Bg3 investigate the suspicious toys
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 lacoupe shampoo hatch that leads to the basement, 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. Something very, very suspicious. To get the Investigate Suspicious Toys quest line, you simply need to head towards the large mansion literally three feet away from the Rivington waypoint. This conversation can go two ways. You can kick out the refugees, restoring Arfur to his house, or you can force Arfur to skedaddle. We would highly recommend telling Arfur to leave for this quest line.
Bg3 investigate the suspicious toys
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. Make your way to the corner opposite from where you entered, and open the trapped-chest to discover a letter implicating Arfur in the scheme to donate explosive toys to the refugees. If you completed Solve the Open Hand Temple Murders, you should already have a lower city pass, otherwise you can accept his offer. The fireworks workshop is located in the Lower City. The workshop is marked by a quest marker, so follow it until you reach the double doors just above the Heapside Strand.
Whether you detonate or disarm the traps, the noise will alert Manip Nestor, who will come running in, ready to arrest you. Both the second and third floors of the store are bg3 investigate the suspicious toys with explosive barrels and fireworks, so have someone sneak up to the third floor and use a flaming arrow or Fire Bolt on one of the barrels. This focuses on an especially nefarious plot to give refugee children toy bears full of explosives.
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.
It can be started by reading the Blackmail Letter in the basement of Arfur's Mansion. Arfur Gregorio can first be encountered in front of Arfur's Mansion X, Y , where he is confronting a family of refugees. He wants them to clear out and allow him back into his mansion. Arfur can be intimidated to stand down. You have room for them, surely? Upon intervening in the argument, a group of Guild thugs express annoyance that their job was poached, but can successfully be intimidated to stand down, or simply fought off. Likewise, the refugees can also be intimidated into backing down, or bribed with gold to leave the mansion. Persuading Arfur to allow the refugee squatters to stay in his home earns the Inspirational Event Needs of the Many Acolyte background. Ending the dispute with any outcome earns the the Inspirational Event Exerting Judgement Noble background.
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. In fact, you may find yourself stumped about where to even begin. Head out of the barn and walk up to the large house just northeast of the Rivington Waypoint. Afterward, go into the house and enter the basement through a hatch in the backroom.
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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. Still, players can get the name Felogyr from the Blackmail Letter and use that to track down the operation. This third floor is where players will find a group of Banites using the fireworks store as a front to create explosives, including the ones used to stuff inside of children's toys. Once reaching Rivington, head to the mansion near the waypoint where Arfur will be arguing with the refugees. Who Is Shadowheart? ESRB: M. How to get a Shiny Annihilape in Pokemon Go. Platform: macOS, Microsoft Windows. The place is loaded with fireworks traps at every turn. This conversation can go two ways. You can explore the shop and break into the basement for additional information about its business endeavors with Gortash, but it won't advance the quest. Table of contents.
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.
The homeowner has hired help to throw the refugees out of his home though that's not what they were originally paid for. He'll also give the party his Admission Pass to Gortash's coronation, which can get them past the Wyrm's Rock Fortress drawbridge. Otherwise, Arfur will simply flee and promise you'll never see him again. 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. Give them money, if they need help? Heads up: if you accidentally, or otherwise, murder Arfur Gregorio you can still continue with the quest line. There's way more too this quest, after you confront Arfur at Shars Caress you need to go into the lower city and find who is making the exploding items. Gameplay is turn-based and can be played co-operatively online or tackled alone in a single-player campaign with NPC allies. If you prefer stealth, head up the cliff along the side of the barn. If intimidated, he will explain that Felogyr's Fireworks play a large role in the whole situation at which point it will be time to pay them a visit. Some players have reportedly used the Speak With Dead spell on Arfur to fix the issue. Upon reaching the barn, there are a couple of options for getting inside.
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