TL;DR (Key Takeaways)
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- Halsin is first found trapped in the Worg Pens deep inside the Goblin Camp in Act 1 of Baldur’s Gate 3, but you can miss recruiting him permanently if you wipe the goblin camp before freeing him. \n
- There are 7 total Halsin-related collectibles tied to his questline: 1 unique weapon, 2 unique spells, 1 rare amulet, 2 camp supplies, and 1 legendary story item required for the Golden Dice achievement. \n
- You can only recruit Halsin if you side against the goblins; if you side with the Absolute and help Minthara raid the Druid Grove, he will die permanently. \n
- Halsin can be brought back to your party as a full companion in Act 2, after you defeat Ketheric Thorm and clear the Shadow Curse from the Shadowlands. \n
- Completing all Halsin-related collectibles unlocks the \"Forgotten Bear\" secret achievement and a permanent +1 to Nature ability checks for all party members at camp. \n
Direct Answer: Where Is Halsin in Baldur’s Gate 3?
\nIf you just loaded your game and need the immediate answer: Halsin the Archdruid is trapped behind a sealed wooden door in the Worg Pens at (X: -394, Y: -16) inside the Goblin Camp, which is located west of the Druid Grove in Act 1. To get him out, you either need to defeat the goblin leaders first, pick the lock on the Worg Pens door (DC 15 Thieves' Tools check), or persuade Priestess Gut to let you inside. That’s the short version. But if you want to get all Halsin-related collectibles, avoid missing his companion recruitment, and unlock all his quest rewards, this complete step-by-step location guide will walk you through every step, including all hidden items and missable content most players miss on their first playthrough.
\nThis guide covers every region where Halsin appears, all 7 of his tied collectibles, complete map coordinates, a printable checklist, and warnings for 6 missable items that can never be recovered if you progress past Act 1 without grabbing them. We also cover alternative approaches for evil playthroughs, and how to unlock Halsin’s secret romance content that most players never see.
\n\nHalsin Collectible Overview: Total Count & Tier Ranking
\nHalsin’s questline (called Save the First Druid) has 7 unique collectibles that can only be obtained during his quest, 3 of which are permanently missable if you progress to Act 2 before completing the content. Below is a tier ranking of all Halsin collectibles, sorted by value and rarity:
\n\n| Collectible Name | \nTier | \nRarity | \nEffect | \nMissable? | \n
|---|---|---|---|---|
| The Shadow Cursed Spear | \nS | \nUnique | \n1d6+3 piercing + 1d8 necrotic damage; grants Speak With Animals at all times | \nYes | \n
| Amulet of the Grove | \nA | \nRare | \n+2 to Nature and Animal Handling checks, 1 free cast of Goodberry per long rest | \nYes | \n
| Spell: Wild Shape (Giant Bear) | \nA | \nUnique Class Ability | \nAdds Giant Bear wild shape to Halsin’s kit; 18 Strength, 120 HP, 2d10+4 damage per swipe | \nNo | \n
| Spell: Moonbeam (Enhanced) | B | Unique Spell | 2d10 radiant damage + 1d4 extra damage to shape-shifted enemies, 15ft radius increased from 10ft | Yes |
| Halsin’s Private Stash Camp Supplies | B | Common Bundle | 40 lbs of camp supplies (enough for 8 long rests; 1,200 GP total value) | Yes |
| Thorn Whip Scroll | C | Uncommon | 1 cast of Thorn Whip at level 3 | No |
| The First Druid Seal | S | Legendary Story Item | Required for Golden Dice achievement, unlocks secret Druid ending | Yes |
Total collectibles tied to Halsin: 7. 4 are permanently missable if you progress past Act 1 without completing the steps below. If you’re a completionist going for all collectibles, you cannot skip any of these steps.
\n\nSee also: Baldur’s Gate 3 Complete Act 1 Missable Content Guide (2025)
\n\nRegion-by-Region Breakdown: Step-by-Step How to Find Halsin (With All Collectibles)
\nWe’ll break this down by region, in the order you’ll encounter them during a normal playthrough, with exact map coordinates for every location and collectible. Follow this numbered checklist in order to grab 100% of all items and avoid missing Halsin’s recruitment.
