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Halsin/Approval: Difference between revisions
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* Playing as a {{Class|Barbarian}}, a {{Class|Bard}}, a {{Class|Sorcerer}}, a {{Class|Rogue}} or a {{Class|Wizard}}, convince [[Alan Alyth]] to lower the room price or to rent you it for free, using any available class-based option {{Approval|Halsin|+1}} ''(Requires various skill checks with DC from 18 to 20)'' | * Playing as a {{Class|Barbarian}}, a {{Class|Bard}}, a {{Class|Sorcerer}}, a {{Class|Rogue}} or a {{Class|Wizard}}, convince [[Alan Alyth]] to lower the room price or to rent you it for free, using any available class-based option {{Approval|Halsin|+1}} ''(Requires various skill checks with DC from 18 to 20)'' | ||
* Meeting [[Lakrissa]] in the tavern hall, remind her about your bet in the druid's | * Meeting [[Lakrissa]] in the tavern hall, remind her about your bet in the druid's grove, then say she owes you nothing {{Approval|Halsin|+1}} | ||
** OR Ask for a kiss instead {{Approval|Halsin|+1}} | ** OR Ask for a kiss instead {{Approval|Halsin|+1}} | ||
* Tell Lakrissa you never pictured her as a barmaid, then say she should never call herself cheap {{Approval|Halsin|+1}} | * Tell Lakrissa you never pictured her as a barmaid, then say she should never call herself cheap {{Approval|Halsin|+1}} |
Revision as of 21:01, 10 January 2025
Overview | Approval | Banter | Location Remarks | Romance |
Halsin dislikes any decisions that might involve hurting the natural world or leaving intact or letting thrive things that already defile the nature in any possible way (like supporting the existence and corruption of the shadow lands). He also approves of showing compassion and mercy for those in need, helping and defending them.
The actions and choices listed on this page raise or lower Halsin's Approval.
For more information about the approval system, see Approval.
Approval
As a Companion character, the interactions listed below will cause Halsin to gain approval.
Act Two
If entering the Shadow-Cursed Lands from the Grymforge:
- Playing as a , a , a , a , a or a ( and only), use a class-based answer when Harper Lassandra orders you to come closer. +1
- When the shadows warp Harper Yonas, tell Harper Meygan, "Move. I'll take care of this." +1
- OR Prepare to fight, using basic or unique , , or ( and only) option +1
- OR, Playing as +1 , choose to try and save them instead of abandoning them
If entering the Shadow-Cursed Lands from the Rosymorn Monastery Trail:
- Convince the cowardly hyena in the convoy that it doesn't belong to goblins and should leave them. +1 (requires sequentive DC 10 Persuasion check and then DC 14 Persuasion check or DC 14 Intimidation check)
- Traversing Shadow-Cursed Lands with the convoy, betray them and side with the ambushing Harpers +1
At the House in Deep Shadows:
- Tell Oliver you know who he really is +1
- Let Halsin persuade Oliver. +10 (Comes +5 points when you ask Halsin and +5 more after he succeeds)
- Convince Oliver to reunite with Thaniel. +40 (If Halsin is in the party while talking to Oliver, it will gain +5 additional points of approval)
When dealing with He Who Was:
- Agree to find Madeline's Ledger for He Who Was +1
- After ordering Madeline to hurt herself as Ben and Marc did -1, stop her, saying she had done enough +1
- OR Say her willing to hurt herself was enough +1
- OR Accuse her of cowardice, using basic or unique , , lines +1
- OR Say that it wasn't her fault, using basic or unique , Good or lines +1
Elsewhere:
- After saving Rolan from the Shadows, tell him not to be hard on himself for trying to save his family +1
- OR, Playing as a , a , a , a or a , use a class-based option +1
Last Light Inn Speaking to Jaheira:
- When talking to Jaheira inside the inn, drink the spiked wine +1
- If you have talked to Marcus already and know his mission, try to convince Jaheira that he is a spy +1
Dealing with Isobel and Marcus:
- If Marcus vouched for you at the entrance (in this case he will wait in Isobel's room):
- Talk to him and say that his mission ends here +1
- OR Choose a dialogue option to attack him +1
- OR Speak to Isobel and warn her, revealing Marcus as a True Soul +10
- If Marcus assaults the inn (happens if you gained entrance with Mol's help):
- After speaking to Marcus telepathically, explain to Isobel that he is going to kidnap her +10
- Playing as
- Tell Isobel that your blood orders you to kill her, then chase off the Urge, and finally choose any line to explain your behavior +1 (available after the kidnap attempt AND if you haven't threatened her)
:
Talking to Councellor Florrick:
- Ask whether the Flaming Fist are just going to stay around +1
Talking to His Majesty via :
- Say you only wanted to admire him close +1, and then indeed choose to quietly admire him +1
- OR, Playing as a , say you do not seek his territory +1
Speaking to Cerys:
- When she tell you about their misfortunes and says they ran until found the inn, say that she did the right thing +1 (use basic line or unique for or )
- Ask her what they are doing here, if they headed for Baldur's Gate, and then tell her not to lose hope to see others alive +1
Talking to Alfira:
- After Marcus's assault, when she asks whether they cannot trust anyone:
- Playing as a , tell her to use her anger. +1
- Ask her about others, and then say that running was right call +1
- When Alfira asks you how do you keep going, answer:
- That you take one step at a time +1
- OR That danger is your life +1
- OR, Playing as a , a , a , a , or a , use a class-based line +1
- OR, Playing as a , a or a , say that only the strong survive +1
- When Alfira supposes that surviving tieflings were taken to the Moonrise Towers, promise you will find them +1
