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.
From the waypoint, you’ll need tohead northwest to find Barcus Wroot.
you’re free to head to the coordinatesX:19 Y:414to trigger an encounter involving him.
you’re able to 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,ensure you don’t pay the toll fee.
Paying the fee will only allow youfree passage to leave the area.
The options you pick will grant youthe approval or disapproval from certain companions.
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.
“I’ve changed my mind - release the gnome and clear off.
Approval Outcome
[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.
“Release the gnome at once.”
[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 unlock the response,“You don’t have the stomach for a fight.
You shouldtake a long rest before this interactionif you’ve already used your powers in a previous interaction.
Are Ilithid powers dangerous?
Read our guide to find out.
Head for the mechanism that’s causing it to move.
Once inside, you’ll findtwo levers controlling the windmill.
Pull the"Brake” leverin order tostop the windmillfrom moving.
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.