Key takeaways
- Felogyr’s Fireworks is in Heapside, Lower City, near Philgrave’s Mansion, Flymm’s Cobblers, Barren’s Coop and Sorcerous Sundries.
- The shop has a basement, ground floor, first floor and second floor The upper floors are connected to the Banite explosive operation.
- The password “Uncle Felogyr sent me”, obtained through Arfur Gregorio during Investigate the Suspicious Toys, grants access beyond the public shop floor.
- The password does not provide peaceful access to the top laboratory Reaching the uppermost restricted area normally triggers hostility.
- The basement contains fireworks, tripwires, a locked chest, a hidden smokepowder store and a ladder into the shop.
- The location is heavily explosive Fire, stray attacks and detonating smokepowder barrels can turn a small confrontation into a building-wide disaster.
- Completing the quest requires investigating the upper operation and defeating the Banite group. The quest is not designed to end through a fully peaceful conversation.
About this guide
Spoiler warning: This guide covers Act Three, the Investigate the Suspicious Toys quest, Felogyr’s Fireworks’ Banite conspiracy, its restricted floors, named residents, traders, loot and possible progression consequences.
Overview
Felogyr’s Fireworks is a fireworks shop in Heapside, within Baldur’s Gate’s Lower City, encountered during Act Three of Baldur’s Gate 3. At street level it looks like a small specialist retailer selling pyrotechnics, dyes and novelty explosives. Behind that respectable shopfront, however, it is a Banite production site manufacturing explosives for Enver Gortash’s wider operations.
The location is the final major site in Investigate the Suspicious Toys, the quest that begins with the explosive teddy bears in Rivington. Felogyr’s is not simply a shop interior. Its scope includes the basement, public sales floor, gallery, restricted laboratory floors, loading access, surrounding street scenes and nearby Heapside Strand waypoint. The building’s floors have different access rules, inhabitants and loot, so treating the location as only “the fireworks shop” misses much of its content.
Location and boundaries
Felogyr’s Fireworks occupies a building in the Heapside district of the Lower City. Its immediate neighbours and connections include:
The building itself has four meaningful internal levels:
The second floor has loading doors facing the street. These doors are separate from the ordinary customer route and can be reached through the exterior, although doing so requires suitable movement abilities or stealth.
Nearby named places
The Iron Throne and Steel Watch Foundry are related locations in the wider Act Three storyline, but they are not subareas of Felogyr’s Fireworks. Documents found here reference both the Iron Throne and the Motivators, linking the shop’s production work to Gortash’s industrial and political machinery.
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Location and boundaries
| Name | Details |
|---|---|
| North | Sorcerous Sundries and the route towards the central Lower City. |
| West | Flymm’s Cobblers. |
| East | Barren’s Coop. |
| South | Philgrave’s Mansion and the lower street around the basement entrance. |
| Nearby waypoint | Heapside Strand, on the wall beneath the shop’s main entrance. |
Location and boundaries: steps
- 01Basement: Storage, fireworks demonstration boxes, tripwires, a locked chest and concealed smokepowder barrels.
- 02Ground floor: Public shop, Avery Sonshal, guards and customers.
- 03First floor: Gallery, Clerk Tamara’s counter, a guard at the stairs and access towards the restricted upper area.
- 04Second floor: Chemical laboratory and explosive manufacturing area occupied by lab workers and Banite guards.
Nearby named places
Main entrance
The main doors on the northern side of the building are open. Entering this way places the party on the ground floor, where ordinary customers and staff are present. The shop is not automatically hostile when entered normally.
The public area is watched by the shop’s Feloguards. Outside, a Flaming Fist patrol and Steel Watcher can respond if a crime or fight begins. A confrontation inside may therefore become larger than expected, especially if guards from the street enter the building.
Note
“Uncle Felogyr sent me.”
Password access
The most straightforward legitimate route towards the restricted floors begins with the password gained from Arfur Gregorio. When speaking to Avery Sonshal or Feloguard Sigurd, use:
This opens the reinforced metal door leading beyond the ordinary sales floor. The password can also grant background inspiration:
The password permits access to the first-floor trading area, but it does not make the entire building public. The upper laboratory remains restricted.
Keys
Avery Sonshal can be traded with or pickpocketed. His belongings include two useful keys:
The cellar key opens the basement entrance and the basement hatch. The workshop key opens the reinforced metal door, but using or obtaining it without suitable cover can make the workshop employees hostile.
Stealth, invisibility and alternate routes
Clerk Tamara and the Feloguards stop characters who cross into the restricted part of the first floor. The guards cannot see invisible characters, so invisibility can be used to cross the contested area without immediately starting dialogue or combat.
The upper laboratory can also be approached from the exterior loading entrance above the basement doors. This route is guarded by Volgu Drak. Invisibility combined with flight or another suitable movement method can allow characters to pass him. Another commonly used approach is to reach the neighbouring roof and move across to the upper loading doors.
These routes are useful for positioning, but they do not turn the quest into a peaceful resolution. Once the upper laboratory’s occupants detect the party, the Banite operation becomes hostile.
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Basement
The basement has its own locked double doors on the southern side of the building, across from Philgrave’s Mansion. The door can be lockpicked with a DC 20 Sleight of Hand check, opened with the cellar key, or approached using concealment such as invisibility or Fog Cloud.
The basement is a useful loot area but one of the most dangerous places to explore casually. Tripwires cross the main route and require a DC 10 Sleight of Hand check to disarm. The basement contains:
The wooden chest can be opened with a DC 10 Sleight of Hand check or with Avery’s Storage Key. A lever concealed behind wooden crates opens the secret section containing additional smokepowder barrels. A further tripwire protects that area.
The ladder leads to a hatch in the workshop. The hatch appears locked from the ground-floor side and requires either the cellar key or a DC 20 Sleight of Hand check. Emerging from below does not automatically make the occupants hostile, making the basement a useful way to enter or leave while avoiding the front door.
Ground floor
The ground floor is the ordinary retail area. Avery Sonshal stands behind the central counter and sells a small selection of fireworks, grenades and dyes. Feloguards Sigurd and Liadan protect the shop, while Willow and Robbin Datherswick appear as customers.
The ground floor is also where the party can obtain the password route, trade with Avery and begin moving towards the upper floors. It is not merely decorative: Avery’s inventory, keys and correspondence make him an important source of both practical access and evidence.
First-floor gallery
The first floor overlooks the ground floor, so disturbances here are quickly noticed below. Clerk Tamara operates a more dangerous trade counter, while Feloguard Maeve guards the stairs towards the laboratory.
Tamara sells combat-oriented supplies rather than the relatively harmless consumer goods available from Avery. Her counter also has two important objects:
Tamara warns the party that the upper area is restricted even if they possess the password. Crossing too far into the restricted section causes Tamara or the guard to intervene. Invisibility is the cleanest way to pass this point without an immediate confrontation.
First-floor gallery
| Name | Details |
|---|---|
| Boom, Bang, Blast | The joy of fireworks, a book written by Avery Sonshal. |
| Avery’s Storage Key, on the shelf beneath the counter. | — |
Second-floor laboratory
The second floor is the real heart of Felogyr’s Fireworks. It is a chemical laboratory producing explosives for Gortash’s plans. The laboratory is operated by:
The floor contains smokepowder bombs, two blast mines and numerous smokepowder barrels. The blast mines cannot be picked up, though they can be disarmed. Igniting a barrel can kill or badly injure many occupants, but it may also attract the attention of the street patrol and create a chaotic multi-sided battle.
The upper floor’s documents are particularly valuable for players following Act Three’s main plot. The Installation Report, Ledger of Production: Explosives, Ledger of Production: Motivators and Soot-Stained Letter connect the workshop to Gortash, the Motivators and the Iron Throne.
Second-floor directory
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Staff and customers
The following named characters are associated with the interior of the shop:
Avery is a Banite collaborator and follower of Enver Gortash, rather than an innocent shopkeeper unaware of the workshop’s activities. The shop’s public retail business functions as cover for explosive production.
Street and surrounding characters
The outside area contains several independent vignettes that are easy to miss if the party goes directly into the shop:
Rascal Borys and Dyrovell are children discussing the possibility of buying a large firework and throwing it at a Flaming Fist or Steel Watcher. Fevrokis is a tiefling child grieving beside the bodies of his parents, Skulla and Vezrol. Phelgro Dorph and Hari Nodles are trying to respond to the situation, though they disagree about what responsibility they can take.
