Rescue the Gnome: Difference between revisions

From Baldur's Gate 3 Wiki
Jump to navigation Jump to search
(Wyll's connection to the goblins was removed in the final release.)
No edit summary
Line 1: Line 1:
{{ up to date | 2023-09-03 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->
[[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 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}}


==Objectives==
==Objectives==
''Objectives and journal entries may vary pending player decisions and outcomes.''
''Objectives and journal entries may vary pending player decisions and outcomes.''
*Approach the goblins.
<div class="toccolours mw-collapsible mw-collapsed">
**We spotted a deep gnome tied to the blades of a windmill. He's being tormented by a group of goblins.
<div style="font-weight: bold; line-height: 1.6;">Approach the goblins.</div>
*Defeat the goblins.
<div class="mw-collapsible-content">
**The goblins attacked us.
* We spotted a deep gnome tied to the blades of a windmill. He's being tormented by a group of goblins.
*Stop the windmill.
</div></div>
**We've defeated the goblins. If we want to help the gnome, we'll have to stop the windmill.
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
*Untie the gnome.
<div style="font-weight: bold; line-height: 1.6;">Defeat the goblins.</div>
**Now that the windmill has stopped spinning, we should be able to untie the gnome.
<div class="mw-collapsible-content">
* The goblins attacked us.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Stop the windmill.</div>
<div class="mw-collapsible-content">
* 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.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Untie the gnome.</div>
<div class="mw-collapsible-content">
* Now that the windmill has stopped spinning, we should be able to untie the gnome.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div style="font-weight: bold; line-height: 1.6;">Quest Complete</div>
<div class="mw-collapsible-content">
* 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.
</div></div>


== Walkthrough ==
== Walkthrough ==
The objectives of this quest is relatively simple - free Barcus. Approaching the Windmill will automatically initiate a conversation with [[Fezzerk]] the goblin leader of the group. From there, the player have 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 to leave through diplomacy or Illithid Persuasion.  
* Convince Fezzerk to leave through diplomacy or Illithid Persuasion.  
* The player can also choose to violence.  
* The player can also choose to use violence.  
* 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, they only need to damage Fezzerk to near death to force the entire group to surrender. Killing Fezzerk will similarly force the rest of his group to flee.  
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 will need 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.
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 will force the windmill to an abrupt, violent stop, leading to Barcus being launched into the sky by inertia, and subsequently dying.
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 will then offer 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 ==
* {{SmallIcon|Throwable Smokepowder Satchel Icon.png}} [[Smokepowder Satchel]]
* {{SmallIcon|The Speedy Lightfeet Icon.png}} [[The Speedy Lightfeet]] in the heavy chest next to Barcus' satchel


* {{SmallIcon|Throwable Smokepowder Satchel Icon.png}} [[Smokepowder Satchel]]
== 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 Acts Two and Three if he is rescued.


[[Category:Quests]]
[[Category:Quests]]

Revision as of 02:54, 3 September 2023

Template:Up to date

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.

Objectives

Objectives and journal entries may vary pending player 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.
Untie the gnome.
  • Now that the windmill has stopped spinning, we should be able to untie the gnome.
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 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 to leave through diplomacy or Illithid Persuasion.
  • The player can also choose to use violence.
  • The player is also free to do nothing and leave Barcus spinning.
The brake lever that will safely stop the windmill.

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, 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 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.

Quest Rewards

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 Acts Two and Three if he is rescued.