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Get Help from Healer Nettie: Difference between revisions

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* {{Dialogue option|'''Try me.'''|tags=Barbarian|roll=Intimidation|dc=15|advantage=y}}
* {{Dialogue option|'''Try me.'''|tags=Barbarian|roll=Intimidation|dc=15|advantage=y}}


=== Avoiding to get Poisoned ===
=== Avoiding to get poisoned ===
The party can make another check to get Nettie to stand down:
The party can make another check to get Nettie to stand down:


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If this is successful, the conversation loops back to her request to the party to swear to drink the poison should they start transforming. Saying yes finishes the quest. Refusing to swear once again leads to combat.
If this is successful, the conversation loops back to her request to the party to swear to drink the poison should they start transforming. Saying yes finishes the quest. Refusing to swear once again leads to combat.


=== Poisoned and Trapped ===
=== Poisoned and trapped ===


==== Getting an Andidote from Nettie ====
==== Getting an andidote from Nettie ====
The player character has an opportunity to grab the branch and conduct a DC10 [[Nature]] [[Skill Check|Check]] to identify the poison. Doing so provides some lore, but does not seem to affect future checks and options. The party is able to walk away from the conversation at this point. Nettie is not hostile, believing that with the doors lock and the player character poisoned, they'll no longer be a danger.
The player character has an opportunity to grab the branch and conduct a DC10 [[Nature]] [[Skill Check|Check]] to identify the poison. Doing so provides some lore, but does not seem to affect future checks and options. The party is able to walk away from the conversation at this point. Nettie is not hostile, believing that with the doors lock and the player character poisoned, they'll no longer be a danger.


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She now offers to let the party go free as long as they swear to commit suicide prior to turning. Refusing once again leads to a fight.  
She now offers to let the party go free as long as they swear to commit suicide prior to turning. Refusing once again leads to a fight.  


==== Brewing an Antidote ====
==== Brewing an antidote ====


It is possible to learn to brew an antidote. In the room where the party originally found Nettie healing the bird, there is a book named {{SmRarityItem|On Antidotes}} on a desk by the cauldron. Reading the book teaches how to craft an {{SmRarityItem|Antidote}}. Combining {{SmRarityItem|Salts of Mugwort}} with any suspension will allow to brew an antidote. Antidotes found elsewhere will also work for curing the poison.
It is possible to learn to brew an antidote. In the room where the party originally found Nettie healing the bird, there is a book named {{SmRarityItem|On Antidotes}} on a desk by the cauldron. Reading the book teaches how to craft an {{SmRarityItem|Antidote}}. Combining {{SmRarityItem|Salts of Mugwort}} with any suspension will allow to brew an antidote. Antidotes found elsewhere will also work for curing the poison.
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The party will still be trapped within the library. To escape, they must loot Nettie's Circlet, the {{SmRarityItem|Key of the Ancients}} which opens the stone slab doors. The party can use this to return to the [[Druid Grove]], or head towards the [[Underground Passage]].
The party will still be trapped within the library. To escape, they must loot Nettie's Circlet, the {{SmRarityItem|Key of the Ancients}} which opens the stone slab doors. The party can use this to return to the [[Druid Grove]], or head towards the [[Underground Passage]].


== Quest Rewards ==
== Quest rewards ==
* {{MdRarityItem|Key of the Ancients}}
* {{MdRarityItem|Key of the Ancients}}
* {{MdRarityItem|Wyvern Toxin}}
* {{MdRarityItem|Wyvern Toxin}}

Latest revision as of 18:07, 20 November 2024

Get Help from Healer Nettie is a sub-quest of Act One's main quest, Find a Cure Find a Cure. It can be started by inquiring about a healer with Nymessa Nymessa and Damays Damays or various individuals at the Druid Grove.

Objectives[edit | edit source]

Objectives and journal entries may vary pending story decisions and outcomes.

Find the druid's apprentice.
  • Aradin told us that the druid Halsin has an apprentice. If we can find her, she might be able to help us with the parasite.
Find the healer Nettie.
  • When we asked about healing, we were told to look for Nettie in the Inner Sanctum.
  • There's a camp nearby where someone named Nettie can supposedly heal any wound. She might be able to help remove the parasite.
Follow Nettie.
  • We told Nettie about the parasite. She seemed concerned and asked us to follow her to another room for treatment.
Find an antidote for the poison.
  • Unable to heal us, Nettie spared us the horror of ceremorphosis - by poisoning one of us with deadly venom. We need to cure the poison immediately.
  • Nettie's corpse told us of a cure - the Elixir of Silvanus. It seems related to flora of the Dalelands.
  • To make the lifesaving antidote, we need to mix a bundle of mugwort in a cauldron of theriac, blessed by Silvanus.
Quest Complete
  • Nettie tried to poison us, but we managed to talk her out of it. She let us go, but she made us promise to kill ourselves if we started to turn.
  • We managed to find a cure for the venom Nettie used - but we're still no closer to a cure for the parasite.
  • We rescued Nettie's master, Halsin. Now that he's safe, we don't need to ask Nettie for help - we can go directly to the master druid instead.
  • Nettie was killed before she could help us. We'll need to find another way to cure ourselves.
  • Nettie's dead - serves her right for trying to poison us. But it's a bittersweet victory: we still need to find a way to deal with the parasite.
  • We left the area without seeing if the druid apprentice could heal us.

Walkthrough[edit | edit source]

The library where Nettie can be spoken with.