- If you successfully Rescue the Tieflings, speak to Alfira again. When she asks how did you do it, answer that you were being a hero +1
- Talk to Alfira after rescuing the tieflings from Moonrise Towers and take the reward +1 (If Lakrissa survived, talking to her starts the same cutscene)
- Before trying to saving captured refugees:
- Promise Bex to find Danis, using any of two basic options or or lines +1 (starts the quest, if you don't have it already)
- If Danis survived and reunited with Bex:
- Smile and then say it's wonderful to see them together OR mention that it is all thanks to you +1
- When Bex asks why you helped, answer that you did it because they were in trouble +1 (a character will have a unique line)
Dealing with Rolan, Cal and Lia:
- Speaking to drunken Rolan before trying to saving captured refugees:
- Promise to rescue them if they are alive OR say that it is your responsibility to bring them back +1 (starts the quest, if you don't have it already)
- OR, Playing as a , tell him he won't be able to read his spellbook if he keeps drinking +1
- If you have already saved him from the Shadows, say you're absolutely going to gloat +1
- If either Cal or Lia (or both) died while rescue attempt:
- Tell Rolan that you wanted to save everyone, but couldn't +1
- If both siblings survived, after they thank you, ask Rolan whether he has something to add +1
- If Rolan died in battle with Shadows, tell either Cal or Lia that he died as he lived - stupidly +1
Talking to Ide after drunken Rolan has snapped on her:
- Say you're sorry, and then add that he is more immature than she is +1
- OR Call Rolan a grump, and when Ide complains he called her a "ragged little devil", tell her next time call him one back +1
- When Ide shows you the book she means to keep for Rolan, convince her to give it to you, using Persuasion +1 (requires a DC 14 roll)
- After Mol wins the game of lanceboard against Raphael, tell him to stay away from Mol +1
Note: This line appears only if Astarion is not in the party, otherwise Raphael will turn the talk to the spawn's scars.
- Then tell Raphael to leave you alone +1
Elsewhere in the inn:
- When Manip Vidor says you are meant to be heading towards Moonrise, answer "doing your job, you mean" +1
- Pay Mattis extra gold for the Tower-Shaped Key +1
- Talking to Harper Meygan mourning Yonas, give her his sword (if you looted his body) +1
- Talking to the Strange Ox via , call him a rare breed +1
- Playing as +1 , curb your yearn to tear the ox apart
At the Reithwin Tollhouse
- Convince Gerringothe Thorm to end herself by any available option. +1 (requires sequentive DC 18 and then DC 21 rolls on various skills, dialogue lines include class-based options)
In the House of Healing:
- Convince Malus Thorm to order his sisters to hone their blades on each other. +1
- Then persuade Malus Thorm to operate on himself. +1
- OR Convince Malus Thorm to take the place of his patient and submit to sisters' curing. +1 (comes one point by another subsequently).
At the cemetery:
- Agree to help Arabella find her parents. +1
- Then offer Arabella shelter at your camp. +1
- OR, If you've already found Locke and Komira's bodies, tell Arabella they are dead and succeed Persuasion or Intimidation roll to take her to your camp +1 ( character will have a unique lines and only Persuasion option)
- Safely drink with Thisobald Thorm (rolling Constitution, either general or class-based lines) +1(gains approval after first and second rounds)
- OR successfully imitate drinking (rolling Sleight of Hand) +1 (gains approval only in the first round)
- Successfully entertain the brewer with your stories (through Performance roll) +1 (gains approval each time).
Note: If Performance roll failed, successful subsequent Deception roll earns a point of approval, nonetheless.
- By any means make Thisobald Thorm drink his 'elixir' three times in a row, thus leading him to burst +1
At the Moonrise Towers Prison:
- Speaking to the Warden for the first time, tell her that her face is bland, too +1
- Use Deception to convince the Warden that you are Balthazar's closest confidante, and then:
- Try to bribe her, and when she takes the money and does nothing, say that you should have see it coming +1
- OR, Playing as a , say it was so well-played that you are not even mad +1
- OR Refuse to bribe her +1
- Talking to Lia, promise to help the tieflings escape +1
- Talking to Lakrissa, when she accuses you of serving the cult, succeed a Persuasion or an Intimidation roll, then promise to help the tieflings +1
- Speaking to Wulbren, say that Barcus Wroot sent you, OR use any of check-based options +1
- If the party found themselves in a cell, accept Wulbren's offer to break out together +1
- Provide Wulbren with any tool capable of destroying a wall +1
- When Wulbren, once freed, takes the boat and sails off without the party, let him go +1
- If the jailbreak was successful and your participation went unnoticed, tell the Warden it was you who snuck the prisoners +1
Elsewhere in Moonrise Towers:
- Sever the connection between Linsella and Barnabus +1
- Meeting Squire in Ketheric's room, tame it by any means, then reach out to pet her (without ) +1
- OR Ask if it would be all right to give her a scratch (using +1 )
Final fight at the Moonrise:
- If you haven't come to Last Light Inn at all, before final fight for Moonrise Towers tell Jaheira you are a friend. +1
- At the Moonrise Towers Rooftop, tell Ketheric Thorm that you can help, OR that it isn't too late, OR to come quietly +1 (either option)
Note: These lines require Intimidation check or DC 18 Persuasion check and any of subsequent DC 30 checks first, OR a DC 10 Persuasion check if you have found and read Melodia's Letter to Ketheric
DC 21Dealing with Yurgir and his retinue:
- Speak to Nessa via and convince her that her love to the orthon is caused by dosed meat +1 (Available if the party have investigated the dead spider or detected thoughts of the merregon)
