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Arfur's Mansion: Difference between revisions

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[[File:Arfur's Mansion.jpg|400px|right]]
{{Location page
Arfur's Mansion is a [[location]] in [[Rivington]] in [[Act Three]], found directly across from the ''Rivington'' waypoint. If you go into the workshop, a Perception check (DC 10) will reveal a hatch leading to the basement, the key to which is on a bookshelf upstairs in his bedroom.
| name = Arfur's Mansion
 
| alt name =
| image = Arfur's Mansion.jpg
| image description = Exterior view of the mansion
| act = three
| summary = It is found directly across from the ''Rivington'' waypoint.
| region = Rivington
| north = Abandoned Windmill
| west = Circus of the Last Days
| east = Requisitioned Barn
| south =
}}
== Overview ==
== Overview ==
There are two keys of note to be found in Arfur's mansion; the {{SmRarityItem|Toymaker's House Key}} on a bottle shelf in the kitchen, which opens the upstairs bedroom, and the {{SmRarityItem|Toymaker's Basement Key}} inside a row of books on a bookshelf in the bedroom, which opens the hatch in the workshop.
There are two keys of note to be found in Arfur's mansion; the {{SmRarityItem|Toymaker's House Key}} on a bottle shelf in the kitchen, which opens the upstairs bedroom, and the {{SmRarityItem|Toymaker's Basement Key}} inside a row of books on a bookshelf in the bedroom, which opens the hatch in the workshop.
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=== Basement ===
=== Basement ===
The main area of the basement is filled with tripwires and rigged fireworks, which can be exposed with Perception checks. At the back of the basement is another workshop, which has a trapped and locked (DC 20) metal chest, containing a letter which begins or progresses the quest {{Quest|Investigate the Suspicious Toys}}.
The main area of the basement is filled with tripwires and rigged fireworks, which can be exposed with Perception checks. At the back of the basement is another workshop, which has a trapped and locked (DC 20) metal chest, containing a letter which begins or progresses the quest {{Quest|Investigate the Suspicious Toys}}.
==Related locations==
* {{Loc|Rivington}}


=== Characters ===
== Notable characters ==
* {{CharLink|Arfur Gregorio}}
* {{MdCharLink|Arfur Gregorio}}
* {{CharLink|Zenovia Dawg}}
* {{MdCharLink|Ben Golewits}}
* {{MdCharLink|Cinta Golewits}}
* {{MdCharLink|Marpha Golewits}}
* {{MdCharLink|Zenovia Dawg}}


===Related quests===
==Related quests==
* {{Quest|Investigate the Suspicious Toys}}
* {{Quest|Investigate the Suspicious Toys}}


== Notable loot ==
== Notable loot ==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
* {{MdRarityItem|Instructions for Donation}}, on a table in the back of the basement {{coords|362|-990}}
* {{MdRarityItem|Toymaker's Basement Key}}, inside the row of books on the bookshelf in Arfur's bedroom {{coords|33|-77}}
* {{MdRarityItem|Toymaker's Basement Key}}, inside the row of books on the bookshelf in Arfur's bedroom {{coords|33|-77}}
* {{MdRarityItem|Toymaker's House Key}}, inside the kitchen, on the top left shelf filled with bottles {{coords|31|-61}}
* {{MdRarityItem|Toymaker's House Key}}, inside the kitchen, on the top left shelf filled with bottles {{coords|31|-61}}
* 2 {{MdRarityItem|Box of Oddfire Fireworks}}, in the basement
* 2 {{MdRarityItem|Box of Oddfire Fireworks}}, in the basement
* At least 23 {{MdRarityItem|Wogglims}} can be acquired by disarming the firework traps
* At least 24 {{MdRarityItem|Wogglims}} can be acquired by disarming the firework traps


{{Rivington}}
{{Rivington}}
[[Category:Locations]]
[[Category:Locations]]
[[Category:Act Three Locations]]
[[Category:Act Three Locations]]

Latest revision as of 01:30, 28 September 2024

Rivington
Abandoned Windmill
Circus of the Last Days Arfur's Mansion Requisitioned Barn
Arfur's Mansion is a Location within Rivington in Act Three of Baldur's Gate 3. It is found directly across from the Rivington waypoint.

Overview[edit | edit source]

There are two keys of note to be found in Arfur's mansion; the Toymaker's House Key on a bottle shelf in the kitchen, which opens the upstairs bedroom, and the Toymaker's Basement Key inside a row of books on a bookshelf in the bedroom, which opens the hatch in the workshop.

Workshop[edit | edit source]

A set of doors on the northern side of the house leads to Arfur's workshop, where he works on his toys. Partially concealed by a rug is a hatch, spotted with a DC 10 Perception check, which leads to the basement. This can be opened with the Toymaker's Basement Key from the bedroom.

Basement[edit | edit source]

The main area of the basement is filled with tripwires and rigged fireworks, which can be exposed with Perception checks. At the back of the basement is another workshop, which has a trapped and locked (DC 20) metal chest, containing a letter which begins or progresses the quest Investigate the Suspicious Toys Investigate the Suspicious Toys.

Related locations[edit | edit source]

Notable characters[edit | edit source]

Related quests[edit | edit source]

Notable loot[edit | edit source]

Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward: