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{{PageSeo
{{ up to date | 2023-09-03 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->
|title=Rescue the Gnome
|keywords=Barcus Wroot, Goblin Village, Blighted Village, Quest
|image=Barcus on Windmill Quest.jpg
|description=Rescue the Gnome is a quest in Act One of Baldur's Gate 3. It is initiated by discovering a group of goblins in the Blighted Village laughing at having tied Barcus Wroot to the blade of a windmill.
}}
[[File:Barcus on Windmill Quest.jpg|thumb|Barcus is tormented by goblins.]]
[[File:Barcus on Windmill Quest.jpg|thumb|Barcus is tormented by goblins.]]
'''Rescue the Gnome''' is a [[quest]] in the [[Blighted Village]]. It is initiated by discovering a group of goblins laughing at having tied [[Barcus Wroot]] to the blade of a windmill. {{SpoilerWarning}}


'''Rescue the Gnome''' is a [[quest]] in [[Act One]] of Baldur's Gate 3. It is initiated by discovering a group of goblins in the [[Blighted Village]] laughing at having tied [[Barcus Wroot]] to the blade of a windmill.
{{SpoilerWarning}}
<br><br/>
==Objectives==
==Objectives==
''Objectives and journal entries may vary pending player decisions and outcomes.''
''Objectives and journal entries may vary pending player decisions and outcomes.''
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* We've defeated the goblins. If we want to help the gnome, we'll have to stop the windmill.
* We've defeated the goblins. If we want to help the gnome, we'll have to stop the windmill.
* It took some convincing, but the goblins left. If we want to help the gnome, we'll have to stop the windmill. (70 XP Rewarded)
* It took some convincing, but the goblins left. If we want to help the gnome, we'll have to stop the windmill.
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<div style="font-weight: bold; line-height: 1.6;">Untie the gnome.</div>
<div style="font-weight: bold; line-height: 1.6;">Untie the gnome.</div>
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* Now that the windmill has stopped spinning, we should be able to untie the gnome. (15 Xp Rewarded)
* Now that the windmill has stopped spinning, we should be able to untie the gnome.
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The objectives of this quest are relatively simple - free Barcus. Approaching the Windmill (X:13, Y:418) automatically initiates a conversation with [[Fezzerk]] the goblin leader of the group. From there, the player has multiple ways to resolve the situation.
The objectives of this quest are relatively simple - free Barcus. Approaching the Windmill (X:13, Y:418) automatically initiates a conversation with [[Fezzerk]] the goblin leader of the group. From there, the player has multiple ways to resolve the situation.


* Convince Fezzerk with different social [[Skill Check|Skill Checks]] or using Illithid Persuasion.
* Convince Fezzerk to leave through diplomacy or Illithid Persuasion.  
** If you are a [[Drow]], a [[Performance]], [[Deception]] or [[Intimidation]] at a [[Difficulty Class|DC]] 5 to convince him to go away.
* The player can also choose to use violence.  
** If you are any other race and say you 'just want to pass by', you can pay him 1000 [[Gold]] to leave.
*** This can be lowered with a [[Persuasion]] for 500 or 250 at a DC 10 or to 100 at a DC 15.
*** Using [[Detect Thoughts]] can have the price lowered to 5, but Fezzerk and his gang won't leave. Talking to him again will start a fight.
**Having the [[Brand of the Absolute]] will have him leave.
** Using a Illithid Persuasion at a DC 2.
* The player can also choose to use violence by attacking them.
** Climbing onto the rooftop to the east of the windmill will turn the goblins hostile.
* The player is also free to do nothing and leave Barcus spinning.  
* The player is also free to do nothing and leave Barcus spinning.  


[[File:Brake Lever.jpg|thumb|The brake lever that will safely stop the windmill. ]]
[[File:Brake Lever.jpg|thumb|The brake lever that will safely stop the windmill. ]]
Should the player choose the violent approach through conversation, Fezzerk and his gang will fight to the death. If attacked otherwise, the goblin boss will surrender when near death, making his gang run away.  
Should the player choose the violent approach, they only need to damage Fezzerk to near death to force the entire group to surrender. Killing Fezzerk similarly forces the rest of his group to flee.  


Once the Goblins have been dealt with, the player needs to go to the interior of the windmill to stop it from spinning, allowing them to free Barcus. It is important to note that there are two levers inside the Windmill, and that the player must choose the "'''Brake'''" lever to safely stop the Windmill.
Once the Goblins have been dealt with, the player needs to go to the interior of the windmill to stop it from spinning, and allowing them to free Barcus. It is important to note that there are two levers inside the Windmill, and that the player must choose the "'''Brake'''" lever to safely stop the Windmill.


Choosing to use the "'''Release Brake'''" lever instead causes the windmill machinery to spin much faster, leading to Barcus being launched into the sky by inertia, and subsequently dying. His body can be found on the western road leading out of Blighted Village.
Choosing to use the "'''Release Brake'''" lever instead forces the windmill to an abrupt, violent stop, leading to Barcus being launched into the sky by inertia, and subsequently dying.


If the windmill is stopped properly, the player can then free Barcus by interacting with him. Barcus offers the player his luggage (which contains various goods, including a [[Smokepowder Satchel]]) in the basement of the windmill, reasoning that lugging around the extra weight was what got him caught in the first place. Note - actually saving Barcus is not required to obtain this quest reward, as his luggage will be in the basement regardless.  
If the windmill is stopped properly, the player can then free Barcus by interacting with him. Barcus offers the player his luggage (which contains various goods, including a [[Smokepowder Satchel]]) in the basement of the windmill, reasoning that lugging around the extra weight was what got him caught in the first place. Note - actually saving Barcus is not required to obtain this quest reward, as his luggage will be in the basement regardless.  


== Quest rewards ==
== Quest Rewards ==
* 75 xp for saving Barcus Wroot
* {{SmallIcon|Throwable Smokepowder Satchel Icon.png}} [[Smokepowder Satchel]]
* {{MdRarityItem|Smokepowder Satchel}}
* {{SmallIcon|The Speedy Lightfeet Icon.png}} [[The Speedy Lightfeet]] in the heavy chest next to Barcus' satchel
* {{MdRarityItem|The Speedy Lightfeet}} in the heavy chest next to Barcus' satchel
* {{MdRarityItem|Very Heavy Greataxe}}, if Fezzerk is killed
* {{MdRarityItem|Smokepowder Bomb}}, if Fezzerk is killed and didn't use it


== Consequences ==
== Consequences ==
Saving Barcus has far reaching consequences for many quests, including [[Save the Grymforge Gnomes]], [[Rescue Wulbren]], and [[Avenge the Ironhands]]. He can be seen throughout [[Act Two|Acts Two]] and [[Act Three|Three]] if he is rescued.
Saving Barcus has far reaching consequences for many quests, including [[Save the Grymforge Gnomes]], [[Rescue Wulbren]], and [[Avenge the Ironhands]]. He can be seen throughout Acts Two and Three if he is rescued.


{{NavQuests}}
[[Category:Quests]]
[[Category:Quests]]
[[Category:Time-Sensitive Quests]]
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