- Without Animal Handling check and give the beast a scratch behind the ears +1 , pass the DC 16
- Speak to Yurgir again, ask him about Nessa, then say it is wrong to treat her like this +1
Dealing with Lyrthindor:
- After killing any three rats in the temple, speak with any other rat:
- Using +5 , bargain their lives for a treasure
- Without +5 , choose to hold your hands up in peace
Near Pedestal of Reckoning and through Shar's trials:
- When Shadowheart speaks of her need to go through the trials:
- Answer that this is a distraction OR that you are actually here to gain Ketheric's trust +1
- OR, Playing as a worshipper, say you have no intention of letting her prove her fanaticism +1
Dealing with Balthazar in his outpost:
- Speaking to Balthazar through Reconstituted Duellist, tell it to leave, because you don't answer to a pile of bones +1
- OR, Playing as a , say you do not blunder +1
- OR, Playing as a worshipper, say you belong in this place far more than some bone pile +1
- Agree to clear the way for the necromancer, and then:
- Having Mother Dearest in your inventory, ask Balthazar what happened to his mother. Then, tell him you took the urn, and finally agree to return it. +1
- Refuse to help the necromancer and choose to attack him +1
- OR, Playing as a (except Oathbreaker), say you will smite him where he stands +1
In the Shadowfell:
- If you have defeated Balthazar:
- Free Aylin +1
- If Balthazar is present and not hostile to the party:
- Tell him to leave, or he is a dead man +1
- OR, PLaying as a Good or Neutral , choose to attack him +1
Mind Flayer Colony
In the Necrotic Laboratory:
- Talking to the Fresh Mind, wish them good night +1
At the Morgue:
- Speak to Chop and ask why not to send him to all other butchered victims +1
- If Us survived the Nautiloid and is kept in the cage, free it. When Chop speaks to you about it, order him to stand aside or die +1
- If you killed Us, when Chop speaks to you, answer that you will send him to join it +1
In the Tadpoling Centre:
- Choose to release pod captives +1
After the final fight with Apostle of Myrkul
Talking to Halsin:
- If you still haven't helped him with lifting the curse:
Talking to Alfira:
- Playing as a , agree to play together a show for the tiefling kids +1
- OR Prompt her to play for them alone +1
Talking to Aylin, if you let Balthazar take her from Shadowfell:
- If Isobel died, apologize before Aylin +1
Speaking to Cerys:
- Tell her you're glad they are safe, and mention that Zevlor did his best +1
- OR Say they are better off without Zevlor +1
- Tell Cerys that other will look up to her +1
- Say you couldn't have done it without Jaheira's help +1
- Then ask her not to speak ill of the dead (i.e. Zevlor) +1
- OR Say "Good riddance" +1
- Tell her the Nightsong is the real hero +1
- Say people get paid for doing jobs, and when she answers that she has no money, say you were joking +1 (A character has a unique line here)
Talking to Ide, Umi and Mattis:
- Tell any of them about Mol's eyepatch you have found down in the colony, and then:
- Assure Ide that Mol is somewhere safe +1
- OR Tell Mattis that Mol will already be at Baldur's Gate when they arrive +1
- OR Tell Mattis you will look forward to see him in the city +1
- OR Promise Umi that Mol is fine +1
Speaking to others:
- Thank Art Cullagh for his help. +1
- Speaking to Jaheira, agree to have her in the party (either joining you now or waiting at the camp) +1
- Say you wished he joined your party earlier. +1
- Say you are sorry for his loss when asking about his family. +1
- Thank him for sharing with you. +1
- Tell him you are afraid of krakens. +1
- OR, Playing as a Githyanki, tell him you once stitched your wound with your enemy's sinews.
- Say "It hurts, I know it does." when talking to Arabella in camp
- Tell Arabella her parents would be proud of her.
- Talk to Thaniel after defeating Ketheric Thorm and say your work here is done. +20
Act Three
Talking to Yenna:
- Offer her help:
- Give some coin +1
Note: Giving Yenna food does not bring approval
Note: Promising to look for her mum after using class-based Ranger line brings another +1 point
At the Sword Coast Couriers:
- Report to Commander Lightfeather that his soldiers fought to the last feather OR that you've found the enemy and pigeons fought bravely against it. +1 (formulation varies depending on whether you have met Tara on the roof or not)
- Playing as a Druid, tell Mar'hyah that Scratch is not a 'property'. +1
- Make Angry Mar'hyah to let you keep Scratch, using Persuasion, Intimidation or class-based Druid, Fighter or Paladin options. +1
- Then force Mar'hyah to leave the kennels via Deception or Intimidation. +1
In the Angleiron's Cellar:
- Talking to Wulbren, refuse to take Runepowder Bomb but promise you'll destroy the Steel Watch Foundry your way. +1
- OR Refuse, saying that the real enemy is Gortash, not the Gondians, and you'll find another way +1
- OR Suggest to contact the Gondians first, so that they might see reason. +1
- OR, if Barcus Wroot is nearby and butts in, agree and say it sounds like a mass murder +1
Dealing with Orin's guises:
- If Orin is impersonating Gyldro Angleiron, tell her you would never kill someone you cared about. +1
Note: When playing as Karlach or Wyll origin, this option will have an unique formulation, but still take its place (line 3)
- OR, Playing as The Dark Urge, tell her you do all you can to keep your loved ones safe from your blade +1
- If Orin is impersonating Fist Rowan, tell her that one can't just kill innocent people +1
Note: This line goes for the Custom origin (Tav). If playing as any other Origin, except Dark Urge, it might have unique formulation
- OR Tell her that you're going to report to the commanding officer +1
