Ad placeholder

Rescue the Druid Halsin: Difference between revisions

From bg3.wiki
Jump to navigation Jump to search
(aya)
 
(Added some walkthrough)
Line 1: Line 1:
'''Rescue the Druid Halsin''' is a sub-[[quest]] of [[Chapter One|Chapter One's]] main quest, [[Remove the Parasite]]. It can be initiated after entering the [[Druid Grove]] by speaking with various [[Non-player characters]] about [[Halsin|Halsin's]] disappearance.  
'''Rescue the Druid Halsin''' is a sub-[[quest]] of [[Chapter One|Chapter One's]] main quest, [[Remove the Parasite]]. It can be initiated after entering the [[Druid Grove]] by speaking with various [[Non-player characters]] about [[Halsin|Halsin's]] disappearance.<nowiki>''</nowiki> {{SpoilerWarning}}


==Objectives==
==Objectives==
*Search for Halsin in the Goblin Camp.
*Search for Halsin in the Goblin Camp.
== Walkthrough ==
Halsin can ultimately be found in the [[Worg Pens]] area (X: 393, Y: -60) of the [[Shattered Sanctum]], in the interior area of the [[Goblin Camp]]. There, the player will find him wildshaped as a bear, being harassed by his Goblin captors, whom are unaware of the animal's true identity. The details on how to approach the Goblin Camp and freeing Halsin are elaborated on below.
This quest can be also be completed successfully by completing the quest [[Raid the Grove]] - by revealing the location of the [[Druid Grove]] to [[Minthara]], but betraying her during the siege. This effectively lures a good portion of the Goblin forces to the grove, and Halsin will free himself and return there once the siege defense is successful.
== Entering the Goblin Camp ==
There are various check-point encounters on the path to the proper Goblin Camp. There are multiple methods the player can use to approach these, including by not limited to:
* A full-frontal assault.
** Note, this approach may lead to turning the entire camp hostile if an alarm drum is successfully sound.
* A mixture of diplomacy checks, such [[Persuasion]] and [[Deception]].
** Alternatively, a player can brute force through all diplomacy checks by utilizing the dialogue [[Tadpole Power]].
** [[Drow]], or characters disguised as one via the [[Disguise Self]] spell, will also have special dialogue options that helps you bypass diplomacy checks.
* Avoiding the check-points through [[stealth]] or finding an alternative path (i.e. approaching the camp from the North-West).
** Note, approaching from the North-Western path will require the player to figure out methods to deal with some sleeping guards (who can be woken if jumping character land near them). A [[Silence]] spell can effectively cover this.
Once the player successfully bypasses the check-points and enters the camp proper, they are free to partake in the camp activities, converse with the partying Goblins, and take on various side quests (more information on the [[Goblin Camp]] page). Specifically for this quest, we must continue and venture into the interior of the temple.
== The Shattered Sanctum ==
[[File:Cracked Wall.jpg|thumb|The cracked wall on the second-level of the Goblin Camp.]]
There are two entrances into the Shattered Sanctum - the main door, or through the cracked wall on the 2nd level of the camp. 
''The main entrance:''
* The entrance is guarded by [[Warrior Trinzas]], who can be persuaded through diplomacy, [[Tadpole Power|Tadpole Powers]], or Drow special dialogue like the previous check-points.
* Violence is always a viable alternative, however, there is a risk the fighting will draw the attention of other goblins in the area, leading to the alarms being sounded and the goblins turning hostile.
''The cracked wall:''
* The wall is an object with 22 [[Hit Points]], [[Lesser Toughness]], and immunity to all [[Damage Types|damage types]] except piercing (resistant), and force (vulnerable).
* This makes force-damage items/spells/abilities that can clear the 10 damage threshold - like [[Smokepowder Bomb|Smokepowder Bombs]] or [[Eldritch Blast]] - ideal for breaking this wall.
* As there are sleeping guards situation close to the wall, using the [[Silence]] spell on the explosion or the guards to cover the noise is recommended, if you wish to avoid a confrontation.
There is technically a 3rd entrance to the temple from the [[Selûnite Outpost]] in the [[Underdark]], but that door is inaccessible externally, and requires the player to have opened it from inside of the Shattered Sanctum first. 
== Freeing Halsin ==
[[File:Ornate Door.jpg|thumb|Ornate doors in the Shattered Sanctum leading to the Worg Pens.]]
Once inside, the player must approach the ornate door at the North-Western corner of Shattered Sanctum (X:342, Y:32) to enter the [[Worg Pens]], where Halsin is held. As long as the alarm was not raised, no one will stop you, assuming you are either a True Soul or a welcomed visitor.
Alternatively, the player can also get taken to the Worg Pens by getting themselves captured - either by offending the goblins (i.e. getting caught pick-pocketing), or through the potential events of the [[Ask the Goblin Priestess for Help]] quest (drinking Gut's potion of sleep while not being resistant to it). In this case, the player will be taken to the prison at the Worg Pens, and will have the option to break out and find Halsin that way. 
Regardless, once in the Worg Pen, approaching the cages will trigger a cutscene where you can watch the Goblins harass Halsin, who is disguised in his bear wildshape. Using the [[Speak with Animals]] spell will allow the player to understand Halsin in his animal form. The player will have various dialogue options to react to the scenario at hand. Regardless of what happens, in order to free Halsin, you must fight the goblins guarding the area, which includes:
[[File:Worg Pens.jpg|thumb|The Worg Pens where Halsin is kept captive.]]
* Butcher Vrak
* Beastmaster Zurk
A the start of the fight, the Goblin youths that were harassing Halsin will try to make a break and call for assistance. If they are successful, they will draw in the guards outside the doors - [[Sharp-eye Neem]], [[Sharp-eye Eef]], and [[Sharp-eye Nass]].
Once freed, Halsin will offer to join up with the player's party as a temporary companion. Note, accepting his offer will turn the entire camp hostile.

