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| '''[[Reithwin Town]]''' | | '''[[Reithwin Town]]'''<br> |
| * <u>Agree</u> to help [[Arabella]] find her parents. {{Approval|Halsin|+1}}
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| * <u>Agree</u> to take [[Arabella]] in at your camp. {{Approval|Halsin|+1}}
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| ''At the [[Reithwin Tollhouse]]'' | | ''At the [[Reithwin Tollhouse]]'' |
| * Convince [[Gerringothe Thorm]] to end herself by any available option. {{Approval|Halsin|+1}} ''(requires sequentive DC 18 and then DC 21 rolls on various skills, dialogue lines include class-based options)'' | | * Convince [[Gerringothe Thorm]] to end herself by any available option. {{Approval|Halsin|+1}} ''(requires sequentive DC 18 and then DC 21 rolls on various skills, dialogue lines include class-based options)'' |
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| | ''In the [[House of Healing]]:'' |
| | * Convince [[Malus Thorm]] to order his [[Zealous Assistant|sisters]] to hone their blades on each other.{{Approval|Halsin|+1}} |
| | ** Then persuade Malus Thorm to operate on himself. {{Approval|Halsin|+1}} |
| | * OR Convince Malus Thorm to take the place of his patient and submit to sisters' curing. {{Approval|Halsin|+1}} ''(comes one point by another subsequently)''. |
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| | ''At the cemetery:'' |
| | * Agree to help [[Arabella]] find her parents. {{Approval|Halsin|+1}} |
| | ** Then offer Arabella shelter at your camp. {{Approval|Halsin|+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 {{Approval|Halsin|+1}} ''({{Background|Haunted One|The Dark Urge}} character will have a unique lines and only Persuasion option)'' |
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| ''At [[The Waning Moon]]'' | | ''At [[The Waning Moon]]'' |
| * Safely drink with [[Thisobald Thorm]] (rolling [[Saving Throw]], either general or class-based) up to three times total {{Approval|Halsin|+1}}''(each time)'' | | * Safely drink with [[Thisobald Thorm]] (rolling [[Constitution]], either general or class-based lines) {{Approval|Halsin|+1}}''(gains approval after first and second rounds)'' |
| ** OR successfully imitate drinking (rolling [[Sleight of Hand]]) {{Approval|Halsin|+1}} ''(gains approval only in first round)'' | | ** OR successfully imitate drinking (rolling [[Sleight of Hand]]) {{Approval|Halsin|+1}} ''(gains approval only in the first round)'' |
| * Successfully entertain the brewer with your stories (through [[Performance]] roll), up to two times {{Approval|Halsin|+1}} ''(each time)''.<!-- This was commented out, but I've confirmed it (except for the part that's still commented out). | | * Successfully entertain the brewer with your stories (through [[Performance]] roll) {{Approval|Halsin|+1}} ''(gains approval each time)''. |
| ▶ '''''Note:''' If Performance roll failed, successful subsequent [[Deception]] roll earns a point of approval, nonetheless.''--> | | ▶ '''''Note:''' If Performance roll failed, successful subsequent [[Deception]] roll earns a point of approval, nonetheless.'' |
| * By any means make the [[Thisobald Thorm]] drink his 'elixir' three times in a row, thus leading him to burst {{Approval|Halsin|+1}} | | * By any means make Thisobald Thorm drink his 'elixir' three times in a row, thus leading him to burst {{Approval|Halsin|+1}} |
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| '''[[Gauntlet of Shar]]''' | | '''[[Gauntlet of Shar]]''' |
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| * Talking to [[Florrick|Councellor Florrick]], tell her you have no intentions to go to [[Moonrise Towers]] {{Approval|Halsin|-1}} | | * Talking to [[Florrick|Councellor Florrick]], tell her you have no intentions to go to [[Moonrise Towers]] {{Approval|Halsin|-1}} |
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| | '''[[Reithwin Town]]''' <br> |
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| | ''At the [[Reithwin Tollhouse]]:'' |
| | * Agree to give up all your gold to [[Gerringothe Thorm]]. {{Approval|Halsin|-1}} |
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| | ''At the cemetery:'' |
| | * Refuse to help [[Arabella]] find her parents. {{Approval|Halsin|-1}} |
| | ** If you agreed, refuse to take Arabella in at your camp. {{Approval|Halsin|-1}} |
| | * OR, If you've already found [[Locke]] and [[Komira]]'s bodies, tell Arabella they are dead and fail [[Persuasion]] or [[Intimidation]] roll to take her to your camp {{Approval|Halsin|-1}} ''({{Background|Haunted One|The Dark Urge}} character will have unique lines and Persuasion option only)'' |
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| '''[[Moonrise Towers]]''' | | '''[[Moonrise Towers]]''' |
| Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
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 will raise or lower Halsin's Approval.
