How to Stop the Windmill BG3
In Baldur’s Gate 3, players encounter a wide variety of puzzles, traps, and unusual interactive objects that break up the usual rhythm of combat and exploration. One memorable scenario involves a windmill located in the Blighted Village, where goblins have tied a gnome to the turning blades. The spinning windmill isn’t just for show it’s part of a darkly comedic scene that requires players to make a decision: save the gnome or let him fly. Learning how to stop the windmill in BG3 can reveal more about your companions, test your ethics, and even open up different narrative outcomes. Here’s a detailed guide on how to stop the windmill safely and what consequences to expect.
Finding the Windmill in Blighted Village
Location Overview
The windmill is located in the Blighted Village, a key area in the early part of Baldur’s Gate 3. To reach it, head west from the Druid Grove or north from the Risen Road. The village is overrun with goblins, so be prepared for combat or use stealth and persuasion to navigate safely. The windmill stands on the eastern side of the village, near a group of goblins taunting a helpless gnome named Barcus Wroot, who is tied to the blades.
Assessing the Situation
When you arrive, you’ll notice the gnome spinning continuously as the windmill turns. The goblins guarding him may attack you depending on your dialogue choices or party composition. You can talk your way through the encounter, sneak past them, or fight them directly. Once the goblins are dealt with, you can freely interact with the windmill structure itself.
How to Stop the Windmill in BG3
Entering the Windmill Building
To stop the windmill, you’ll need to enter the small structure attached to the windmill. There are two key levers on the wall inside. These levers control the rotation mechanism and the brake. Don’t just pull them at random each has a different effect.
Identifying the Correct Lever
The two levers are labeled:
- Brake Lever This is the one you need to pull to stop the windmill safely.
- Release Lever Pulling this one will detach the gnome and send him flying through the air.
For the safest and most humane outcome, pull the brake lever. This action will immediately stop the blades from turning, halting the windmill and allowing you to untie Barcus Wroot without launching him across the countryside.
What Happens After You Stop the Windmill
Rescuing Barcus Wroot
After stopping the windmill, return to the front of the structure and interact with Barcus. You can now untie him from the blades. He will thank you and share a brief conversation. Depending on your choices and future interactions, this gnome may appear again later in your playthrough.
Consequences of Letting Him Fly
If instead you choose to pull the release lever before using the brake, Barcus will be flung into the distance. The game handles this event with dark humor, but it can negatively affect certain narrative threads, especially if you’re aiming for a good-aligned or empathetic path. He won’t die from the launch, but it does change how he views you if you encounter him again.
Tips for Approaching the Windmill
Handling the Goblins
The goblins near the windmill may be aggressive or neutral depending on your previous actions. Here are some approaches to deal with them:
- Persuasion or Deception: You can often bluff or talk your way past them using Charisma-based checks.
- Combat: A straightforward battle will clear the area but may draw attention from other enemies nearby.
- Stealth: If you have a rogue or high Dexterity character, sneak into the windmill without alerting the goblins.
Loot and Exploration
After saving Barcus, take time to search the area. The windmill and surrounding buildings often contain useful loot, potions, and lore-rich notes. Use the Alt key to highlight interactable items and containers.
Why the Windmill Choice Matters
Reputation and Morality
Baldur’s Gate 3 tracks your actions, both large and small. How you handle minor quests like the windmill scene can influence how companions view you. Shadowheart, Wyll, or Gale might react positively or negatively depending on your actions. Stopping the windmill in a compassionate way aligns with good-aligned behavior.
Future Encounters with Barcus
Barcus Wroot isn’t just a one-time NPC. If you help him safely, he may reappear in Act 2 and offer assistance or insights. Launching him from the windmill won’t necessarily end his story, but it can alter his tone and willingness to trust your party later on.
Common Mistakes and Misconceptions
Panic Pulling the Levers
Many players rush into the windmill and randomly pull both levers without reading the labels. Doing so can cause the gnome to be launched unintentionally. Always inspect and hover over the levers before interacting with them.
Thinking the Windmill Is Just a Joke
While it’s played for laughs, the windmill sequence is actually a great example of how BG3 blends humor, morality, and consequence. It’s not just a gag it reflects your role-playing choices and gives you a chance to shape the tone of your playthrough.
Optimizing the Encounter for Roleplaying
Using Different Party Combinations
Try approaching the windmill with different party members active. Some may comment on the situation or offer unique dialogue. For instance, Lae’zel might be indifferent, while Wyll or Karlach may insist on helping Barcus. These reactions can deepen your understanding of each companion’s worldview.
Spell and Ability Options
Though not required, spells like Mage Hand or Guidance can help you interact with objects or pass skill checks during the encounter. Experiment with different methods to see what works best for your party composition.
Stopping the windmill in Baldur’s Gate 3 may seem like a minor side event, but it encapsulates what makes the game so compelling: freedom of choice, environmental interaction, and meaningful consequences. Whether you play as a heroic savior or a chaotic force of nature, the decision to stop or activate the windmill becomes another brick in the path of your character’s story. For players focused on exploration, ethical decision-making, and long-term rewards, stopping the windmill and saving Barcus Wroot is a choice that pays off both mechanically and narratively.