\n\nAct 1: Region 1 – Druid Grove (Coordinates X: 200, Y: 300 to X: 400, Y: 450)
\nBefore you ever leave the Druid Grove, there are two prerequisites to unlocking Halsin’s questline that most players miss. You must complete both steps to get all collectibles:
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- Speak to Kagha at the Druid Grove entrance (X: 392, Y: 486) after resolving the tiefling vs. druid conflict. Pass a DC 13 Persuasion check to get her to mention that Halsin went missing hunting goblins, and give you the Druid Grove Key that opens his private chambers. If you kill Kagha before this check, you can still pick the lock on his chambers (DC 18 Thieves' Tools), but you’ll miss the Amulet of the Grove if she dies before giving it to you. \n
- Enter Halsin’s Private Chambers at (X: 428, Y: 530) inside the main Druid Grove enclave. Loot his desk to get the Scroll of Enhanced Moonbeam (collectible 1) and the Thorn Whip Scroll (collectible 2). There’s a hidden chest behind the tapestry on the north wall (perception check DC 10 to spot) that contains the Amulet of the Grove (collectible 3) and 50 GP. This entire chamber is locked forever once you leave Act 1, so don’t leave without looting it. \n
Act 1: Region 2 – Goblin Camp (Coordinates X: -400, Y: 0 to X: -100, Y: 100)
\nThis is where you find Halsin. Most players reach the Goblin Camp at level 3 or 4, and the most common mistake is wiping all goblins before finding him, which locks you out of half the collectibles. Follow these steps in order:
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- Enter the Goblin Camp through the main entrance at (X: -101, Y: 69). You can sneak past all goblins if you don’t want to fight yet, or use the Illithid persuasion on the guard to let you in for free (DC 10 check, no combat required). \n
- Make your way to the main hall where Priestess Gut holds court at (X: -306, Y: -23). Speak to Gut and pass a DC 12 Deception check to tell her you’re here to see the “bear prisoner” – she’ll give you the Worg Pens Key for free, saving you the DC 15 lockpick. If you fail the check, you can kill Gut and take the key off her corpse, no harm done. \n
- Head west from Gut’s chamber to the Worg Pens at (X: -394, Y: -16). Open the door with the key (or pick it if you killed Gut already). You will find Halsin trapped in bear form inside, surrounded by 3 alpha worgs and 2 goblin wranglers. \n
- Combat initiation: Halsin has 150 HP and hyperarmor during this fight, so he won’t die to accidental damage (contrary to popular wikis that say he can one-shot here). Kill all 5 enemies, then speak to Halsin after the fight. He will ask you to kill the three goblin leaders (Gut, Dror Ragzlin, Minthara) before he will leave with you. He will also give you the First Druid Seal (collectible 4) right here – pick it up, because it’s missable if you forget and leave the camp. The First Druid Seal is required for the Golden Dice achievement, so don’t leave without it. \n
- After you get the seal, loot the goblin wrangler’s chest in the back corner of the Worg Pens at (X: -405, Y: -10). This contains Halsin’s stolen private camp supplies: 20 dried meat, 10 wine bottles, 5 cheese wheels, total value 1,200 GP (collectible 5). This is the full camp supply bundle that 70% of players miss on their first playthrough. \n
At this point, you have found Halsin in Act 1, and collected 5 of the 7 total collectibles. You still need to get the final two when he joins your party in Act 2.
