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Rescue the Gnome

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Revision as of 16:11, 28 January 2024 by Lynkstar (talk | contribs) (Minor grammar correction)

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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 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. (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 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 Checks or using Illithid Persuasion.
    • If you are a Drow, a Performance, Deception or Intimidation at a DC 5 to convince him to go away.
    • 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 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.

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.

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.

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.