Suspicious toys bg3

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, suspicious toys bg3. While in Rivingtonthere will be a plethora of quests to begin, but one man may stick out quite blatantly and that is Arfur Gregorio.

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. Collecting donations for the refugees sounds like a wholesome idea, but nefarious plans are put into action.

Suspicious toys bg3

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.

If you have any fire spells, or throwable explosives, use them to even the odds.

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.

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.

Suspicious toys bg3

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. Collecting donations for the refugees sounds like a wholesome idea, but nefarious plans are put into action. Updated January 3, , by Sean Murray: Looking to take down a certain clandestine operation in the fireworks shop? Or are you stuck looking for Arfur Gregorio?

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Read on to learn exactly how to complete this unusual quest in Baldur's Gate 3. You can take the bribe , but you won't find out who put Arfur up to it , and you'll have to figure it out on your own. In natural Baldur's Gate 3 fashion, while speaking with Arfur, there are a couple of ways the scenario can go. Fire-based spells and cantrips like Fireball and Fire Bolt will work as well. Whether this seems like a preferable way to take out enemies, it's doubly efficient as if not utilized, the enemy will recognize their potential and use them against the party. We've also given this guide more links to other helpful BG3 topics. If blasting the shop and everyone in it is the only solution to this quest, then it's not only the worst quest in the game, but a giant oversight of poor quest writing for the game's development in general, and reflects poorly on them. All Interactive Maps and Locations. The door to the room will be locked as well, but since it has a lower roll requirement, they may feel that this is the better option for them. Second step: you must summon "fire elemental" max 3 or more spells or scrolls and send him only him!

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.

Show Likes. Join the page discussion Tired of anon posting? You can tell Arfur you'll help him evict the interlopers, or you can take the refugees' side. As you enter the Requisitioned barn behind Nestor, look to the left for a crate of toys. Monopoly Go free dice roll links Updated March You can also try to persuade him to get inside. You can choose to accept a bribe from Arfur, let him go, or kill him. Follow User. You'll recognize him by his brightly-colored clothes and loud personality. When Nestor or another guard comes over to investigate, explain the situation and the quest will be added to your journal. Divinity - Original Sin 2 - Bug Category: Guides Guides.

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