Silfy sells the Baldur’s Mouth Gazette. She is one of the tiefling refugees whose appearance depends on surviving the earlier refugee storyline. If the party buys a paper from her, she talks about reporting her success to Mol. Ciara Blank moves around the shop area, criticising the Gazette’s quality and content.
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Avery Sonshal
Avery sells consumer-facing fireworks, several grenades and dyes. His stock includes:
Fireworks and grenades
Avery can also be pickpocketed for the cellar and workshop keys, as well as other loot. The exact state of his inventory and the consequences of stealing depend on how the party handles the shop.
Clerk Tamara
Tamara is therefore worth visiting before starting a confrontation, especially if the party wants extra consumables for the Banite fight. She also has access to Avery’s Storage Key nearby.
Outdoor service
The surrounding named businesses are neighbouring locations, not additional Felogyr’s Fireworks services. Their names should not be treated as proof that the party can trade with them as part of this location.
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Felogyr’s Fireworks is the final location for Investigate the Suspicious Toys. The quest begins in Rivington with Arfur Gregorio’s suspicious donations and the explosive toys. After pursuing the evidence, the party learns that Felogyr’s Fireworks is involved and receives the password needed to pass the shop’s first security barrier.
Recommended walkthrough
- 01Obtain the password from the Arfur Gregorio investigation. The relevant phrase is “Uncle Felogyr sent me.”
Recommended walkthrough
- 01Enter Felogyr’s Fireworks through the main entrance. Speak to Avery Sonshal or Feloguard Sigurd and use the password.
Recommended walkthrough
- 01Take advantage of the first-floor trader before escalating. Speak to Clerk Tamara and check her stock. If desired, obtain Avery’s Storage Key from beneath the counter.
Recommended walkthrough
- 01Decide how to reach the laboratory. Options include:
- 02Passing through using invisibility.
- 03Using the exterior loading access.
- 04Reaching the upper area from the neighbouring roof with flight or another movement method.
- 05Entering through the basement and using the internal ladder, though this is mainly useful for exploration and loot.
Recommended walkthrough
- 01Search the laboratory for evidence. Look for the Installation Report, production ledgers, Soot-Stained Letter and related documents.
Recommended walkthrough
- 01Prepare for combat. Once the upper laboratory notices the party, the Banites and laboratory workers become hostile. The noise can pull employees from the lower floors into the fight.
Recommended walkthrough
- 01Defeat the Banite operation. The quest requires the upper group to be dealt with. Attempting to kill the upper-floor occupants in a way that avoids ordinary combat does not reliably preserve a peaceful outcome, and the lower employees can still become hostile when they discover the disturbance.
Recommended walkthrough
- 01Loot the building after the fight. Search all floors and the basement. The basement is easy to overlook, particularly if the quest’s combat has already drawn the party towards the upper laboratory.
Can the quest be completed peacefully?
Not in the ordinary sense. The party can use dialogue, the password, invisibility and alternate routes to delay hostilities and gather evidence, but the upper operation must ultimately be confronted. Reaching the uppermost floor updates the quest and exposes the Banite explosive production. The available evidence does not support a fully non-violent resolution.
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The location contains both fixed objects and trader or character-held items. The following directory consolidates the verified named loot associated with the building.
General loot
The fire amber is distributed between the basement and second floor. The building contains ten smokepowder barrels in total according to the location directory, with six in the basement and four on the second floor if they have not been detonated. Popdrakes, Squidjins and Wogglims can be taken from fireworks display boxes on the ground floor and in the basement.
Character-held or trader-associated loot
Loot availability can change if items are purchased, pickpocketed, moved, detonated or destroyed during combat. Treat explosive containers as destructible environmental resources rather than guaranteed post-combat loot.
Books and documents
Whipping Up Booms contains the recipe for Oil of Combustion. The production records and Installation Report provide some of the strongest narrative evidence in the building, particularly for players investigating Gortash, the Motivators and the Iron Throne.
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Explosives
The laboratory contains many smokepowder barrels. Igniting one can cause a chain reaction capable of killing several enemies at once, but the blast may also injure the party, destroy loot and attract outside law enforcement.
A careful party should avoid beginning combat beside multiple barrels unless it has a clear escape route. Moving barrels before the fight, separating the party, or using controlled ranged attacks can reduce the chance of an unwanted chain reaction.
