Baldur’s Gate 3: How to complete Investigate the Suspicious Toys in BG3

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Uncover the mystery behind the Suspicious Toys in Baldur’s Gate 3 as you embark on a quest filled with intrigue and danger. In this walkthrough, players will navigate through eerie encounters and unravel the secrets hidden within these seemingly innocent playthings. Are they mere trinkets, or do they hold darker truths that could alter the fate of your adventure? Join us as we delve into this captivating side quest, where every choice matters and the shadows of the Forgotten Realms come alive.

Where to start the quest?

To begin the quest “Investigate the Suspicious Toys” in Baldur’s Gate 3, players should first make their way to the House of Grief located in the Grief’s End area. This quest is initiated after encountering a peculiar incident involving toys that seem to have a sinister purpose. Once at the house, interact with the various toys scattered around to gather clues and piece together the mystery. Engaging with NPCs in the vicinity can also provide valuable insights that will aid in unraveling the secrets behind these suspicious items. Be prepared for potential confrontations as you delve deeper into this intriguing side quest.

The quest “Investigate the Suspicious Toys” starts after investigating the chest with toys in the barn east of the Rivington fast travel point. Talk to the guard at the door and convince him to let you in.

Beware of the guard patrolling the building. Wait for him to get to the other side of the room and disarm the chest trap by passing a Dexterity check DC20. When you examine the contents of the chest, a guard will approach you. Convince him that these are not your explosives.

Leave the barn and examine the Donation Record book lying on the table next to the guard. From the notes you will learn that the toys were provided by Arfur Gregorio.

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Where to find Arfur Gregorio?

Arfur Gregorio can be located in Rivington, a key area in Act 3 of Baldur’s Gate 3. Specifically, he is often found at Sharess’ Caress, a tavern situated just past the South Span Checkpoint. Players may encounter him there after resolving an initial dispute at his mansion, where he is involved in a conflict with squatters. To confront him about the suspicious toys, approach him on the first floor of the tavern, where he will attempt to bribe you regarding his involvement in the quest “Investigate the Suspicious Toys” .

Arfur’s house is next to the barn where you found the toys chest. Speak with the people arguing in front of his house. You will find out that the property was taken over by refugees.

During the conversation, examine Arthur’s thoughts. After successfully passing the Wisdom check, you will learn that the man is hiding something in his basement. Suggest to him that you will expel the refugees from his house.

When you enter the house, go straight and check the room opposite the entrance door. After passing the Perception check, you will discover a hatch to the basement.

There will be plenty of traps in the basement. Separate one character from the rest of the party and thoroughly search the room by jumping over or avoiding traps. Open the chest by the desk and read the letter. You will find out that Arfur is being blackmailed by someone.

Return to Arfur and tell him what you’ve discovered and demand answers. After successfully passing the Charisma check, Arfur will tell you about Felogyr’s Fireworkshop, located in the Lower City. He will also give you an Admission Pass to the city.

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How to get to the top floor in Felogyra’s Fireworkshop?

To reach the top floor in Felogyr’s Fireworkshop, players must first acquire the passphrase from Arfur Gregorio after confronting him about the explosive toys. Once at the workshop, speak with Avery Sonshal on the shop floor and use the passphrase to gain access to the second floor. However, access to the top floor is initially barred. To proceed, players will need to engage in combat with the guards and workers present. A strategic approach is recommended: utilizing fire spells or explosives can create chaos and significantly weaken enemies before the fight begins. After defeating them, players can explore the top floor and complete their objectives related to the ongoing plot against the city.

When you reach the Lower City, head to the Fireworkshop located in the southeast part of the map. When talking to the vendor, convince him you were sent to the shop by Gortash or use the secret password from Arfur. Avery will let you go to the upper floor.

Open the metal door near the guard and go up the stairs. The next guard won’t let you to the last floor. You have to sneak in there by drinking an invisibility potion or attack the guards.

On the top floor, you will face a group of opponents. If you attack them, all the people from the shop will join the battle. There are a lot of explosives and barrels in the room. You can use them to eliminate enemies quickly.

What are the suspicious toys in Baldur’s Gate 3

In Baldur’s Gate 3, the Suspicious Toys are part of a dark subplot involving explosive teddy bears intended for refugee children. This quest begins in Act 3 when players encounter Arfur Gregorio, a mansion owner with a troubling secret. After investigating his basement, players discover a letter revealing that Arfur has been stuffing toys with explosives, which he donates under the guise of charity.
The toys are located in a Requisitioned Barn near Arfur’s mansion. Players must navigate traps around a crate filled with these dangerous teddy bears, which are rigged to explode when disturbed. The quest leads to further investigation at Felogyr’s Fireworks, where the explosives are sourced, ultimately uncovering a sinister operation linked to the cult of Bane. The resolution involves confronting the culprits and ensuring the safety of the children who might have received these deadly toys.

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Who is Arfur Gregorio and what’s his role in the suspicious toys quest

Arfur Gregorio is a key character in Baldur’s Gate 3, specifically involved in the Investigate the Suspicious Toys quest. He is a toymaker residing in Rivington, known for his flamboyant personality and questionable associations. Players first encounter him outside his mansion, where he is embroiled in a dispute with a refugee family he wants to evict, revealing his contentious nature and hinting at deeper issues at play.
As the quest unfolds, it becomes clear that Arfur has been coerced into a sinister operation: he is blackmailed into stuffing children’s toys with explosives and donating them to refugees. This dark twist is uncovered when players discover a letter in his basement that details the extortion he faces from a group connected to Felogyr’s Fireworks.
After confronting Arfur about the toys, players can choose various approaches—intimidation, persuasion, or even violence—to extract information from him. He ultimately reveals the source of his troubles and provides leads on where to continue the investigation, making him a pivotal figure in unraveling the plot surrounding the suspicious toys.

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