- OR, Playing as The Dark Urge, tell her that mindless slaughter is not the answer +1
- If Orin is impersonating Dying Stone Lord Thug, succeed a passive DC 20 Perception check, and then:
- Say you'll stay with him until the end +1
- OR Say you'll make it quick +1
- OR, Playing as The Dark Urge, resist the urge to torment him +1
Near Requisitioned Barn:
- Talking to Mattis outside the barn, tell him to watch himself because Baldur's Gate is big and dangerous. +1
Note: This option is available only if tiefling kids survived in Acts One and Two
- OR, Playing as a Druid, say it's unnerving to see a city as big as a great forest +1
- Donate some gold to Manip Nestor. +1
- Make a compliment to the pig inside the barn. +1 (works with or without )
- Offer Sister Yannis help with investigating the double murder and proving Brilgor's innocence +1
- Talk to Brother Bill and Brother Clements and say that their god would be proud of Father Lorgan +1
- OR, Playing as a Monk, say that offering alms to those in need is a sign of a noble soul +1
- Agree to bear Monk Manifestation's curse +1 and then withstand its madness. +3
- At the entrance, convince Klaus to let you in, using Persuasion or Deception on any class-based option except pretending to be a friend of Gortash's +1
- OR, Playing as The Dark Urge, say you used to be a murderer +1
- OR, Playing as an Archfey Warlock, first say that you never pass up a faerie mischief +1
- Speaking with Zara the mummy, say you don't understand her, and then mime her grunting +1
Dealing with Akabi the djinni:
- Tell him that he is VERY LOUD. +1
- Play the game and accuse the djinni of rigging the wheel +1
- If successful, play again and try to distract Akabi, letting out a loud fart +1
- OR, Playing as a Bard, ask him about his adventures +1
- OR Provoke him to transform you +1
- After returning from jungle, talk to the djinni again and say you have had much fun OR promise he will pay for it +1 (either option)
- When passing Zethino's trial, choose answers:[Needs Verification]
- First question: ★'Bear form' +1, OR ★'Restless and roaming' +2
- Second question: ★'Saving Thaniel' +1, OR ★'Protecting the grove' +2
- Third question: ★'Choosing a fanatic' +1, OR ★'Allowing the curse thrive' +1
Note: The ★ sign here marks the answers considered 'correct' for the purposes of the test.
- Talking to Boney the mephit, call his wife Stoney magnificent +1
- OR Note that she's a lot bigger than himself +1
- OR, Playing as a Druid, say they both are magnificent +1
Dealing with Popper the kobold trader:
- Grab Dribbles's hand from his counter, and then:
- Persuade him to give you the hand for free +1
- Intimidate him to let you go with the hand +1
- Use Deception to make him lower the price +1
Note: Class-based Deception lines for Wizard, Warlock or Sorcerer do not give approval [Needs Verification]
- Playing as a Paladin or a Cleric, tell him that graverobbing is a profane act +1
- If talking to Popper after defeating false Dribbles, say that offering 'treatoes' now is a bit callous. +1
Dealing with caged beasts:
- Talking to Shadow-Whiskers, break the lock on her cage. +1 (works with or without )
- Talking to Crimson, give him some meat OR promise to bring it later (if you don't have any in inventory) +1 (either option)
- After defeating false Dribbles, talk to Crimson again and scold the circus staff for starving him OR propose to open his cage up. +1 (either option)
Watching Dribbles's show:
- Say "What a corny joke." +1
- OR, Playing as a Bard, interrupt him with your own pun +1
- Volunteer any companion to the stage as Dribbles's assistant, except Halsin himself +1
- Then insist on your choice and cheer them +1 (including Halsin or unique lines for Minthara and Jaheira)
- If going on stage yourself, suggest any available explanation on why you're special, except "something about my brain" and unique line for The Dark Urge +1
- If playing as a Druid, say you're special for your transformation ability +2
Talking to Lucretious:
- When she's training up skeletons (before fighting doppelgangers), tell her that she is being a little harsh +1
- After defeating false Dribbles, tell her that killing clowns is a rare treat +1
- When you deliver her Dribbles's remains, say it was pleasure to meet her +1
- OR Ask whether she is hiring personnel +1
Elsewhere:
- Playing as a Ranger, tell Fortuno Dibbs to relax, because dogs are sensitive to emotions +1
- Speak to Biscotti via and call him a good dog +1 (works only the first time you speak to him)
- Playing as a Druid, threaten Arfur Gregorio to raze his mansion and reclaim the land for nature, if he doesn't come to an agreement with refugees +1
- Playing as a Baldurian character, tell Saer Grotpoll that his own accent is Rivingtonian +1
- Tell Tinker Nayzeem that the way people treat refugees is terrible. +1
- Try and help Dying Stone Lord Thug +1
- OR, Playing as a Druid, apply a natural salve to his wound +1
Note: These options are available only if Orin is not impersonating the Thug
- Playing as a Barbarian, in the Abandoned Windmill basement yell "WAKE UP, SQUIDFACE!" at the newborn mind flayer +1
- Playing as Astarion origin, at the Gur Camp tell Ulma you will do what you can for her tribe's children +1
- At the entrance gate, consent to be arrested by the Steel Watcher. +1
- Refuse to deliver the gnome leader's head to Manip Falcäo +1
- At Fraygo's Flophouse, tell Adventurer Drim that the word 'adventurer' doesn't mean anything anymore. +1 (this did not give approval for me for Halsin)
- At Carm's Garm, when Naaber pretends to be a dog, choose "Correct. But nobody likes Naaber" line. +1
- OR, Playing as a , tell Naaber dogs understand the true meaning of life +1
- When he tries to imitate a bard, ask him to never sing again +1
Note: It may take several sequential attempts to speak with Naaber to get to these lines.
