How to Find and Rescue Halsin in Baldur’s Gate 3 (BG3)

He's a true embodiment of the druidic essence, merging the wild with the wise.

By GamesRecon

In the grand adventure of Baldur’s Gate 3, you’ll meet a big cast of intriguing characters, but few are as crucial or as enigmatic as Halsin, the Druid Leader. Finding Halsin is like trying to thread a needle in a hurricane. It’s tricky because this isn’t your run-of-the-mill rescue mission. But, Halsin has been taken by a bunch of Goblins who’ve got their act together way more than you’d expect.

Why is rescuing Halsin such a big deal? Besides being a formidable druid who’s as comfortable in the skin of a bear as he is in his own, Halsin holds the keys to understanding the parasitic threat looming over your head. Plus, the dynamics within the Emerald Grove could drastically shift with his return. So, here’s how you can find and rescue Halsin in Baldur’s Gate 3.

Baldur’s Gate 3 Halsin Rescue Quest

Baldur’s Gate 3 Halsin Rescue Quest Walkthrough

Our mission to rescue Halsin kicks off in Emerald Grove. You’ll need to have a chat with Rath, a key figure among the Druids, who’s got the inside scoop on Halsin’s whereabouts. Rath, worried and pacing, eager to share that Halsin, the revered leader and pillar of druidic strength, can’t be found anywhere for quite a while. The last time anyone saw him, he was venturing off with Aradin’s team, and well, they haven’t seen hide nor hair of him since.

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The talk with Rath marks the beginning of your quest titled “Save the First Druid,” and it’s up to you to piece together the clues and embark on a journey to find Halsin. As Rath fills you in, you can almost see the gears turning in your head. You need to head towards the Goblin Camp located in the western part of Emerald Grove, you can easily find the place because it will be marked during the quest. That’s your first lead, and while it might not seem like much to go on, every epic tale starts with a single step—or in this case, a clue.

How to Find and Rescue Halsin in BG3

Finding Halsin in BG3

Make your way to the Goblin Camp, specifically looking for a place near the windmill in the Blighted Village where you previously set Barcus Wroot free. You’ll be looking for some large doors that lead into the Shattered Sanctum. Depending on your character’s race, entering the sanctum might be a breeze or a bit of a hassle. Drow characters, for instance, can strut right in because one of Goblin’s leaders is also Drow so they show respect to this cast, while others might need a bit more finesse. A helpful tip if you’re not a Drow: freeing Sazza the Goblin earlier might come in handy here.

Bear Halsin in the prison

Once inside the Shattered Sanctum, keep an eye out for the priestess, then veer right towards a rickety wooden bridge. Follow this path, and you’ll come across three Goblins, a rat, and a door. Behind this door lies the Worg Pens, and inside, a room where a certain bear, alongside some Goblins, awaits. This is no ordinary bear but Halsin himself, who has been transformed. If you can speak with animals, the bear will plead with you to rescue him.

From here, you have several choices: you can use your Illithid or Wisdom checks to influence the situation, encourage the Goblins to continue their torment, or opt for a fight. Choosing to save Halsin in BG3 involves either attacking the Goblins directly, charging at the bear, or leaving the bear to the Goblins’ mercy. Opting to attack the Goblins, as many do because it’s the best option, will initiate a battle.

Halsin talks about your mind-flayer tadpole.

After rescuing Halsin, he shifts back to his human form and chats about the mind-flayer tadpole situation, promising to lend a hand. But he needs you to clear out the Goblin leaders threatening the Druid Grove first. That means dealing with Priestess Gut, Dror Ragzlin, and the Drow Nightwarden Minthara. Gut might already be out of the picture by the time you get to Halsin, but Ragzlin and Minthara? They’re on another level of toughness. Get past them, and Halsin’s all in to help and heads back to the Grove.

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