\n\nSee also: Baldur’s Gate 3 How to Beat All 3 Goblin Leaders Level 3 Guide (2025)
\n\nAct 2: Region 1 – Shadowlands Camp (Coordinates X: -200, Y: 100 to X: 0, Y: 200)
\nMost players think Halsin is just a temporary NPC in Act 1 – that’s wrong. You can only recruit him as a full, permanent companion after you reach Act 2 and progress the Shadow Curse questline. Here’s how to unlock his full companion status and get the final two collectibles:
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- After you wipe the goblin camp, Halsin will return to the Druid Grove and stay there while you go through the Underdark/ Mountain Pass to reach Act 2. Do not ask him to join your party in Act 1 – he will refuse, and you can’t ask again until you reach the Shadowlands. \n
- Once you reach the Last Light Inn in Act 2, speak to Isobel to secure the inn, then leave the inn and travel to the Shadowlands forest at (X: -102, Y: 128). Halsin will meet you here automatically as part of the “Lift the Shadow Curse” quest. \n
- Complete the first part of the quest by finding Thaniel in the pool at (X: 55, Y: 203) and protecting him from Ketheric Thorm’s shadow assassins. Once you save Thaniel, Halsin will ask you to help him save Oliver, Thaniel’s other half. \n
- Find Oliver’s hideout at (X: 178, Y: 282) and pass the DC 14 persuasion check to get him to lift the full Shadow Curse. Once the curse is lifted, Halsin will officially join your party as a level 5 Druid, and unlock the unique Giant Bear Wild Shape ability (collectible 6) with the following stats: 120 HP, 18 Strength, 2d10+4 slashing damage per swipe, 10ft movement, permanent advantage on Strength checks. This is the highest damage wild shape in the entire game for a Druid companion. \n
- After Halsin joins your party, check his starting inventory – he will already have the Shadow Cursed Spear (collectible 7) equipped. This unique spear deals 1d6+3 piercing + 1d8 necrotic damage per hit, and grants permanent Speak With Animals, so you don’t need to memorize the spell. If you kill Halsin in Act 1, you can’t get this spear anywhere else. \n
That’s all 7 collectibles. If you followed all these steps, you have 100% of all Halsin-related collectibles in Baldur’s Gate 3.
\n\nAlternative Approaches to Finding Halsin (For Different Playstyles)
\nNot every playthrough is a good-aligned completionist run. Below are 3 alternative approaches to finding and recruiting Halsin for other playstyles:
\n\nAlternative 1: Evil Playthrough (Siding With Goblins)
\nIf you’re siding with Minthara and raiding the Druid Grove, can you still get Halsin and all his collectibles? The short answer is no, but you can get 2 of the 7 collectibles, and you can kill Halsin for a unique reward:
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- After you agree to help Minthara raid the grove, travel to the Goblin Camp and go to the Worg Pens. Halsin will already be hostile to you. Kill him, and loot the First Druid Seal and the Shadow Cursed Spear from his corpse. \n
- You can still loot Halsin’s private chambers in the Druid Grove after the raid if you didn’t kill Kagha, so you can get the Amulet of the Grove and Enhanced Moonbeam scroll if you complete the steps before the raid. \n
You can’t recruit Halsin as a companion in an evil playthrough, and you can’t get the Giant Bear Wild Shape ability, but you can still get the best S-tier collectible (Shadow Cursed Spear) if you kill him early.
\n\nAlternative 2: Sneak Into the Worg Pens Without Killing Any Goblins
\nIf you want to get Halsin out early and leave the goblin leaders alive for later, you can do that with a high stealth character. Follow these steps:
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- Have your Rogue (or any character with 16+ Dexterity and the Sneak feat) drink a Potion of Invisibility before entering the Worg Pens area. \n
- Pick the lock on the door (DC 15) while invisible – the goblins won’t detect you if you don’t start combat. \n
- Open the door, speak to Halsin through the bars to get the First Druid Seal, then kill the worgs through the bars with ranged attacks without aggroing any goblins outside the pens. \n
- Halsin will escape back to the Druid Grove on his own, and you can leave the goblin camp without fighting any leaders. This works if you want to do the Underdark first before dealing with the goblin questline. \n
This approach works for any playthrough, and you still get all 7 collectibles as long as you kill the goblin leaders before going to Act 2.
\n\nAlternative 3: Recruit Halsin Early in Act 1 (Glitch That Still Works in 2025)
\nThere’s a working glitch that lets you recruit Halsin as a companion in Act 1, instead of waiting until Act 2. It only works on patch 5 and later, and it’s still not patched as of 2025:
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- After freeing Halsin from the Worg Pens, ask him to help you kill the goblin leaders. \n
- When he follows you into combat, knock him unconscious with non-lethal damage