- At The Velveteen Elixir, talking to Stylin' Horst, choose lines about "heady top notes" OR "burning rothé shit" +1 (either option)
- When trying to hire both Sorn Orlith and Nym Orlith:
- Agree to invite Halsin, too, if the druid is in the party +1
- Choose to proceed with only one of the twins after their 'foursome' offer +1 (if you're partnered with the druid)
- Choose to proceed with one of the twins when any other partner declines their offer +1 (if you're partnered with any other companion)
- Speaking to Valeria, say you're here just to have a drink, and then propose a toast to ADVENTURE! +1 (The option is available only after you've started Solve the Open Hand Temple Murders quest)
- Invite Halsin to join an orgy with the Drow twins +1
- Get access into Wyrm's Rock Fortress by either: showing the Admission Pass, showing Lower City Pass obtained from Valeria, using Nashkellan's report, bribing Blaze Elin, or passing any of class-based checks. +1
At the Flaming Fist barracks:
- Convince the Flaming Fist quartermaster Arkleia Oloril to trade with you. +1
When you spot Fist Reynash trying to open a chest:
- Wake other guards +1
Note: Waking guards gains approval only after discovering by any available means that Reynash was stealing from others.
- Give Reynash 300 gold to take the ferry +1
Speaking to Manip Bakshi (regardless of whether you succeeded a check to discover Reynash's thievery or not):
- Successfully use +1 on him and pretend to be a new recruit
- Tell him you've spotted another guard on stealing +1 (requires DC 10 Persuasion check if you have spotted Reynash's lockpick or DC 15 Persuasion check if you didn't)
- Then ask him not to be hard on Reynash +1
- OR Leave barracks (or let him escort you out) +1
At the Audience Hall:
- Speaking to Lord Amber's Bodyguard and attendants of Lady Durinbold and Lord Shattershield about the Steel Watch, say that the Steel Watchers will eventually turn on everyone. +1
- OR, playing as a Druid, say that there's nothing natural about him +1
- Pass the Steel Watcher that confronts you at the coronation. +1
Note: This dialogue appears only if Karlach is not in the party
- Agree to become allies with Gortash and slay Orin +1
- OR Refuse to make an alliance with him and confirm your decision +1
- Tell Gortash that you have no interest in this sham of a coronation +1
- After killing Orin, speak to Gortash and surrender two your Netherstones to him, then fight when he attacks afterwards +1
Talking to Duke Ravengard after the coronation:
- Ask him whether the "new dawn" is what they call tyranny now +1
- OR Tell the Duke that Florrick sent you, then probe Ravengard's mind to discover councellor's location, and tell him that Gortash is a tyrant +1
- OR Ask Ravengard whether he knows that he is infected +1
- As a Baldurian character, ask what has happened to the city's great hero +1
At the Basilisk Gate Barracks:
- Talking to Fist Murphy, ask why he is standing on one leg, and then:
- Outrage at him for stealing from people he is supposed to protect +1
- OR Pretend to push him off his balance +1
- OR, Playing as a , say is he was truly sorry, he'd be willing to die for forgiveness +1
- OR, Playing as a , tell him you'd make you cut off his hand were you his master +1
- OR, Playing as a , praise him for a good discipline for a guard +1
- Playing as a , talk to Gauntlet Thunder about proper punishment for two soldiers who screwed up, and say:
- That you'd do exactly what she is doing +1
- OR Advise her to double their shifts and dock their pay +1
- OR Tell her to let it slide, just for once +1
- Talking to Fist 'Edge' Arensen at the gallows, ask him why don't he wait with threats until you commit a crime +1
- OR Say a big guy like him makes an easy target +1
- Tell him you'll stay out of trouble +1
- Talking to Fist Miller after Florrick had been executed, say she didn't deserve to die +1
- OR Say it's a cruel way of talking about her +1
- Talking to Thrastle Muria, ask if everyone in her neighbourhood is as friendly as she is +1
- OR Say that you are no builder but still are handy with a hammer +1
Speaking to Liara Portyr and Lora Bergauz:
- Tell Lora to calm down and let Liara alone +1
- Then call Liara a typical Fist who never listens +1
- OR Tell Lora it wasn't very responsible to take a kid to a tavern +1
- Promise to help Lora find her daughter +1 (A character will have a unique line here)
- If you already know that Vanra died, tell this to Lora, then say you did your best +1
- Talking to Bosun Gannet, when he instructs you about the tavern rules, say you'll keep to them +1
- Ask Gannet what to do if you want to use the latrine +1
- Ask Gannet about Vanra, and then:
- Say you didn't think a tough guy would be scared of a little knife +1
- Tell him you'd love to see him try to kick you out +1
- After dealing with the hag, if real Captain Grisly died, tell Gannet you are sorry for not saving her +1
- When Talking to the hag masking as Captain Grisly, inquire her about Vanra, and then ask how do you know she's not lying +1
- OR, Playing as a or a , ask whether a little knife caused such trouble +1
- When looking for a decision, propose to talk to Lora and calm her down +1
- OR Suggest to pay Lora off +1
- OR Say you want to get to the bottom to the story of a missing child +1
- OR, Playing as a , say Lora acted out of fear and anger +1
- When the hag offers you money for killing Lora, refuse to do the dirty work for her +1 (A character will have a unique line here)
- Agree to kill Lora for disguised hag, but then return and say you can't do it +1
- OR Tell the hag you've changed your mind and she should surrender Vanra +1
- After Auntie Ethel reveals herself and confesses that she actually ate Vanra, call her a monster, then tell her to surrender the child immediately. +1
- If you have already killed Lora, tell Ethel to thank you +1
- OR Say you don't like being used +1
- When Ethel offers you to let her go in exchange of being an ally in your crusade, decline her deal, choosing either "Not a chance" or "Time to die" lines +1 (either option)