Tripwires
The basement tripwires are easy to miss and require a DC 10 Sleight of Hand check to disarm. Bring a character with decent Dexterity and thieves’ tools if you intend to loot the basement thoroughly.
Blast mines
The second floor contains two blast mines. They can be disarmed but not picked up. They are particularly dangerous in a crowded laboratory where explosive barrels and hostile creatures are already present.
Security response
The Flaming Fists and Steel Watcher outside may join an internal battle. Crimes committed in view of the street security can therefore produce a wider fight than expected. If the aim is to steal from Avery, Tamara or the basement, concealment and turn-based positioning are safer than trying to rush through while visible.
Banite reinforcements
Once the upper laboratory becomes hostile, the disturbance can be heard below. Lower-floor employees may join the Banites. This makes the building more dangerous than the initial laboratory group suggests.
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Safest investigation route
This route keeps the basement explosives away from the opening stages of the main fight.
Safest investigation route: steps
- 01Enter through the main entrance.
- 02Speak to Avery and use the password.
- 03Visit Tamara and buy or steal anything needed.
- 04Use invisibility to move past the restricted point.
- 05Reach the loading doors or upper floor.
- 06Search the laboratory and read or collect the documents.
- 07Fight from a position away from the densest cluster of barrels.
- 08Return to the first floor and ground floor after combat.
- 09Enter the basement last, disarm the tripwires and search the hidden storage.
Loot-first route
This route is useful for players who want to secure the basement loot before triggering the quest’s combat.
Loot-first route: steps
- 01Obtain or pickpocket the cellar key.
- 02Enter through the southern basement door.
- 03Disarm the tripwires.
- 04Open the locked chest with the key or Sleight of Hand.
- 05Find the lever behind the crates.
- 06Collect the hidden smokepowder barrels if desired.
- 07Use the ladder to reach the workshop.
- 08Leave through the main entrance or continue towards the upper floors.
Combat-focused route
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Several details depend on the wider state of the game:
The supplied location source itself marks the tiefling-survival condition for Silfy as needing verification, so that condition should be treated as a progression note rather than an absolute guarantee for every game state.
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Before leaving Felogyr’s Fireworks, check that you have:
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Combat-focused route: steps
- 01Use the password to reach the first-floor trading area.
- 02Prepare resistance, healing and fire-safe positioning.
- 03Reach the second floor by invisibility, flight or the loading doors.
- 04Deal with the Banite guards and laboratory workers.
- 05Detonate barrels only when the party is safely positioned.
- 06Expect lower-floor employees and possibly street security to become involved.
- 07Search the building after the battle.
Where is Felogyr’s Fireworks?
It is in the Heapside district of the Lower City, near Philgrave’s Mansion and the Heapside Strand waypoint. The main entrance is approximately at X: 13, Y: -127.
What is the password?
The password is “Uncle Felogyr sent me.” It is connected to Arfur Gregorio and the Investigate the Suspicious Toys quest.
Does the password let me reach the top floor peacefully?
No. It allows access beyond the ordinary public shop floor, but the laboratory remains restricted. The upper operation must ultimately be confronted.
Where is the basement entrance?
The separate basement doors are on the southern side of the building, across from Philgrave’s Mansion, approximately at X: 7, Y: -136.
How do I open the basement?
Use the Felogyr’s Fireworks Cellar Key or pass the DC 20 Sleight of Hand check. Invisibility or Fog Cloud can help you approach the red-outlined entrance without immediately being noticed.
Can I steal from Avery and leave without fighting?
You can pickpocket Avery and obtain useful keys, but being seen using the workshop key or committing crimes can turn the staff hostile. Street security may also respond.
Is there anything important in the basement?
Yes. The basement contains fireworks, display boxes, a locked chest, tripwires, fire amber and a concealed smokepowder store opened by a hidden lever.
What is the purpose of the documents upstairs?
They reveal the workshop’s links to Gortash’s explosive programme and refer to the Motivators and Iron Throne. They are important narrative evidence even if the party is already familiar with those parts of Act Three.
Is Felogyr’s Fireworks connected to the Steel Watch Foundry?
It is not a subarea of the Foundry, but the locations are connected through Gortash’s wider operations. Felogyr’s documents and explosives form part of the same broader industrial and political network.
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Sources
- Felogyr's Fireworks - bg3.wiki — bg3.wiki
- Investigate the Suspicious Toys - bg3.wiki — bg3.wiki