Ad placeholder

Rescue the Druid Halsin: Difference between revisions

Jump to navigation Jump to search
Line 92: Line 92:


=== Entering the Goblin Camp ===
=== 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 but not limited to:
There are various check-point encounters on the path to the proper Goblin Camp. There are several methods to approach these, including but not limited to:


* A full-frontal assault.
* A full-frontal assault.
** Note, this approach may lead to turning the entire camp hostile if an alarm drum is successfully sounded.  
** Note, this approach may lead to turning the entire camp hostile if an alarm drum is successfully sounded.  
* A mixture of diplomacy checks, such [[Persuasion]] and [[Deception]].
* 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]].
** Alternatively, it's possible to brute force through all diplomacy checks by utilizing the dialogue [[Tadpole Power]].
** [[Drow]], or characters disguised as one via the {{SAI|Disguise Self}} spell, also have special dialogue options that helps bypassing the diplomacy checks.
** [[Drow]], or characters disguised as one via the {{SAI|Disguise Self}} spell, also have special dialogue options that helps bypassing the diplomacy checks.
* Avoiding the check-points through [[Stealth]] or finding an alternative path (i.e. approaching the camp from the North-West).
* 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 requires the player to figure out methods to deal with some sleeping guards (who can be woken if jumping character land near them). A {{SAI|Silence}} spell can effectively cover this.
** Approaching from the North-Western path requires the party to deal with some sleeping guards (who can be woken if a jumping character land near them). A {{SAI|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.
Once successfully bypassing 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 Shattered Sanctum ===
Line 119: Line 119:
* As there are sleeping guards situation close to the wall, using the {{SAI|Silence}} spell on the explosion or the guards to cover the noise is recommended to avoid a confrontation.  
* As there are sleeping guards situation close to the wall, using the {{SAI|Silence}} spell on the explosion or the guards to cover the noise is recommended 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.   
There is technically a 3rd entrance to the temple from the [[Selûnite Outpost]] in the [[Underdark]], but that door is inaccessible externally, and requires to be opened from inside of the Shattered Sanctum first.   


=== Freeing Halsin ===
=== Freeing Halsin ===
[[File:Ornate Door.jpg|thumb|Ornate doors in the Shattered Sanctum leading to the Worg Pens.]]
[[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 Eastern Side 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 the party, assuming they are either a True Soul or a welcomed visitor.
Once inside, the party must approach the ornate door at the Eastern Side 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 the party, assuming they 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 {{Quest|Ask the Goblin Priestess for Help}} quest (drinking Gut's potion of sleep while not being resistant to it). In this case, the player is taken to the prison at the Worg Pens, and has the option to break out and find Halsin that way.   
Alternatively, a party member 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 {{Quest|Ask the Goblin Priestess for Help}} quest (drinking Gut's potion of sleep while not being resistant to it). In this case, the party member is taken to the prison at the Worg Pens, and has the option to break out and find Halsin that way.   
 
Regardless, once in the Worg Pen, approaching the cages triggers a cutscene where the Goblins harass Halsin, who is disguised in his bear wildshape. Using the {{SAI|Speak with Animals}} spell allows to understand Halsin in his animal form. There are various dialogue options to react to the scenario at hand. Regardless of what happens, in order to free Halsin, the goblins guarding the area must be fought, which includes {{CharLink|Vrak|Butcher Vrak}} and {{CharLink|Zur|Beastmaster Zurk}}.


Regardless, once in the Worg Pen, approaching the cages triggers a cutscene where the Goblins harass Halsin, who is disguised in his bear wildshape. Using the {{SAI|Speak with Animals}} spell allows the player to understand Halsin in his animal form. The player has various dialogue options to react to the scenario at hand. Regardless of what happens, in order to free Halsin, the goblins guarding the area must be fought, which includes:
[[File:Worg Pens.jpg|thumb|The Worg Pens where Halsin is kept captive.]]
[[File:Worg Pens.jpg|thumb|The Worg Pens where Halsin is kept captive.]]
* {{CharLink|Vrak|Butcher Vrak}}
* {{CharLink|Zur|Beastmaster Zurk}}
At the start of the fight, the Goblin youths that were harassing Halsin try to make a break and call for assistance. If they are successful, they draw in the guards outside the doors - {{CharLink|Neem|Sharp-eye Neem}}, {{CharLink|Eef|Sharp-eye Eef}}, and {{CharLink|Nass|Sharp-eye Nass}}.
At the start of the fight, the Goblin youths that were harassing Halsin try to make a break and call for assistance. If they are successful, they draw in the guards outside the doors - {{CharLink|Neem|Sharp-eye Neem}}, {{CharLink|Eef|Sharp-eye Eef}}, and {{CharLink|Nass|Sharp-eye Nass}}.


Once freed, Halsin explains that he came here with a group of adventurers to learn more about the mind flayer tadpoles, but that he was captured. He says that the leaders of the Goblins are planning to assault the grove and offers to join up with the player's party as a temporary companion to escape.  
Once freed, Halsin explains that he came here with a group of adventurers to learn more about the mind flayer tadpoles, but that he was captured. He says that the leaders of the Goblins are planning to assault the grove and offers to join up with the party as a temporary companion to escape. Accepting his offer turns the entire camp hostile. If Halsin's offer is rejected, he remains in the worg pens until the leaders are taken care of.
 
NOTE: Accepting his offer turns the entire camp hostile. If Halsin's offer is rejected, he remains in the worg pens until the leaders are taken care of.


=== Priestess Gut ===
=== Priestess Gut ===
23,433
edits

Navigation menu