- OR, Playing as a , tell her to make a better offer or die +1
- OR, Playing as a , say you will find glory in spilling the guts of a monster +1 (This option is available for , too)
- Ask whether Svend is really worried about a date when the army of the Absolute can attack any moment +1
- OR Say Siggy clearly loves him and worries about him +1
- OR Persuade Svend he would leave the city at the first chance +1
- OR, Playing as a , tell Svend to skip the date for a free drinks +1
- OR, Playing as a , convince Svend to stay, asking what's life without a little danger +1
- OR, Playing as a , tell him to forego the date +1
- OR, PLaying as a , tell Svend to save the angst for romance novels +1
- OR Choose to stay out of their debate and do not meddle in +1
Other patrons:
- Talking to Nesha Leesha, warn her about the serial killer, then use Persuasion to insist on it +1
- OR Say you've probably mistaken her for someone else +1
At the Old Garlow's Place:
First time visiting the place:
- If you found the group without reading any of their posters, ask Adrielle to calm down +1
Dealing with hexed Mayrina:
- Speaking to Mayrina in the sheep form via +1 , tell her you are here to help her
- Talking to Adrielle, offer to have a look at the hex +1
- OR Say that she protected Mayrina until now, and that's worth something +1
- OR Tell her you hate dolls +1
- Talking to Jatlo (before removing his hex), tell him "Less complaining, more searching" +1
- When he accuses you of showing up at the convenient moment, call Mayrina an old friend +1
- OR Tell him to say if they don't want your help +1
Speaking to Jatlo after you have removed his hex:
- Tell him he has been charmed by hag +1
- OR, Playing as a , say you know ten ways to kill him before he blinks +1
- OR, Playing as a , a or an , say he is serving a perversion of nature +1
- OR, Playing as a , say he is outnumbered and outmatched +1
- OR, Playing as +1 , say that true cruelty rules with fear alone
- OR Ask him to tell the hag you're coming for her +1 (The option is not available for the Fighter characters)
After removing the hex and killing Jatlo:
- Speaking to Mayrina, ask her how is her husband's condition +1
- Tell Mayrina she was an adorable sheep +1
- Offer Mayrina help with the hag +1 (A character will have a unique line here)
- Tell Hydrangea Wubb she coudn't have known the spy in disguise +1
- OR Say they need to do a better job protecting Mayrina +1
Note: Hydrangea will be present only if you knocked her out (as the Mask of Regret) in the Overgrown Tunnel AND killed the hag in Act One
- Talking to Kled, tell him that they are safe now +1
- Say the dragonborn was only pretending to be a friend +1
- Talking to Adrielle, tell her that hags and their agents are liars and cheats +1
- After Adrielle says she has discovered an ultimate way to kill a hag, offer to deal with the hag OR say you won't let the hag harm her +2 (either option)
If you have killed Auntie Ethel:
- Talking with Mayrina, persuade her to let Connor go +1
- OR Tell her to take time and celebrate +1
- If you haven't raised Connor from dead in Act One, tell Mayrina that killing the hag was even more amazing than revenge +1
- OR Say it wasn't so amazing when the hag was vomiting a child +1
- OR, If Vanra died, say you don't feel amazing because of it +1
- When Mayrina asks you whether you have saved Vanra, answer that of course you did it +1
- Playing as a or a , tell EITHER Mayrina OR Kled that you killed a perversion of everything natural +1
- Talking to Adrielle, say the hag is finally dead, thanks to you +1
At Crimson Draughts:
- If you are partnered with Astarion and he is in the party, refuse Araj Oblodra's invitation to come in, saying you saw how Araj made him feel +1
- OR Tell Astarion that you all can leave if he doesn't want to be around Araj +1
Note: This option is available and brings approval if you did not convince the spawn to drink Araj's blood in Act Two AND if his personal quest is not finished yet.
At the Flymm Cargo:
- After returning from the Iron Throne, tell Allandra Grey you won't let her execute Redhammer +1
- At the Flaming Fist cordon near the Upper City gate, when the Emperor warns you about becoming a thrall, choose to turn back +1
Note: This dialogue will occur if you come close to the gate without having all three Netherstones
- Talk to Sebastian and promise to set him and other spawn free +1
At the Counting House:
- Bargain with Rakath Glitterbeard to return him less money than had been stolen +1
- At the bridge leading to the entrance, give Rags Deelarma a handful of coins +1
At the Elfsong Tavern:
- Playing as a , a , a , a or a , convince Alan Alyth to lower the room price or to rent you it for free, using any available class-based option +1 (Requires various skill checks with DC from 18 to 20)
- Meeting Lakrissa in the tavern hall, remind her about your bet in the druid's grove, then say she owes you nothing +1
- OR Ask for a kiss instead +1
- Tell Lakrissa you never pictured her as a barmaid, then say she should never call herself cheap +1
- OR Say you missed her +1
- Speaking to Alfira and Lakrissa on the tavern's roof, say the two of them are very cute together +1
- When Alfira tells you about her plans of opening a bard school, say you're proud of her +1
- Talking to Doora Thumbfoot, agree to buy the necklace from her +1
- OR Give her some money and tell to keep the necklace, too +1
- Speaking to Harvard Willoughby, agree to participate in Laff Riot, and then, in first round:
- Joke about Harvard smelling funny +1
- Joke about 'Wizard and shatter' +1
- Playing as a , say "Laugh. Now" to the listeners +1
- In the second round:
- Joke about 'Vampires' +1
- Joke about 'Sleeping with a dragonborn' +1
- Joke about 'Zombie reanimator' +1
- Intimidate the public +1 (Requires successful DC 20 Intimidation check)
- In the third round:
- Joke about the Dead Three +1
- Joke about 'A cleric and ham' +1
- Intimidate the public +1 (Requires successful DC 25 Intimidation check)
- Talking to Dez Kanshaw, say he won't find courage on the bottom of a bottle +1
