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== Walkthrough ==
== Walkthrough ==
[[File:Druid's Chamber.jpg|thumb|The library where you speak with Nettie. ]]
[[File:Druid's Chamber.jpg|thumb|The library where Nettie can be spoken with.]]
Nettie can be found within the [[Druid Grove|Emerald Grove]], in the room beyond the lounge where {{CharLink|Kagha}} and {{CharLink|Rath}} are situated. She will not help the player until they admit to her that they're infected by a Mindflayer Tadpole. She invites the player to join her in the library room deeper within the sanctum to talk.  
Nettie can be found within the [[Druid Grove|Emerald Grove]], in the room beyond the lounge where {{CharLink|Kagha}} and {{CharLink|Rath}} are situated. She will not help until admiting to her the infection by a Mindflayer Tadpole. She invites the party to join her in the library room deeper within the sanctum to talk.  


Once the player is inside the room, she locks the door behind them and they lose the ability to [[Ancient Rune Circle|Fast Travel]]. Approaching Nettie initiates a conversation.   
Once inside the room, she locks the door behind the party and Fast Travel is not possible. Approaching Nettie initiates a conversation.   


'''If the player is truthful with Nettie''' - informing her of the various symptoms they have been experiencing, then Nettie is honest in kind. She doesn't have a cure, and was instead planning to euthanize the player before they can transform.  
'''If beeing truthful with Nettie''' - informing her of the various symptoms the party have been experiencing, then Nettie is honest in kind. She doesn't have a cure, and was instead planning to euthanize the party before they can transform.  


Nettie offers to let the player go free if they swear to consume {{SmRarityItem|Wyvern Poison}} and kill themselves at the first signs of turning. If the player agrees and swears to Nettie's demands, she informs them of the current situation in the Grove and gives them the quest {{Quest|Rescue the Druid Halsin}}. If the player is unwilling to swear to this, she attacks in hopes of stopping the player before they can transform and harm others.  
Nettie offers to let the party go free if they swear to consume a {{SmRarityItem|Wyvern Poison}} to kill themselves at the first signs of turning. If agreeing and swearing to Nettie's demands, she informs the party of the current situation in the Grove and urges them to {{Quest|Rescue the Druid Halsin}}. If refusing to swear to this, she attacks in hopes of stopping the party before they transform and harm others.  


'''If Nettie is killed''', the player finds that they're still trapped within the library. To escape, they must loot Nettie's Circlet, the {{SmRarityItem|Key of the Ancients}} which opens the stone slab doors. The players can use this to return to the [[Druid Grove]], or head towards the [[Underground Passage]].   
'''If Nettie is killed''', the party will still be trapped within the library. To escape, they must loot Nettie's Circlet, the {{SmRarityItem|Key of the Ancients}} which opens the stone slab doors. The party can use this to return to the [[Druid Grove]], or head towards the [[Underground Passage]].   


'''If the player is not truthful with Nettie''' - refusing to provide any details of their symptoms, she asks to touch the player's hand without explanation.   
'''If not beeing truthful with Nettie''', refusing to provide any details of their symptoms, she asks to touch the player character's hand without explanation.   


* If the player offer their hand to Nettie, the Druid slices them with the poisoned plant Kelemvor's Kiss, inflicting them with a special [[Conditions#Poisoned|Poisoned]] condition called '''At Death's Door,''' which inflicts a -2 penalty to all [[Ability Scores]], and continues to worsen after [[Resting|Rest]].  
* If offering their hand to Nettie, the Druid slices it with the poisoned plant Kelemvor's Kiss, inflicting the player character with a special [[Conditions#Poisoned|Poisoned]] condition called '''At Death's Door,''' which inflicts a -2 penalty to all [[Ability Scores]], and continues to worsen after [[Resting]].  


