Bg3 investigate the suspicious toys
At the beginning of Act 3 in Baldur's Gate 3players will begin their journey in Rivington where they will be presented with the Investigate The Suspicious Toys quest.
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.
Bg3 investigate the suspicious toys
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. Approach them and start a conversation to understand what's going on and also trigger the quest in Baldur's Gate 3. You will face some problems while completing the mission, but they won't be difficult as there isn't much fighting involved. However, the last step of the Suspicious Toys quest , on the other hand, may be tricky, so keep that in mind. One of the first things players will stumble across in Act 3 is a man named Arfur Gregorio arguing with a refugee family that's using his house. Players can resolve this dispute however they like because it has no real effect on how the Suspicious Toys quest goes. The only thing that changes is where players will find Arfur later on. Once the dispute is over, players should enter Arfur's house and enter the room directly across from the front door. There's a hatch in this room concealed by a table on the right. A Perception check will highlight the hatch, but players can find it even without a successful roll.
Seems a little weird how he can stand on the ground floor and hit my characters on the top floor. If the party fails to notice the trap, players can still advance the quest by trying to interact with the crate. Yeah, it is big and he probably has financial means to help them and doesn't, so he is not a very bg3 investigate the suspicious toys person, mind youbut it is still his house.
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.
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.
Bg3 investigate the suspicious toys
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.
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Seems a little weird how he can stand on the ground floor and hit my characters on the top floor. An Investigation check will reveal that the crate is trapped, and a party member can then use Sleight of Hand to disarm it. For this option, use the hill to reach the platform on the top of the barn and sneak in through a window. The Flaming Fist soldiers and Steel Watcher outside the shop will also become hostile during the battle. This also signals the end of the quest, with your rewards being whatever valuables and explosives you can loot from the building. Act 3 of Baldur's Gate 3 begins in Rivington, a town on the outskirts of the main city. Head to the Requisitioned Barn on the edge of town, where the donations are being kept. Unfortunately, our dear, murderous friend has flown the coop. Inside, players will see Avery Sonshal teaching a child about firework safety, and then discover that he has an Absolutist tadpole in him. Once inside, check on the open crate full of toys in the north corner to discover the toys are full of explosives. If Arfur stays instead, he will obviously not be as content with picking the lock that will reveal his secret. You can choose to accept a bribe from Arfur, let him go, or kill him. To start this side quest, head to the Requisitioned Barn in southeast Rivington. Emerald Grove.
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?
Taking into account the situation alone, not his basement and the other stuff. Players can come across several quests in Rivington, including one called Investigate the Suspicious Toys. Join the page discussion Tired of anon posting? Arfur won't be happy to have you snooping around, hence why this is easier if he's gone because the refugees won't care if you loot his home. Collecting donations for the refugees sounds like a wholesome idea, but nefarious plans are put into action. In one room, discover a hatch that leads to the basement. Toggle navigation. Complete Guide To Monks. Once inside, check on the open crate full of toys in the north corner to discover the toys are full of explosives. Franchise: Baldur's Gate. I used the "Speak with Dead" spell on his corpse after investigating the donation area, and by doing so gathered the necessary intel to proceed. The Flaming Fist soldiers and Steel Watcher outside the shop will also become hostile during the battle.
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