Baldur's Gate 3: Investigate the Suspicious Toys - Quest Solution
In Baldur's Gate 3, there are many colorful characters and plenty of refugees. In the third act, the refugees who have survived so far are on the brin...

In Baldur's Gate 3, there are many colorful characters and plenty of refugees. In the third act, the refugees who have survived so far are on the brink of reaching the city of Baldur's Gate, but there is a slight complication. While this is being resolved, some refugees seek shelter in Arfur Gregorio's house. He is not pleased about it and will make it your problem.
As part of this quest, you once again have the opportunity to ally yourself with the refugees. Some of them are familiar faces, while others are new, and if they have left a lasting impression on you, you don't want your efforts to be in vain. Collecting donations for the refugees sounds like an honorable idea, but deceitful plans are being put into action.
How To Start Investigate The Suspicious Toys
When you first arrive in Rivington, head south to Arfur's mansion. It is located right at the foot of the path you come from, the one leading from the shadow-cursed lands. You will recognize him by his colorful clothing and loud personality. He shouts at the refugees residing in his house.
The homeowner has hired help to evict the refugees from his house (although that wasn't the original task). You can tell Arfur that you will help him drive out the intruders, or you can take the side of the refugees.
If you evict the refugees, Arfur will reclaim his house, complicating the next part of the quest. If you convince Arfur to go elsewhere, he will reluctantly leave, but something troubles him.
You can get ahead of the guild by offering your services to Arfur at half price or even for free. However, note that this will make the hired thugs unhappy. You can convince them to leave, though, which puts pressure on Arfur to comply with your demands.
Regardless of your decision, you can investigate the house, but the main objective is to go back to the workshop area directly.
How To Get Into Arfur's Basement
Arfur won't be pleased if you snoop around curiously, so it's easier if he's away, as the refugees don't mind if you search his house. In the workshop, you will notice a locked hatch.
With your most skillful character, you deftly pick the lock on the hatch and sneak into Arfur's cellar. The room is filled with fireworks traps at every corner. You must disarm the traps and reach the other end of the room.
Look around, and you will find a clue about a donation of teddy bears. This prompts you to search for and investigate the teddy bears, where it appears that the toys have been rigged to explode when the refugees touch them.
How To Find The Suspicious Toys
Go to the requisitioned barn on the outskirts of town, where the donations are being stored. You can either gain entry through clever persuasion or by sneaking in. Speak to Manip Nestor and convince him to let you have a look around the barn.
You can use "Speak with Animals" to communicate with the pig in the barn. You can ask if it has seen anything strange lately, and it will tell you that there is a weird smell in the next room.
If you prefer to sneak, walk along the rocks on the side of the barn to reach higher ground. You can jump onto the roof from there and enter. There is a risk of taking fall damage, but this way you won't be caught breaking into the barn. Feather Fall is a helpful ritual spell to prevent fall damage.
No matter how you enter the barn, the toys are located in a crate at X:83, Y:-108 at the northeastern end. You will need to disarm the traps before touching the toys, or else they will explode.
Regardless of whether you trigger or disarm the traps, the noise will alert Manip Nestor, who will rush in and be ready to apprehend you. You can either surrender to the arrest or explain what has happened.
If you explain what happened, Manip Nestor will require additional persuasion. You can convince him in any way you see fit and persuade him to double-check the other donations for safety. In the meantime, he tasks you with confronting the man responsible for all of this. You just need to find him.
Where To Find Arfur Gregorio In Baldur's Gate
Go to the city of Baldur's Gate to find Arfur in the tavern called "Sharess' Caress." He can be found in the exhibition room to the left, where the Drow are. Speak with him to catch him off guard. He will try to bribe you to leave him alone, but you can insist on obtaining further information.
You can accept the bribe, but you won't find out who instigated Arfur, and you'll have to figure it out on your own.
If you press him hard enough, he will reveal that it all starts with the fireworks shop. They supply the packs of smoke powder, and that's all he knows. He will even give you the password to get in. You can also demand all of his gold before parting ways, which he will willingly do before fleeing for his life.
Alternatively, you can threaten to have him arrested or killed. You can also persuade or intimidate him into turning himself in, and he will tell you that his fate is on your conscience. Otherwise, Arfur will simply flee and promise that you will never see him again.
Investigate The Fireworks Shop
Head to the Lower City to find Felogyr's Fireworks Emporium. You can use the password that Arfur gave you to gain access to the second floor. There, you will discover that the fireworks shop is operated by Banite cultists who assemble the explosives on the top floor, which has limited access.
You can explore the shop and break into the basement to gather additional information about their business dealings with Gortash, but that won't progress the quest. You need to make your way to the top floor.
Talk to Avery about Gortash. You can get a free sample of the fireworks, a smoke powder arrow that you can use in the upcoming battle to disrupt their operation, or you can save it for later.
Once you reach the top floor, it can be safely assumed that everyone in the building is aware of your presence, and they will try to stop you forcefully if you disturb them. This leaves you with only one option to solve the quest.
To stop the operation, you must kill everyone in the building. Fortunately, there is a straightforward way to do this since you are in a fireworks shop. Position your characters carefully outside the blast radius and use fire arrows to attack the powder barrels.
Fire-based spells and cantrips like Fireball and Firebolt work as well. This will take out most of the enemies on the upper floors, and then you will have to deal with the remaining ones.
The soldiers of the Flaming Fist and the Steel Guardians outside the shop will also become hostile during the battle. Be prepared to take them out quickly, as otherwise, your party members will face a challenging fight.
Once the enemies are eliminated, the quest comes to an end. The refugees are safe, and the explosive toys are no longer being produced.