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* Convincing Fezzerk with different social [[Skill Check|Skill Checks]] or using Illithid Persuasion.
* Convincing Fezzerk with different social [[Skill Check|Skill Checks]] or using Illithid Persuasion.
** For [[Drow]]s, a [[Performance]], [[Deception]] or [[Intimidation]] at a [[Difficulty Class|DC]] 5 is necessary to convince him to go away.  
** For [[Drow]], a [[Performance]], [[Deception]] or [[Intimidation]] at a [[Difficulty Class|DC]] 5 is necessary to convince him to go away.  
** For any other race it's possible to say that the party 'just want to pass by', and pay him 1000 [[Gold]] to leave.
** For any other race it's possible to say that the party 'just want to pass by', and pay him 1000 [[Gold]] to leave.
*** This can be lowered with a [[Persuasion]] to 500 or 250 with a DC 10 or to 100 with a DC 15.  
*** This can be lowered with a [[Persuasion]] to 500 or 250 with a DC 10 or to 100 with a DC 15.  

Revision as of 01:33, 18 July 2024

Barcus is tormented by goblins.

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 Barcus Wroot to the blade of a windmill.

Objectives

Objectives and journal entries may vary pending story decisions and outcomes.

Approach the goblins.
  • We spotted a deep gnome tied to the blades of a windmill. He's being tormented by a group of goblins.
Defeat the goblins.
  • The goblins attacked us.
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)
Untie the gnome.
  • Now that the windmill has stopped spinning, we should be able to untie the gnome. (15 Xp Rewarded)
Quest Complete
  • After rescuing Barcus Wroot, we parted ways with him.
  • We invited Barcus Wroot to our camp.
  • The deep gnome was killed.
  • We left without helping the deep gnome.

Walkthrough

The only objective of this quest is to free Barcus Wroot Barcus Wroot. Approaching the Windmill (X:13, Y:418) automatically initiates a conversation with Fezzerk Fezzerk the goblin leader of the group. There are several options to resolve the situation.

  • Convincing Fezzerk with different social Skill Checks or using Illithid Persuasion.
    • For Drow, a Performance, Deception or Intimidation at a DC 5 is necessary to convince him to go away.
    • For any other race it's possible to say that the party 'just want to pass by', and pay him 1000 Gold to leave.
      • This can be lowered with a Persuasion to 500 or 250 with a DC 10 or to 100 with a DC 15.
      • If using Detect Thoughts Detect Thoughts the price can be 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.
  • Attacking Fezzerk and his followers.
    • Climbing onto the rooftop to the east of the windmill will turn the goblins hostile.
  • Doing nothing and leave Barcus spinning.
The brake lever that will safely stop the windmill.

If choosing 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.

Once the Goblins have been dealt with, the party needs to go to the interior of the windmill to stop it from spinning, allowing them to free Barcus. There are two levers inside the Windmill, amd the "Brake" lever must be chosen to safely stop the Windmill. Using the "Release Brake" lever instead causes the windmill machinery to spin much faster, resulting in Barcus being launched into the sky by inertia, and subsequently dying. His body can then be found on the western road leading out of Blighted Village.

If the windmill is stopped properly, the party can then free Barcus by interacting with him. Barcus offers the party 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. Saving Barcus is not required to obtain this quest reward, as his luggage will be in the basement regardless.

Quest rewards

Consequences

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