barn and disarm the bomb. Make sure to heal beforehand, as there is a risk of getting injured while disarming one of the crates. The telltale sign is a plush teddy bear sitting on top. If you have enough health, your character will survive.
Talk to Arfur
If you drove away the refugees, the toymaker will be nearby his mansion. If you convinced him to let the refugees stay in the house, look for him in "Sharess' Caress".
Have a conversation with Arfur and proceed with one of the following dialogue options:
- Force Arfur to confess who asked him to rig the toys. Use intimidation and pass the checks. Choose harsh, pressing phrases, and he will confess.
- Accept a bribe and leave Arfur alone.
Don't let Arfur go too quickly; he might provide you with more useful information and gold if you press him further. As a reward, you will receive a special gift - a pass to the Lower City. If you accept the bribe, you won't be able to get the pass.
Head to the Lower City
The next destination is Felogyr's Fireworks store. This is the place that Arfur hinted at. Essentially, you have already completed the "Investigate the Suspicious Toys" quest, and visiting the store is a logical continuation.
Arfur provided you with a password along with the pass to the Lower City. Give the password to the shopkeeper, Avery Sonshal, behind the counter to investigate the second floor of the store and receive free explosives. You need to go to the third floor - that's where the culprits who forced Arfur to rig the toys are. But getting there won't be easy. There are two ways:
- Engage in combat with the guards and force your way to the third floor. Keep in mind that reinforcements will arrive from the first floor of the store.
- Leave the store, climb onto the adjacent building, and shoot at the third floor through an open window. There will be a barrel of smoke powder on the third-floor balcony - detonate it to quickly deal with the enemies. The guards on the first and second floors will not attack you in this case.
The second method is easier and safer. After the explosion, return to the store and examine the body of Avery Sonshal to obtain another Mind Flayer Parasite Specimen and a key to the storage room.
After this, it's recommended to leave the explosion site as soon as possible - reinforcements will arrive to investigate. It's best not to get caught. Afterward, the quest will be completed, and the refugees will be avenged.
How to save the dwarves in Grymforge in Baldur's Gate 3
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- 29 oct 2023
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