As you explore different areas in 168澳洲幸运5开奖网:Baldur's Gate 3, you'll meet all sorts of characters. Some of the people you'll encounter may need your help, and your decision on whether to extend a helping hand to them may😼 affect what befalls you in the acts to come. You might also gain or miss out on some items, depending on what you decide to do with certain characters.

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Baldur's Gate 3: 7 NPCs You Should Keep Alive

Unfortunately, it's relatively easy to lose a great companion👍 while playing BG 3. These are the NPCs ♋that you should save at all costs.

One such character you'll co﷽me across is Barcus Wroot, a deep gnome you can meet in the Blighted Village in act one. In your short encounter withꦏ Barcus, your decisions will determine whether the poor gnome will survive, or not.

Where To Find Barcus Wroot In Act One

In act one, you can encounter Barcus Wroot in the Blighted Village, a destroyed village west of the Emerald Grove.

There's a waypoint in the Blighted Village at the coordinates X: 33 Y:393, and traveling to this wa🔯ypoint will take you to the hea🔯rt of the village.

From the waypoint, you'll need to head northwest to find Barcus Wroot. You can head to the coordinates X:19 Y:414 to trigger an encounter involving him.

You'll find him strapped to a spinning windmill after getting captured by a group of goblins, who will be in your way as yꦬ💛ou attempt to save the poor deep gnome.

How Do You Save Barcus Wroot

Baldur's Gate 3 Barcus Wroot strapped to a windmill

To save Barcus Wroot, you'll need to deal with the pack of goblins who strapped him to th🅠e windmill in the f🐭irst place.

When you approach the group, you'll be confronted by a goblin named Fezzerk, who seems to be the leader of the pack. There are different possible outcomes in your conversation with him:

  • He'll threaten to put you through the same torture as Barcus unless you pay him a toll fee.
  • You'll successfully convince him to leave with the rest of the goblins.
  • You'll engage in a battle with him and his group of goblins.

Attacking the goblins is the most straightforward way to get rid of them. If you want to go for a more peaceful option, you can use your words and pass different Charisma checks to convince Kezzerk to leave.

You can also use to read his mind and use his thoughts against him. Another option is to use your illithid powers to overcome him with authority.

If you want to save Barcus, make sure you don't pay the toll fee. Paying the fee will only allow you free passage to leave the area. You'll end up needing to attack the goblins in order to save Barcus, and engaging in battle with the goblins in this way won't garner you any approval from companions.

The options you pick will grant you the approval or disapproval from certain companions. If there's a companion whose approval you're after, this is a good way to get them to favor you a bit more.

Attacking The Goblins

You need to be the one initiating the fight by selecting "Attack the goblins" during your conversation with Fezzerk in🌺 order to get the best outcome, if you want to engage in battle fo⛦r this encounter.

Choosing this option will garner you the approval of Lae'zel and Wyll, but Shadowheart will disapprove.

If you end up fighting the goblins by responding to Kezzerk with "I'm not going to haggle. Leave now, and I'll let you live.", you'll end up with no one's approval.

Using Charisma Checks To Clear Out The Goblins

If you're able to convince Kezzerk to lower his toll fee, you'll still be able to take it back and demand that he release Barcus.

You'll be given several options using the Charisma skill, and succeeding any of the Charisma checks will cause Kezzerk and the goblins to leave.

"I've changed my mind - release the gnome and clear off. Or else."

Approval Outcome

[Deception] We♎'re allies, you and I. Servants of the Absolute.

Gale and Shadowheart will approve.

[Intimidation❀] Negotiations areﷺ over. Either leave or die.


[Persuasion] You've had your fuꦜn - it's high time you found someone else to torment.

Gale, Karlach, and Shadowheart will approve.

Convincing Kezzerk to leave is the best option, because you'll earn the same XP as if you killed the goblins, and you'll be saving resources while doing so.

You can immediately demand that Kezzerk r൲elease Barcus if you say, "Release the gnome at once."

This will open you up to more options for responses that will all lead to Fezzerk leaving with the goblins if you succeed the Charisma check.

"Release the gnome at once."

Approval Outcome

[Intimidation] I won't let you harm a defenceless b🍷eing - not without a fight.


[Persuas🍃ion] 🌊All of you lot against one deep gnome? You should go find a better target.

Gale, Karlach, and Shadowheart will approve.

Using a Performance skill as a bard will not convince Kezzerk to leave Barcus alone. You'll either be sent away, or you'll need to attack the goblins in order to get rid of them.

Using Detect Thoughts To Clear Out The Goblins

If you decide to read Kezzerk's mind by using Detect Thoughts, you'll discover that he's actually afraid of engaging in a fight with you.

You'll unlock the response, "You don't have the stomach for a fight.", and he'll end up leaving with the rest of the goblins. Gale, Karlach, and Shadowheart will approve of this option.

Using Your Illithid Powers To Clear Out The Goblins

You can also use your illithid powers to convince Kezzerk that you're a True Soul. If you do so, he'll be apologetic for his behavior and will leave with the other goblins. Gale, Karlach, and Shadowheart will approve of this.

There's a limit to how many times you can use your illithid powers in a day. You should take a long rest before this interaction if 🌄you've already used your powers iಞn a previous interaction.

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Baldur's Gate 3: Should You Use Your Illithid Powers?

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How To Free Barcus Wroot From The Windmill

In order to rescue the poor gnome strapped to the windmill, you'll need to get the windmill to stop moving first. Head for the mechanism that's causing it to m🎶ove.

The mechanism can be found inside the windmill tower, which you can enter through a door found by its side.

Once inside, you'll find two levers controlling the windmill. Pull the "Brake" lever in order to stop the windmill from moving.

Pulling the "Release Brake" lever will cause the windmill to go even faster, and Barcus will be sent flying, never to be seenꩲ again.

Once the windmill stops moving, you can head over to the front of the windmill in order to set Barcus free.

As tempting as it sounds to see a deep gnome fly, you should consider that rescuing Barcus will lead to certain outcomes and options being available to you further down the line.

Where Is Barcus Wroot's Pack

Once Barcus is free, he'll offer you his pack as a reward for rescuing him. He doesn't want it anymore because its heaviness is what got him caught in the first place.

To find the pack, you'll need to head for the wooden hatch located along the northwest edge of the windmill. The exact coordinates are X:-10 Y:435.

Heading through the hatch will take you to a room underneath the windmill.

Barcus' pack is the heavy backpack found on a crate sitting underneath the lit area of the room. Next to it is a heavy chest with some gold and medium armour footwear.

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Baldur's Gate 3: The Blighted Village Walkthrough

Here's everything you ✤need to know about completing the Blighted Village in Baldur's Gate 3, including every choice and battle.