* If the player refuses to offer their hand, Nettie tries to slice them regardless. The player must pass a [[Difficulty Class]] (DC)15 [[Dexterity]] [[Ability Check|Check]] or [[Intimidation]] [[Skill Check|Check]] to avoid this.  
* If refusing to offer their hand, Nettie tries to slice it regardless. The player character must pass a [[Difficulty Class]] (DC)15 [[Dexterity]] [[Ability Check|Check]] or [[Intimidation]] [[Skill Check|Check]] to avoid this.  
'''If the player successfully avoids getting poisoned''', they can make another DC10 [[Medicine]], [[History]], or [[Intimidation]] to get Nettie to stand down. If this is successful, the conversation loops back to her request for the player to swear to drinking the poison should they start transforming. Saying yes finishes the quest. Refusing to swear once again leads to combat.
 
'''If successfully avoiding to get poisoned''', the party can make another DC10 [[Medicine]], [[History]], or [[Intimidation]] to get Nettie to stand down. If this is successful, the conversation loops back to her request to the party to swear to drink the poison should they start transforming. Saying yes finishes the quest. Refusing to swear once again leads to combat.


=== Poisoned and Trapped ===
=== Poisoned and Trapped ===
'''If the player is poisoned,''' they have an opportunity to grab the branch and conduct a DC10 [[Nature]] [[Skill Check|Check]] to identify the poison. Doing so provides some lore, but does not seem to affect future checks and options. The player is able to walk away from the conversation at this point. Nettie is not hostile, believing that with the doors lock and the player poisoned, they'll no longer be a danger.
'''If beeing poisoned,''' the player character has an opportunity to grab the branch and conduct a DC10 [[Nature]] [[Skill Check|Check]] to identify the poison. Doing so provides some lore, but does not seem to affect future checks and options. The party is able to walk away from the conversation at this point. Nettie is not hostile, believing that with the doors lock and the player character poisoned, they'll no longer be a danger.


The player have the following options to try to obtain the antidote, which is on Nettie, at this point:
There are the following options to obtain the antidote, which is on Nettie, at this point:


* Convince Nettie to give it to them by passing a DC15 History, Medical or Deception (two chances). This is the only peaceful method to obtain the antidote and leave the room at this point.
* Convincing Nettie to give it by passing a DC15 History, Medical or Deception (two chances). This is the only peaceful method to obtain the antidote and leave the room at this point.
* Attack Nettie and loot her body for the {{SmRarityItem|Elixir of Silvanus}}.  
* Attacking Nettie and looting her body for the {{SmRarityItem|Elixir of Silvanus}}.  
* Pick-pocket the Elixir of Silvanus from Nettie. She turns hostile once she discovers it missing. However, this allows you to fight her without the At Death's Door debuff.   
* Pick-pocketing the Elixir of Silvanus from Nettie. She turns hostile once she discovers it missing. However, this allows the party to fight against her without the At Death's Door debuff.   


'''If Nettie is convinced to peacefully provide the antidote''', she now offers to let the player go free as long as they swear to commit suicide prior to turning. Refusing once again leads to a fight.
'''If Nettie is convinced to peacefully provide the antidote''', she now offers to let the party go free as long as they swear to commit suicide prior to turning. Refusing once again leads to a fight.  
 
Note, that at any point of the conversation, the player can choose to attack Nettie to either obtain the antidote (if they're poisoned) and to free themselves from the locked room, through the "Attack" button at the bottom left of the screen when in dialogue. Alternatively, the player can switch characters and have them initiate the fight.  


=== Brewing an Antidote ===
=== Brewing an Antidote ===


Should the player wish to, they can also learn to brew an antidote to cure themselves of the poison.
It is possible to learn to brew an antidote. In the room where the party originally found Nettie healing the bird, there is a book named {{SmRarityItem|On Antidotes}} on a desk by the cauldron. Reading the book teaches how to craft an {{SmRarityItem|Antidote}}. Combining {{SmRarityItem|Salts of Mugwort}} with any suspension will allow to brew an antidote. Antidotes found elsewhere will also work for curing the poison.
 