- OR Say he has enough left to buy a drink +1
- OR, Playing as a , say the answer is always yes. +1
- OR, Playing as a , tell him that deep courage comes from a full belly +1
- When Dez tells you about the job offered to his son by Three-Piece:
- Playing as a , say that the boy must find his own path, as you did +1
Talking to Enforcer Skoona:
- Playing as a , say you approve her arms +1
- OR, Playing as a , say it is she who decides her fate, no one else +1
- Outside The Singing Lute, give Manip Leythim a healing potion +1
At Lora's House:
- If you haven't resolved the quest yet:
- Ask Lora whether she really did threaten the tavern staff with a knife +1
- After you have saved Vanra:
- Say the hag was you problem to deal with +1
- OR Tell her to keep a closer eye on her daughter +1
- OR Say she is damn lucky you found Vanra +1
- OR Tell Lora it isn't her fault that she couldn't protect Vanra +1
Talking to Golbraith Stredivas:
- Ask him whether his son needs any help +1 (A character will have a unique line here)
- OR, Playing as a , say you're almost impressed by a surface dweller who hunts illithids +1
- OR, Playing as a , tell Golbraith you see the mark of a true hunter about him +1
- OR, Playing as a or a , tell Golbraith you see the mark of a true warrior about him +1
- OR, Playing as a , say you've read his book on psionics +1
- Say that mind flayers are dangerous, and then add that you'll take it from here +1
- OR Say that if his son is half a hunter as Golbraith himself, he'll be fine +1
- OR, Playing as a Good/Neutral , say you'll pray for his son swift return +1
- OR, Playing as an Evil , say you'll pray that her son murdered the mind flayer brutally and swiftly +1
Talking to Big Huido at the docks:
- OR Intimidate him into surrendering the Guild shipment +1 ( and characters will have unique lines here)
At Highberry's Home:
- Donate some gold to Roger and Cora Highberry for their orphanage +1
The Graveyard:
- Playing as a , tell Gothric Rillyn he should have learned the signs of a dangerous mark +1
- OR, If you have already recruited Minsc, say you'll tell the Stone Lord how Gothric called him +1
Dealing with Bugthimble at the "M.Kurwin" grave:
- Ask what he was doing in your father's grave +1 (Requires DC 25 Deception check)
- Ask whether he was buried here, and then pay him the "fee" he demands +1
- OR, Playing as a , say you and he are practically kin +1
- Say “Thank goodness, you can keep it”, and then:
- Use Deception to convince him the treasure is cursed +1
- Say the crate was promised for Nine-Fingers, then use Intimidation to convince him to pay the fee for not breaking his snout +1
- Intimidate him into surrendering the loot to you +1
- OR, Playing as a , ask her whether he would loot the corpse despite their shared blood +1
- OR, Playing as a , warn him not to test the dragon's blood in your veins +1
Dealing with Nina Dortmell and Mortarch Gracie Scyre:
- Speaking with Nina for the first time, tell her to stop, because magic isn't a game +1
- Ask who she wants to raise, then say she must never do it again +1
- OR Tell Nina to let her brother rest in peace +1 (A character will have a unique line here)
- Report Nina's attempts to Mortarch Gracie Scyre +1
- Then tell Nina the Mortarch is right +1
Talking to Valmorba:
- Ask her to give you a shovel (if you don't have one) +1
- OR, Playing as +1 , tell her there's usually not much left once you're done with the body
- Talking to Ulkov Sully, pay him for making a coffin for Lily Fischer +1
- OR Convince him to make it for free and out of turn, using Persuasion, Intimidation or class-based lines for a , a Good , a or a characters +1
At the Chromatic Scale:
- Playing as a , discuss with Thomas C. Quirkilious the benefits of using lute strings made of worg hair +1
In the Abandoned Cistern:
In the Lady Jannath's Estate:
If Oskar Fevras was not saved in Act One:
- Playing as Tarhun Mnemonis about icons depicting Bhaal, then tell him not to sell “this evil junk” +1 , at the entrance ask
- Speaking with Sir Gorran Penghyst and Lord Delwaer Jeth, propose to sell the picture to another gullible fool +1 (Requires DC 18 Persuasion check)
- OR, Playing as a , tell them not to sacrifice their lives on a petty ground +1
In the Bloomridge Park:
- Speaking to Albert, say that Sparky is doing a great job running +1
- OR, Playing as a , say that Sparky is just doing what dogs do +1
- Near the Crimson Draughts, give Strange Beggar Sacrum any amount of gold +1
At the Heapside Prison:
- Talking to Skittle via
- Call him a "rat-ical mercantile rodent" +1
- OR Ask what does obtaining goods in the prison en-tail +1
- OR Ask to have a squeak at what he’s got +1
- Ask him whether his business is rat-ified by the local merchant's league +1
At the Facemaker's Boutique:
- Interrupt Dolor when he’s about to kill Figaro Pennygood, saying “Stop right there!”, using any of class-based lines or unique line +1
Talking to Devella Fountainhead:
- Propose to investigate the cult for her +1
- OR, Playing as +1 , propose to infiltrate the cult to tear it down from within
Note: Both these lines will differ slightly depending on whether you actually have or have not any ritually cut hands in your inventory
In the Lower City Sewers, talking to Lorna Esthelian:
- Tell her that her date was a vampire +1
At the Sorcerous Sundries
Talking to Aradin near the entrance:
- Successfully deceive him, saying you haven’t found the Nightsong +1
- If you let slip to Aradin that you’ve found the Nightsong, tell him that she is immortal and tough +1
- OR Deceive Aradin, saying that you have let the Nightsong go +1
- OR Use Intimidation or Persuasion to make him stop pursuing the Nightsong +1
Note: Good/Neutral/Evil characters will all have unique lines here. The Persuasion option is available for characters only
Talking to Lorroakan before resolving Dame Aylin’s fate:
- Tell Lorroakan you’ll ask Nightsong to come to the tower, so that she ripped him to shreds +1
- OR Use Deception to convince Lorroakan that Aylin is dead +1
