Embark on the side quest “Investigate the Suspicious Toys” during Act 3 of Baldur’s Gate 3. In this guide, we’ll provide step-by-step instructions on how to complete the quest, along with tips and tricks to help you along the way.
As you venture into the city of Baldur’s Gate in Act 3, you’ll come across the side quest, “Investigate the Suspicious Toys.” To begin, make your way to the east from the Rivington Waypoint. Look for a large wooden barn with guards and refugees outside. Inside the barn, speak to Manip Nestor, the Dwarf at the front desk.
Start the conversation by asking, “Donations for what?” This will unlock a Persuasion option that allows you to say, “I’d like to take the donation into the barn myself.” Roll a DC 20 Persuasion check using your most charismatic character. If successful, enter the barn and proceed to the left corner to find a crate filled with suspicious teddy bears.
You’ll need to pass an Investigation check to spot the trap hidden among the bears. Afterward, disarm the trap by rolling another DC 20 check. Use the character with the most suitable skills for the task. Once the trap is disarmed, Manip Nestor will intervene and demand an explanation. You can choose to tell him the truth, which requires a Persuasion or Deception check with a DC of 15. This will officially start the “Investigate the Suspicious Toys” quest.
Baldur’s Gate 3 doesn’t provide many clues regarding the culprits responsible for the trapped toys. However, you can save time and skip unnecessary conversations by heading northeast of the Rivington Waypoint to Arfur Gregorio’s house. Upon arriving, you may find Arfur dealing with refugees who are seeking shelter. Resolve the situation without causing harm to Arfur. Enter the house and locate the basement through a hatch in the back room. Use your Rogue to unlock the DC 18 lock.
Expect various traps as you navigate the basement. Disarm them to prevent any chain reactions that could cause significant damage. Your main objective is a trapped and locked chest at the back of the basement. Inside the chest, you’ll find a letter that incriminates Arfur as the mastermind behind the trapped toys.
Once you have the evidence, you must confront Arfur himself. Depending on your previous actions, Arfur will either be in his house or at Sharess’ Caress in Baldur’s Gate. Arfur may attempt to bribe you, but it’s more interesting to question him about his motives. This will require an Intimidation check to extract the truth from Arfur.
From this point, make your way to the Lower City, located north of the Wyrm’s Rock Fortress. Once you reach the Lower City, you should see a marker on the map indicating your next destination: Felogyr’s Fireworks.
Within Felogyr’s Fireworks, speak to Avery Sonshal at the front desk and recite the merchant’s password. This will grant you access to the next floor, but the top floor remains restricted. The top floor is where the explosives are being produced. If you wish to stop the operation and resolve the quest, eliminate all staff members and destroy the explosives. Evil players, on the other hand, may choose to let it continue if they plan to collaborate with Lord Gortash.
If your goal is to stop the operation, be prepared for a challenging fight. Head to the top floor and utilize a firebolt or fire arrow to detonate the explosives. This will cause the enemies in the store to aggro onto you, so proceed with caution. Eliminating most of the enemies on the top floor will make the fight easier. Once all enemies are defeated, you will have successfully completed the “Investigate the Suspicious Toys” quest in Baldur’s Gate 3.