In the room where they originally found Nettie healing the bird, there is a book named {{SmRarityItem|On Antidotes}} on a desk by the cauldron. Reading the book teaches the player the crafting recipe for an {{SmRarityItem|Antidote}} and combining {{SmRarityItem|Salts of Mugwort}} with any suspension will allow them to brew an antidote that can cure them of the poison. Antidotes found elsewhere will also work for curing the poison.


Three {{SmRarityItem|Mugwort|Mugworts}} can be found in the Druid's Quarters to extract the salts and the room Nettie locks you in has three {{SmRarityItem|Bullywug Trumpet|Bullywug Trumpets}} that allow the player to extract a suspension, providing all the ingredients needed to brew an antidote if the player doesn't already have them. Picking up the Bullywug Trumpet nearest to Nettie will trigger a dilogue line where she tells the player to stop searching for an antidote as they won't find one.
Three {{SmRarityItem|Mugwort|Mugworts}} can be found in the Druid's Quarters to extract the salts and the room Nettie locks the party in has three {{SmRarityItem|Bullywug Trumpet|Bullywug Trumpets}} that allow extracting a suspension, providing all the ingredients needed to brew an antidote. Picking up the Bullywug Trumpet nearest to Nettie will trigger a dialogue line where she tells the party to stop searching for an antidote as they won't find one.


The player can brew the antidote ahead of speaking with Nettie or simply bring one with them found elsewhere in the world. Should the player get poisoned, they then have the option to cure themselves immediately, which causes Nettie to give up, and loop back to offering the player a chance to leave if they swear to kill themselves should they start to transform.
It's possible to brew the antidote ahead of speaking with Nettie or simply bring one found elsewhere in the world. Should the player character get poisoned, they then have the option to cure themselves immediately, which causes Nettie to give up, and loop back to offering the party a chance to leave if they swear to kill themselves should they start to transform.


== Quest Rewards ==
== Quest Rewards ==

Revision as of 14:14, 15 July 2024

Nettie is a talented healer - but can she cure a tadpole?

Get Help from Healer Nettie is a sub-quest of Act One's main quest, Find a Cure Find a Cure. It can be started by inquiring about a healer with Nymessa Nymessa and Damays Damays or various individuals at the Druid Grove.

Objectives

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

Find the druid's apprentice.
  • Aradin told us that the druid Halsin has an apprentice. If we can find her, she might be able to help us with the parasite.
Find the healer Nettie.
  • When we asked about healing, we were told to look for Nettie in the Inner Sanctum.
  • There's a camp nearby where someone named Nettie can supposedly heal any wound. She might be able to help remove the parasite.
Follow Nettie.
  • We told Nettie about the parasite. She seemed concerned and asked us to follow her to another room for treatment.
Find an antidote for the poison.
  • Unable to heal us, Nettie spared us the horror of ceremorphosis - by poisoning one of us with deadly venom. We need to cure the poison immediately.
  • Nettie's corpse told us of a cure - the Elixir of Silvanus. It seems related to flora of the Dalelands.
  • To make the lifesaving antidote, we need to mix a bundle of mugwort in a cauldron of theriac, blessed by Silvanus.
Quest Complete
  • Nettie tried to poison us, but we managed to talk her out of it. She let us go, but she made us promise to kill ourselves if we started to turn.
  • We managed to find a cure for the venom Nettie used - but we're still no closer to a cure for the parasite.
  • We rescued Nettie's master, Halsin. Now that he's safe, we don't need to ask Nettie for help - we can go directly to the master druid instead.
  • Nettie was killed before she could help us. We'll need to find another way to cure ourselves.
  • Nettie's dead - serves her right for trying to poison us. But it's a bittersweet victory: we still need to find a way to deal with the parasite.
  • We left the area without seeing if the druid apprentice could heal us.

Walkthrough

The library where Nettie can be spoken with.

Nettie can be found within the Emerald Grove, in the room beyond the lounge where Kagha Kagha and Rath Rath are situated. She will not help until admiting to her the infection by a Mindflayer Tadpole. She invites the party to join her in the library room deeper within the sanctum to talk.

