Get Help from Healer Nettie: Difference between revisions

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Nettie will offer to let the player go free if they swear to consume [[Wyvern Poison]] and kill themselves at the first signs of turning. If the player agrees and swears to Nettie's demands, she will inform them of the current situation in the Grove and gives them the quest [[Rescue the Druid Halsin]]. If the player is unwilling to swear to this, she will attack in hopes of stopping the player before they can transform and harm others.  
Nettie will offer to let the player go free if they swear to consume [[Wyvern Poison]] and kill themselves at the first signs of turning. If the player agrees and swears to Nettie's demands, she will inform them of the current situation in the Grove and gives them the quest [[Rescue the Druid Halsin]]. If the player is unwilling to swear to this, she will attack in hopes of stopping the player before they can transform and harm others.  
'''If Nettie is killed''', the player will find that they're still trapped within the library. To escape, they must loot Nettie's Circlet, the [[Key of the Ancients]] which will allow you to open the stone slab doors. The players can use this to return to the [[Druid Grove]], or head towards the [[Underground Passage]]. 




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* If the player refuses to offer their hand, Nettie will try 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 the player refuses to offer their hand, Nettie will try 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 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 will once again lead to combat.


== Poisoned ==
== Poisoned and Trapped ==
'''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. Refusing to swear will once again lead to combat.
'''If the player is poisoned,''' they will 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 will not be hostile, believing that with the doors lock and the player poisoned, they'll no longer be a danger.
 
'''If the player is poisoned,''' they will 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 will not be hostile, believing that with the doors lock and the player poisoned, they'll no longer be a danger.
'''If the player is poisoned,''' they will 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 will not be hostile, believing that with the doors lock and the player poisoned, they'll no longer be a danger.


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'''If Nettie is convinced to peacefully provide the antidote''', she will now offer 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 will now offer 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 killed for the antidote''', the player will find that they're still trapped within the library. To escape, they must loot Nettie's Circlet, the [[Key of the Ancients]] which will allow you to open the stone slab doors. The players can use this to return to the [[Druid Grove]], or head towards the [[Underground Passage]].
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.  
 
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.    


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

Revision as of 23:35, 13 July 2023

Get Help from Healer Nettie is a sub-quest of Chapter One's main quest, Remove the Parasite. It can be started by inquiring about a healer with Nymessa and Damays or various Non-player characters at the Druid Grove.

Objectives

  • Find the Healer Nettie.
    • When we asked about healing, we were told to look for Nettie in the Inner Sanctum.
  • Follow Nettie
    • We told Nettie about the parasite. She seemed concerned and asked us to follow her to another room for treatment.

Walkthrough

The library where you speak with Nettie.

Nettie can be found within the Emerald Grove, in the room beyond the lounge where Kagha and Rath are situated. She will not help the player until they admit to her that they're infected by a Mindflayer Tadpole. She will invite the player to join her in the library room deeper within the sanctum to talk.

Once the player is inside the room, she will lock the door behind them and they will lose the ability to Fast Travel. Approaching Nettie initiates a conversation.


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

Nettie will offer to let the player go free if they swear to consume Wyvern Poison and kill themselves at the first signs of turning. If the player agrees and swears to Nettie's demands, she will inform them of the current situation in the Grove and gives them the quest Rescue the Druid Halsin. If the player is unwilling to swear to this, she will attack in hopes of stopping the player before they can transform and harm others.

If Nettie is killed, the player will find that they're still trapped within the library. To escape, they must loot Nettie's Circlet, the Key of the Ancients which will allow you to open the stone slab doors. The players 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 will ask to touch the player's hand without explanation.

  • If the player offer their hand to Nettie, the Druid will slice them with the poisoned plant Kelemvor's Kiss, inflicting them with a special Poisoned condition called At Death's Door, which inflicts a -2 penalty to all Ability Scores, and continues to worsen after Rest.

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 will once again lead to combat.

Poisoned and Trapped

If the player is poisoned, they will have 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 player is able to walk away from the conversation at this point. Nettie will not be hostile, believing that with the doors lock and the player poisoned, they'll no longer be a danger.

The player will have the following options to try 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.
  • Attack Nettie and loot her body for the Elixir of Silvanus.
  • Pick-pocket the Elixir of Silvanus from Nettie. She will turn hostile once she discovers it missing. However, this allows you to fight her without the At Death's Door debuff.

If Nettie is convinced to peacefully provide the antidote, she will now offer to let the player 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.

Quest Rewards

Completing this quest earns the player 75 Experience Points. The Wyvern Poison the player can obtain is actually a powerful consumable that be used to add significant poison damage to a single weapon attack. The Key of the Ancients can only be obtained in outcomes that involves killing Nettie.