Nettie Nettie can be found within the Emerald Grove, in the room beyond the lounge where Kagha Kagha and Rath Rath are situated. She will not help until admiting to her the infection by a Mindflayer Tadpole. She invites the party to join her in the library room deeper within the sanctum to talk.

Once inside the room, she locks the door behind the party and Fast Travel is not possible. Approaching Nettie initiates a conversation.

Being truthful with Nettie[edit | edit source]

Informing her of the various symptoms the party have been experiencing, then Nettie is honest in kind. She doesn't have a cure, and was instead planning to euthanize the party before they can transform.

Nettie offers to let the party go free if they swear to consume a Wyvern Poison to kill themselves at the first signs of turning. If agreeing and swearing to Nettie's demands, she informs the party of the current situation in the Grove and urges them to Rescue the Druid Halsin Rescue the Druid Halsin. If refusing to swear to this, she attacks in hopes of stopping the party before they transform and harm others.

Not being truthful with Nettie[edit | edit source]

Refusing to provide any details of their symptoms, she asks to touch the player character's hand without explanation.

If they offer their hand to Nettie, the Druid slices it with the poisoned plant Kelemvor's Kiss, inflicting the player character with a special Poisoned Poisoned condition called At Death's Door At Death's Door, which inflicts a -2 penalty to all Ability Scores, and continues to worsen after Resting.

If they refuse to offer their hand, Nettie tries to slice it regardless. The player character must pass an ability check to avoid this:

  • [DEXTERITY] Dodge when she lunges for you. (DC 10)
  • [INTIMIDATION] Don't be a fool. I'd kill you before you could blink. (DC 15)
  • [BARBARIAN] [INTIMIDATION] Try me. (DC 15 Advantage Icon.png)

Avoiding to get poisoned[edit | edit source]

The party can make another check to get Nettie to stand down:

  • [PERSUASION] The drow didn't transform - I won't either. (DC 10)
  • [MEDICINE] I'm not showing symptoms - that means I have time. (DC 10)
  • [HISTORY] Try to recall the tenets of her order - she can't support this! (DC 10)
  • [DRUID] [HISTORY] Try to recall the tenets of her order - no druid could support this! (DC 10 Advantage Icon.png)
  • [INTIMIDATION] You can't hit me, llet alone kill me. Don't make me put you down. (DC 10)
  • [MONK] [FIGHTER] [INTIMIDATION] I'm trained in combat, you're a druid with a stick. Don't make me kill you. (DC 10 Advantage Icon.png)
  • [BERSERKER] [INTIMIDATION] You won't have to worry about anyone else after I CRUSH YOUR SKULL. (DC 10 Advantage Icon.png)
  • [BARBARIAN] [INTIMIDATION] I don't need to transform to kill everyone. Stand down. (DC 10 Advantage Icon.png)

If this is successful, the conversation loops back to her request to the party to swear to drink the poison should they start transforming. Saying yes finishes the quest. Refusing to swear once again leads to combat.

Poisoned and trapped[edit | edit source]

Getting an andidote from Nettie[edit | edit source]

The player character has an opportunity to grab the branch and conduct a DC10 Nature Check to identify the poison. Doing so provides some lore, but does not seem to affect future checks and options. The party is able to walk away from the conversation at this point. Nettie is not hostile, believing that with the doors lock and the player character poisoned, they'll no longer be a danger.

There are the following options to obtain the antidote, which is on Nettie, at this point:

  • Convincing Nettie to give it by passing a DC15 History, Medical or Deception (two chances). This is the only peaceful method to obtain the antidote and leave the room at this point.
  • Attacking Nettie and looting her body for the Elixir of Silvanus.
  • Pick-pocketing the Elixir of Silvanus from Nettie. She turns hostile once she discovers it missing. However, this allows the party to fight against her without the At Death's Door At Death's Door debuff.

She now offers to let the party go free as long as they swear to commit suicide prior to turning. Refusing once again leads to a fight.

Brewing an antidote[edit | edit source]

It is possible to learn to brew an antidote. In the room where the party originally found Nettie healing the bird, there is a book named On Antidotes on a desk by the cauldron. Reading the book teaches how to craft an Antidote. Combining Salts of Mugwort with any suspension will allow to brew an antidote. Antidotes found elsewhere will also work for curing the poison.

Three Mugworts can be found in the Druid's Quarters to extract the salts and the room Nettie locks the party in has three Bullywug Trumpets that allow extracting a suspension, providing all the ingredients needed to brew an antidote. Picking up the Bullywug Trumpet nearest to Nettie will trigger a dialogue line where she tells the party to stop searching for an antidote as they won't find one.

It's possible to brew the antidote ahead of speaking with Nettie or simply bring one found elsewhere in the world. Should the player character get poisoned, they then have the option to cure themselves immediately, which causes Nettie to give up, and loop back to offering the party a chance to leave if they swear to kill themselves should they start to transform.

If Nettie is killed[edit | edit source]

The party will still be trapped within the library. To escape, they must loot Nettie's Circlet, the Key of the Ancients which opens the stone slab doors. The party can use this to return to the Druid Grove, or head towards the Underground Passage.

Quest rewards[edit | edit source]

Notes[edit | edit source]

The Cauldron of Boiling Theriac used to brew the Elixir of Silvanus in early versions.
  • Prior to Patch #1 the party was able to read the book Flora of the Dalelands in the Druid's Quarters to learn that the poison Nettie has used on them is known as 'Kelemvor's Kiss'. The book also taught the party how to brew an Elixir of Silvanus using the Cauldron of Boiling Theriac to cure the poison. This would also have granted the inspiration "The Apprentice Turns Master" for the Guild Artisan background.