Barcus Wroot is picked on by a gang of Goblins, who tie him to a windmill near the Blighted Village in Baldur’s Gate 3.
Barcus Wroot is a Deep Gnome you will encounter outside the Blighted Village in Act 1 of Baldur’s Gate 3. The Gnome is found in a peculiar situation, tied to a windmill being picked on by a gang of Goblins.
In this guide, we shall go over where to find and how to save Barcus Wroot in Baldur’s Gate 3.
Where to Find Barcus Wroot
To find Barcus Wroot, spawn at the Blighted Village Waypoint and move north. There will be a flight of stairs just a few meters ahead. Go up, and you will find a windmill surrounded by a pack of Goblins. This will trigger a cutscene, and you will then see Barcus tied to the windmill.
How to Save Barcus Wroot
Deal with the Goblins
Interact with the Goblins tormenting Barcus Wroot. Fezzerk, seemingly the leader of the pack, will step up and talk to you. He will be aggressive right from the get-go. When you ask about what is happening, he will explain that they are having fun with Barcus. Next, you will ask him why they are doing so, and he will then poke fun at you.
At this point, threaten him to let the Gnome go. Fezzerk will get defensive. You can choose to attack the pack here, or you can take the wiser route and choose non-violence. You will have options to intimidate him, persuade him, or impart wisdom with the Illythid. To rescue the Gnome, we recommend intimidating or persuading.
If you successfully intimidate Fezzerk, the pack will leave Barcus alone and you can rescue him. However, if you fail the Intimidation skill check, you will have to fight him in battle. If you choose to persuade Fezzer and do so successfully, he will demand gold in exchange for letting Barcus go. Once again, failing the skill check will end in violence.
Rescue Barcus Wroot
Once the Goblins are dealt with, go around the windmill to the back near the broken area to trigger a cutscene. Jump over the gap in the windmill and release the brake lever on the left to stop the windmill. Barcus will now be on the lower end of the windmill’s fan. Interact with him to free him.
Once you’ve rescued him, he will accuse you of planning to extort him. Refute the claims, and he will tell you that he was caught only because of the pack he had been carrying. He will ask you to find the pack and keep it, claiming he will “travel light” from now on.
Drop down the wooden hatch near the windmill to find his pack and complete the quest.
Looking For More About Baldur’s Gate 3?
Thank you for reading the guide. We provide the latest news and create guides for Baldur’s Gate 3. Also, watch Deltia play games on Twitch or visit his YouTube channel!