Revision as of 05:07, 12 July 2023

Rescue the Druid Halsin is a sub-quest of Chapter One's main quest, Remove the Parasite. It can be initiated after entering the Druid Grove by speaking with various Non-player characters about Halsin's disappearance.''

Objectives

  • Search for Halsin in the Goblin Camp.

Walkthrough

Halsin can ultimately be found in the Worg Pens area (X: 393, Y: -60) of the Shattered Sanctum, in the interior area of the Goblin Camp. There, the player will find him wildshaped as a bear, being harassed by his Goblin captors, whom are unaware of the animal's true identity. The details on how to approach the Goblin Camp and freeing Halsin are elaborated on below.

This quest can be also be completed successfully by completing the quest Raid the Grove - by revealing the location of the Druid Grove to Minthara, but betraying her during the siege. This effectively lures a good portion of the Goblin forces to the grove, and Halsin will free himself and return there once the siege defense is successful.

Entering the Goblin Camp

There are various check-point encounters on the path to the proper Goblin Camp. There are multiple methods the player can use to approach these, including by not limited to:

  • A full-frontal assault.
    • Note, this approach may lead to turning the entire camp hostile if an alarm drum is successfully sound.
  • A mixture of diplomacy checks, such Persuasion and Deception.
    • Alternatively, a player can brute force through all diplomacy checks by utilizing the dialogue Tadpole Power.
    • Drow, or characters disguised as one via the Disguise Self spell, will also have special dialogue options that helps you bypass diplomacy checks.
  • Avoiding the check-points through stealth or finding an alternative path (i.e. approaching the camp from the North-West).
    • Note, approaching from the North-Western path will require the player to figure out methods to deal with some sleeping guards (who can be woken if jumping character land near them). A Silence spell can effectively cover this.

Once the player successfully bypasses the check-points and enters the camp proper, they are free to partake in the camp activities, converse with the partying Goblins, and take on various side quests (more information on the Goblin Camp page). Specifically for this quest, we must continue and venture into the interior of the temple.

The Shattered Sanctum

The cracked wall on the second-level of the Goblin Camp.

There are two entrances into the Shattered Sanctum - the main door, or through the cracked wall on the 2nd level of the camp.

The main entrance:

  • The entrance is guarded by Warrior Trinzas, who can be persuaded through diplomacy, Tadpole Powers, or Drow special dialogue like the previous check-points.
  • Violence is always a viable alternative, however, there is a risk the fighting will draw the attention of other goblins in the area, leading to the alarms being sounded and the goblins turning hostile.

The cracked wall:

  • The wall is an object with 22 Hit Points, Lesser Toughness, and immunity to all damage types except piercing (resistant), and force (vulnerable).
  • This makes force-damage items/spells/abilities that can clear the 10 damage threshold - like Smokepowder Bombs or Eldritch Blast - ideal for breaking this wall.
  • As there are sleeping guards situation close to the wall, using the Silence spell on the explosion or the guards to cover the noise is recommended, if you wish to avoid a confrontation.

There is technically a 3rd entrance to the temple from the Selûnite Outpost in the Underdark, but that door is inaccessible externally, and requires the player to have opened it from inside of the Shattered Sanctum first.

Freeing Halsin

Ornate doors in the Shattered Sanctum leading to the Worg Pens.

Once inside, the player must approach the ornate door at the North-Western corner of Shattered Sanctum (X:342, Y:32) to enter the Worg Pens, where Halsin is held. As long as the alarm was not raised, no one will stop you, assuming you are either a True Soul or a welcomed visitor.

Alternatively, the player can also get taken to the Worg Pens by getting themselves captured - either by offending the goblins (i.e. getting caught pick-pocketing), or through the potential events of the Ask the Goblin Priestess for Help quest (drinking Gut's potion of sleep while not being resistant to it). In this case, the player will be taken to the prison at the Worg Pens, and will have the option to break out and find Halsin that way.

Regardless, once in the Worg Pen, approaching the cages will trigger a cutscene where you can watch the Goblins harass Halsin, who is disguised in his bear wildshape. Using the Speak with Animals spell will allow the player to understand Halsin in his animal form. The player will have various dialogue options to react to the scenario at hand. Regardless of what happens, in order to free Halsin, you must fight the goblins guarding the area, which includes:

The Worg Pens where Halsin is kept captive.
  • Butcher Vrak
  • Beastmaster Zurk

A the start of the fight, the Goblin youths that were harassing Halsin will try to make a break and call for assistance. If they are successful, they will draw in the guards outside the doors - Sharp-eye Neem, Sharp-eye Eef, and Sharp-eye Nass.

Once freed, Halsin will offer to join up with the player's party as a temporary companion. Note, accepting his offer will turn the entire camp hostile.