The companions of have managed to impress players and critics alike with their intriguing backstories and nuanced personalities. However, as time goes on, the differences in companion content are becoming more apparent, with some key companions getting left behind as the game progresses. One important character, in particular, ends up with very little to do in the late game of in stark contrast to the earlier stages of the game.
[Warning: The following article contains spoilers for Baldur's Gate 3.]
Companions play important roles in offering quests via conversation with them as more of their personal stories unfold. Despite the large number of companions available to recruit, all are well-written and wonderfully unique characters, each with their own motivations, which makes them feel very realistic. However, that doesn't mean that they are all used to their full potential, with one key companion feeling like a spare part once Act 3 is reached.
The Arch-Druid Halsin is an integral character during the early parts of, playing an important role in the storylines for Acts 1 and 2. However by the time of Act 3 and the end stages of , Halsin seems to have very little to contribute to the plot. In contrast with other companions, Halsin’s personal quest simply stops in Act 2, leaving him to fade into the background as the rest of the story continues around him.
Halsin’s involvement in the main plot of Baldur’s Gate 3 starts early in Act 1 as the party reaches the Druid Grove and speaks to several characters there. It is here that it’s revealed that Halsin has been imprisoned by the goblins serving the Absolute, and the quest to rescue him begins. Although Halsin’s rescue usually occurs towards the end of Act 1 his presence is still felt throughout the first act of as other characters will comment repeatedly about him to emphasis his importance.
By the time the party enters the Shadow-Cursed Lands of Act 2, Halsin will have joined the camp. When spoken to, he will explain
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