Note: A , a or a characters will have a common unique line here
- OR, Playing as a or a , use a class-based line to mock Lorroakan over his plan +1
Facing Lorroakan along with Dame Aylin:
- Tell the wizard you’ve come to stop him +1
- Tell Lorroakan that Ketheric Thorm already tried to steal Aylin’s immortality and is dead now +1
- OR Tell Lorroakan that one more word about catching Aylin will be his last +1
- OR, PLaying as Gale origin, ask him to reconsider his position +1
If you have betrayed Dame Aylin to Lorroakan:
- Say that this feels wrong +1
At the Sorcerous Vault:
- Speaking to Yafeu once he's escaped the Peculiar lamp:
- Demand to release your 'master' or die +1
- Ask him politely to release your companion now +1 (The option is available to all characters except )
Talking to children playing at X: -166 Y: -75:
- Succeed a passive Perception check and ask Cinnamon what is she hiding in her pocket +1 DC 7
- Ask Punkins to scan you +1
- OR First refuse to be scanned, then say you will comply +1
- OR, If you detected Cinnamon’s “spy candy”, tell Punkins about it +1
At the Grey Harbour Docks:
- Convince Captain Sleam to take aboard the whole Brislen family via Intimidation, Persuasion, or simply paying the sum they’re lacking +1
In the Stormshore Tabernacle:
- Make an offering to any deity AM -1
- Make an offering to , the Supreme Ranger +1
Note: Any approval benefits here will be gained only if the offering is enough to receive the blessing
At the Water Queen's House:
- Attending the funeral of Holli Dylford, tell Allandra Grey you’ve brought gold as an offering +1
- OR Say you’ve brought a prayer +1 (This option is not available for and characters)
- OR, Playing as a , answer Allandra with a class-based line +1
Note: Using this option, the players may choose either a "general" line or a line reflecting exactly the deity their character is allied to
- OR, Playing as a , say you wish her soul the stillness of a calmed ocean. +1
At the Society of Brilliance Lodge:
Talking to Havkelaag:
- Refuse to give the Githyanki Egg to the Society +1
Talking to Ptaris:
Note: These options are available only if you have sold the Githyanki Egg from the Creche Y'llek to Lady Esther in Act One
- When Ptaris asks you whether you are good or bad person, answer you think yourself good, and then:
- Tell him he would be destroyed if you haven’t saved him +1 (Requires DC 20 Persuasion check for a characters, and a DC 25 Persuasion check for all others)
- OR Successfully use +1 on him and then say that it’s his conscience that tells him to stop
- OR, Playing as a , say that you are no more ‘bad’ than he is +1 (Requires DC 20 Persuasion check)
- OR, Playing as a , tell Ptaris you gave him same that your patron gave you +1 (Requires DC 20 Persuasion check)
Talking to Blurg:
- Tell him that bravery is no bad thing +1
At the Steel Watch Foundry
Talking to Tamia Holzt, if she spotted you in the Foundry:
- Say you’ve come to bathe in Banites’ blood +1
- OR Use any of class-based options to inspire Gondians to rebel +1 (Requires DC 18 Intimidation check or DC 18 Persuasion check, depending on character class)
Talking to Zanner Toobin once you have reached the laboratory wing:
- When Toobin says that Gondians are being subjugated through the collars, ask whether they will fight if you save their families +1
- If you have killed Banites in the workroom, tell Toobin about it +1
If you failed to switch off an activated Motivator while assaulting the Foundry:
- Convince Zanner Toobin to move on, using Intimidation or Persuasion +1
Resolving the conflict between the Gondians and Ironhands after razing down the Foundry:
- Persuade Barcus Wroot to take leadership over the Clan Ironhand +1 (A , a , a Good or a character will have a unique line here)
- OR Intimidate Wulbren Bongle to walk away, using basic or any class-based option +1
Note: According to game files, a character will have a DC 18 Persuasion check instead of Intimidation for all others
- Take Zanner Toobin’s side and tell Wulbren you won’t let hurt them +1 (Wulbren and other Ironhands become hostile)
Talking to Barcus Wroot after resolving the conflict:
- If you have sided with Gondians:
- Tell Barcus that Wulbren was past saving +1
- If you convinced both factions to make peace:
- Tell Barcus you’re impressed how he stood up to Wulbren OR that he’ll make a great leader of the Clan Ironhand +1 ‘’(either option)’’
The Iron Throne
- After docking at the prison, when Omeluum approaches your mind:
- Convince him that other prisoners must be saved, too +1 (Requires DC 20 Persuasion check)
In the House of Hope
Speaking to Hope’s spirit in front of the Archive:
- Say you need to get her out before the jailor kills her +1
- After freeing Hope from her chains, speak to her +1
The Bhaal Temple
Speaking to Avatar of Bhaal after defeating Orin:
Note: These options are available to characters only.
- Tell Bhaal that you have no desire to harm anyone else +1
- OR Tell him that every night he possesses you your friends are in danger, and you won’t stand it +1
- Reject your Father’s gift and blessings +1
Note: Through the dialogue, there are several potential points where the final yes/no decision might be taken, but the result will be the same
- (Requires Jaheira) Tell Rion that "There are refugees outside. They'll need protection." when asked what to do. +1
- When talking with Nine-Fingers Keene with Minsc in the party, succeed any skill-based check to convince him that she isn't an enemy. +1
Camp/Conversation
- Let Lae'zel speak against Vlaakith when the Githyanki lich-queen projects herself in the camp when long-resting.
- Agree with Halsin that there is a rot in the city with how Baldur's Gate treats its vulnerable and the refugees.
- Tell Scratch you're glad he's back where he belongs after saving him from Angry Mar'hyah +1
- After Aylin leaves to meet and fight Lorroakan, tell Isobel that you’re going to help the aasimar +1
Disapproval
As a Companion character, the interactions listed below will cause Halsin to lose approval. This list is most likely incomplete.