Once inside the room, she locks the door behind the party and Fast Travel is not possible. Approaching Nettie initiates a conversation.

If beeing truthful with Nettie - informing her of the various symptoms the party have been experiencing, then Nettie is honest in kind. She doesn't have a cure, and was instead planning to euthanize the party before they can transform.

Nettie offers to let the party go free if they swear to consume a Wyvern Poison to kill themselves at the first signs of turning. If agreeing and swearing to Nettie's demands, she informs the party of the current situation in the Grove and urges them to Rescue the Druid Halsin Rescue the Druid Halsin. If refusing to swear to this, she attacks in hopes of stopping the party before they transform and harm others.

If Nettie is killed, the party will still be trapped within the library. To escape, they must loot Nettie's Circlet, the Key of the Ancients which opens the stone slab doors. The party can use this to return to the Druid Grove, or head towards the Underground Passage.

If not beeing truthful with Nettie, refusing to provide any details of their symptoms, she asks to touch the player character's hand without explanation.

  • If offering their hand to Nettie, the Druid slices it with the poisoned plant Kelemvor's Kiss, inflicting the player character with a special Poisoned condition called At Death's Door, which inflicts a -2 penalty to all Ability Scores, and continues to worsen after Resting.

If successfully avoiding to get poisoned, the party can make another DC10 Medicine, History, or Intimidation to get Nettie to stand down. If this is successful, the conversation loops back to her request to the party to swear to drink the poison should they start transforming. Saying yes finishes the quest. Refusing to swear once again leads to combat.

Poisoned and Trapped

If beeing poisoned, the player character has an opportunity to grab the branch and conduct a DC10 Nature Check to identify the poison. Doing so provides some lore, but does not seem to affect future checks and options. The party is able to walk away from the conversation at this point. Nettie is not hostile, believing that with the doors lock and the player character poisoned, they'll no longer be a danger.

There are the following options to obtain the antidote, which is on Nettie, at this point:

  • Convincing Nettie to give it by passing a DC15 History, Medical or Deception (two chances). This is the only peaceful method to obtain the antidote and leave the room at this point.
  • Attacking Nettie and looting her body for the Elixir of Silvanus.
  • Pick-pocketing the Elixir of Silvanus from Nettie. She turns hostile once she discovers it missing. However, this allows the party to fight against her without the At Death's Door debuff.

If Nettie is convinced to peacefully provide the antidote, she now offers to let the party go free as long as they swear to commit suicide prior to turning. Refusing once again leads to a fight.

Brewing an Antidote

It is possible to learn to brew an antidote. In the room where the party originally found Nettie healing the bird, there is a book named On Antidotes on a desk by the cauldron. Reading the book teaches how to craft an Antidote. Combining Salts of Mugwort with any suspension will allow to brew an antidote. Antidotes found elsewhere will also work for curing the poison.

Three Mugworts can be found in the Druid's Quarters to extract the salts and the room Nettie locks the party in has three Bullywug Trumpets that allow extracting a suspension, providing all the ingredients needed to brew an antidote. Picking up the Bullywug Trumpet nearest to Nettie will trigger a dialogue line where she tells the party to stop searching for an antidote as they won't find one.

It's possible to brew the antidote ahead of speaking with Nettie or simply bring one found elsewhere in the world. Should the player character get poisoned, they then have the option to cure themselves immediately, which causes Nettie to give up, and loop back to offering the party a chance to leave if they swear to kill themselves should they start to transform.

Quest Rewards

Notes

The Cauldron of Boiling Theriac used to brew the Elixir of Silvanus in early versions.
  • Prior to Patch #1 the party was able to read the book Flora of the Dalelands in the Druid's Quarters to learn that the poison Nettie has used on them is known as 'Kelemvor's Kiss'. The book also taught the party how to brew an Elixir of Silvanus using the Cauldron of Boiling Theriac to cure the poison. This would also have granted the inspiration "The Apprentice Turns Master" for the Guild Artisan background.