Why Investigate the Suspicious Toys BG3 is the Most Ethical Headache in Rivington

Why Investigate the Suspicious Toys BG3 is the Most Ethical Headache in Rivington

You’ve finally made it to the outskirts of Baldur’s Gate. Rivington is a mess. It’s crowded, muddy, and smells like desperation. But amidst the refugees and the Flaming Fist guards, there’s a small, localized tragedy brewing that most players trip over by accident. If you decide to investigate the suspicious toys BG3 throws at you, you aren't just looking for a lost teddy bear. You’re walking into a conspiracy involving explosives, child exploitation, and the cult of Bane. It’s one of those quests that reminds you Larian Studios doesn't really do "simple" side content.

Honestly, the whole thing starts because Arfur Gregorio is being a jerk. You find him arguing with a family of refugees outside his home. He’s kicking them out, which is standard "Act 3 drama," but the vibe is off. Most players just want to get into the city, but if you poke around Arfur’s basement, you realize the man isn't just a landlord with a temper. He’s a terrified puppet.

The Basement and the Paper Trail

Don't just take Arfur's word for it. After you deal with the immediate squabble at the mansion—whether you talk your way in or just kick the door down—you need to find the hatch. It's tucked away in the back room. The basement is trapped. Heavily. If your Sleight of Hand isn't up to par, you’re going to have a bad time.

Once you’re down there, you’ll find a blackmail letter. This is the "smoking gun" for anyone looking to investigate the suspicious toys BG3 questline. The letter links Arfur to the Felogyr’s Fireworks shop in the Lower City. It turns out Arfur has been stuffing teddy bears with explosive powder. Why? Because the toys are being sent to the Requisitioned Barn to be distributed to refugee children. It’s grim. It’s dark. It’s exactly the kind of mess a Paladin would lose sleep over.

Finding the Evidence in the Barn

Knowing there are bombs is one thing. Finding them is another. You need to head over to the Requisitioned Barn where the donations are kept. The guards are prickly here. You can use Persuasion, Deception, or just a really good Invisibility spell to get to the back. Look for a crate full of teddy bears.

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When you interact with the crate, you’ll trigger an Investigation check. Pass it, and you’ll realize the toys are rigged to blow. This is the moment the quest shifts from "nosy neighbor" to "city-saving hero." You’ll need to talk to Manip Nestor. He’s the Flaming Fist in charge. If you show him the toys, he gets surprisingly cooperative, though he still expects you to do the heavy lifting. This leads you back to Arfur, who has likely fled to Sharess’ Caress, because of course he has.

Tracking Arfur to Sharess’ Caress

Arfur Gregorio isn't a mastermind. He’s a coward. You’ll find him upstairs at Sharess’ Caress, trying to drown his guilt in expensive wine. When you confront him about the investigate the suspicious toys BG3 evidence, you have choices. This is where the RPG elements really shine.

  • You can let him go if he gives you a pass to enter the Lower City.
  • You can kill him on the spot (satisfying, but less informative).
  • You can intimidate him into telling you who is actually pulling the strings.

If you push him, he’ll cough up the name: Gortash’s people are behind it. Specifically, the operation is being run out of Felogyr’s Fireworks. He’ll also give you a Coronation Admission Pass, which is gold if you’re trying to skip some of the administrative red tape of getting into the city proper.

The Felogyr’s Fireworks Showdown

The trail leads to the Lower City. Felogyr’s Fireworks is located near the Healer’s House and the Water Queen’s House. It looks like a legitimate business on the first floor. The clerks are polite, if a bit weird. But the upper floors? That’s where the high-grade explosives are being manufactured for the Absolute’s army.

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To fully investigate the suspicious toys BG3 mystery, you have to get to the third floor. The problem is that the third floor is a restricted area. If the guards see you, it’s an immediate fight. And let me tell you, fighting in a building filled with gunpowder and fireworks is a nightmare. One misplaced Firebolt and the whole building—and your party—becomes a crater.

Strategy for the Final Breach

Most players struggle here because the verticality is insane. You have a few options:

  1. The Stealth Approach: Use Greater Invisibility or Gaseous Form to get a rogue or a spellcaster to the top floor.
  2. The Fly Maneuver: If you have the Fly spell or the partial-illithid evolution, you can fly to the balcony on the top floor from the outside. This bypasses the first two floors of guards entirely.
  3. The Chaos Method: Just start a fight on the ground floor. It’s loud, messy, and dangerous, but it gets the job done.

If you choose to fight, focus on the Banite cultists first. They have a nasty habit of using "Aura of Terror," which can lock down your melee fighters. Also, watch out for the pipes and barrels. You can actually use the environment to your advantage by triggering "accidental" explosions that clear out the enemies, provided you’re standing far enough away.

Why This Quest Matters for Your Ending

Completing this quest isn't just about XP. It’s about dismantling Gortash’s influence over the city’s infrastructure. By shutting down the fireworks shop, you're cutting off a major supply of munitions. It also feels objectively good to stop someone from blowing up kids, which is a rare "black and white" moral victory in a game that usually lives in shades of grey.

Furthermore, the rewards are decent. You get a significant amount of gold, some rare alchemical ingredients, and the satisfaction of seeing a Banite cell burned to the ground. If you managed to keep Arfur alive and took his pass, you also saved yourself a lot of trouble with the South Span Checkpoint.

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Actionable Steps for Success

To wrap this up without a total party wipe, keep these specific tips in mind. First, always keep a "clean" save before entering Felogyr’s Fireworks; the physics of the explosions can sometimes be unpredictable. Second, use Warding Bond on your squishier characters before heading to the third floor. The burst damage from a stray firework is no joke. Finally, if you’re struggling with the Investigation checks in the barn, bring Gale or a high-INT character. Missing that check means you can't progress the quest through the Flaming Fist, which makes the whole process much more tedious.

Once the shop is cleared and the toys are safe, the quest officially marks as complete in your journal. You’ve successfully navigated one of the darker corners of Baldur’s Gate. Now, go get a drink at the Elfsong Tavern. You’ve earned it.