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As you explore different areas inBaldur’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.
One such character you’ll come across is Barcus Wroot, a deep gnome you can meet in the Blighted Village in act one. In your short encounter with 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’re able to encounter Barcus Wroot inthe Blighted Village, a destroyed villagewest of the Emerald Grove.
There’s a waypoint in the Blighted Village at the coordinatesX: 33 Y:393, and traveling to this waypoint will take you to the heart of the village.
From the waypoint, you’ll need tohead northwest to find Barcus Wroot. You can head to the coordinatesX:19 Y:414to trigger an encounter involving him.
You’ll find himstrapped to a spinning windmillafter getting captured bya group of goblins, who will be in your way as you attempt to save the poor deep gnome.
How Do You Save Barcus Wroot
To save Barcus Wroot, you’ll need todeal with the pack of goblinswho strapped him to the windmill in the first place.
When you approach the group, you’ll be confronted by a goblin namedFezzerk, who seems to bethe leader of the pack. There aredifferent possible outcomesin your conversation with him:
Attacking the goblinsis the most straightforward way to get rid of them. If you want to go for a morepeaceful option, you can use your words andpass different Charisma checksto convince Kezzerk to leave.
You can also useDetect Thoughtsto read his mind anduse his thoughts against him. Another option is to use yourillithid powerstoovercome him with authority.
If you want to save Barcus,make sure you don’t pay the toll fee. Paying the fee will only allow youfree passage to leave the area. You’ll end up needing toattack the goblins in order to save Barcus, and engaging in battle with the goblins in this waywon’t garner you any approval from companions.
The options you pick will grant youthe approval or disapproval from certain companions. If there’s a companionwhose approval you’re after, this is a good way to get them tofavor 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 for this encounter.
Choosing this option will garner youthe approval of Lae’zel and Wyll, butShadowheart 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’reable to convince Kezzerk to lower his toll fee, you’ll still be able totake it back and demand that he release Barcus.
You’ll be given several options using theCharisma skill, and succeeding any of the Charisma checkswill cause Kezzerk and the goblins to leave.
“I’ve changed my mind - release the gnome and clear off. Or else.”
[Deception] We’re allies, you and I. Servants of the Absolute.
Gale and Shadowheart will approve.
[Intimidation] Negotiations are over. Either leave or die.
[Persuasion] You’ve had your fun - it’s high time you found someone else to torment.
Gale, Karlach, and Shadowheart will approve.
Convincing Kezzerk to leaveis the best option, becauseyou’ll earn the same XPas if you killed the goblins, and you’ll besaving resourceswhile doing so.
You can immediately demand that Kezzerk release Barcus if you say, “Release the gnome at once.”
This will open you up to more options for responses that will alllead to Fezzerk leaving with the goblinsif you succeed theCharisma check.
“Release the gnome at once.”
Approval Outcome
[Intimidation] I won’t let you harm a defenceless being - not without a fight.
[Persuasion] All of you lot against one deep gnome? You should go find a better target.
Using a Performance skill as a bardwill not convince Kezzerk to leave Barcus alone. You’ll either be sent away, oryou’ll need to attack the goblinsin order to get rid of them.
Using Detect Thoughts To Clear Out The Goblins
If you decide toread Kezzerk’s mindby using Detect Thoughts, you’ll discover thathe’s actually afraid of engaging in a fightwith you.
You’ll unlock the response,“You don’t have the stomach for a fight.”, andhe’ll end up leavingwith the rest of the goblins.Gale, Karlach, and Shadowheart will approveof this option.
Using Your Illithid Powers To Clear Out The Goblins
You can alsouse your illithid powersto convince Kezzerk that you’re aTrue Soul. If you do so, he’ll be apologetic for his behavior and willleave with the other goblins.Gale, Karlach, and Shadowheart will approveof this.
There’s a limit to how many times you can use your illithid powers in a day. You shouldtake a long rest before this interactionif you’ve already used your powers in a previous interaction.
How To Free Barcus Wroot From The Windmill
to rescue the poor gnome strapped to the windmill, you’ll need toget the windmill to stop moving first. Head for the mechanism that’s causing it to move.
The mechanism can be foundinside the windmill tower, which you may enterthrough a door found by its side.
Once inside, you’ll findtwo levers controlling the windmill. Pull the"Brake” leverin order tostop the windmillfrom moving.
Pulling the"Release Brake"lever willcause the windmill to go even faster, andBarcus will be sent flying, never to be seen again.
Once the windmill stops moving, you can head over to the front of the windmill in order toset Barcus free.
As tempting as it sounds to see a deep gnome fly, you should consider thatrescuing Barcus will lead to certain outcomes and options being available to youfurther down the line.
Where Is Barcus Wroot’s Pack
Once Barcus is free,he’ll offer you his packas a reward for rescuing him. He doesn’t want it anymore becauseits heaviness is what got him caughtin the first place.
To find the pack, you’ll need to head for thewooden hatchlocated along thenorthwest edge of the windmill. The exact coordinates areX:-10 Y:435.
Heading through the hatch will take you toa room underneath the windmill.
Barcus' pack is theheavy backpack found on a cratesitting underneath the lit area of the room. Next to it is aheavy chestwith some gold andThe Speedy Lightfeetmedium armour footwear.