For more information about the approval system, see Approval.
As a Companion character, the interactions listed below will cause Halsin to gain approval.
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
If entering the Shadow-Cursed Lands from the Grymforge:
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 Barbarian, Bard, Monk lines +1
- OR Say that it wasn't her fault, using basic or unique Bard, Good Cleric or Monk lines +1
Elsewhere:
- After saving Rolan from the Shadows, tell him not to be hard on himself for trying to save his family +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 The Dark Urge:
- 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
- If Wyll is in the party, tell Florrick it's your business what had happened to him +1
- OR, Playing as Wyll, say it was a devil deal that has gone terribly wrong +1
Talking to His Majesty via Speak with Animals:
- Say you only wanted to admire him close +1, and then indeed choose to quietly admire him +1
- OR, Playing as a Ranger, 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 Cleric or Oathbreaker Paladin)
- 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 Half-Orc, 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 Bard, a Fighter, a Druid, a Ranger, or a Rogue, use a class-based line +1
- OR, Playing as a Drow, a Deep Gnome or a Duergar, 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
Speaking with Bex and Danis:
- Before trying to saving captured refugees:
- Promise Bex to find Danis, using any of two basic options or Paladin or Cleric 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 Cleric 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 Sorcerer, 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)
Dealing with Raphael and Mol:
- 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:
Reithwin Town
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 ( The Dark Urge character will have a unique lines and only Persuasion option)
At The Waning Moon
- 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
Gauntlet of Shar
- Agree to peace with the rats after interacting with the broken effigy. +5
- Respond to Reconstituted Duellist as Shadowheart with answer as a believer of deity Shar.
- After finding-out that Yurgir uses a charm to manipulate his Displacer Beast, go confront him about it and tell him that it's wrong. +1
Moonrise Towers
Moonrise Towers Rooftop
- After passing the persuasion check, and a second set of dialogue, tell Ketheric Thorm either:
- That you can help him if he lets you.
- That it isn't too late and his story doesn't end here.
- To come quietly and he'll be spared.
- Tell Aylin to stand down, Ketheric has surrendered.
Mind Flayer Colony
Camp/Conversation
- 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 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Rivington
Talking to Yenna:
- Offer her help:
- Give some coin +1
▶ Note: Giving Yenna food does not bring approval
- OR Suggest to find a guard for her +1 (available for all characters except Cleric)
- Playing as a Cleric or a Monk, suggest to find the nearest temple +1
- Playing as a Ranger, suggest to track her mother down +1
▶ Note: Promising to look for her mum after using class-based Ranger line brings another +1 point
At the Sword Coast Couriers:
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 Speak with Animals)
Open Hand Temple
Circus of the Last Days
- 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:
▶ 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 Speak with Animals)
- 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
- 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
Wyrm's Crossing
▶ Note: It may take several sequential attempts to speak with Naaber to get to this dialogue.
- 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)
Sharess' Caress
- Invite Halsin to join an orgy with the Drow twins +1
Wyrm's Rock Fortress
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 Detect Thoughts on him and pretend to be a new recruit +1
- 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:
▶ 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
Lower City
- Pay or persuade the Captain at the Grey Harbour Docks to keep the Brislen family together
- Offer a prayer to Flood Tide Allandra Grey at Holli's funderal
- (Requires Jaheira) Tell Rion that "There are refugees outside. They'll need protection." when asked what to do. +1
- X: -166 Y: -75 Play with the children.
- Requires Perception Check DC 7, spot Cinnamon's "Spy Candy". +1
- Allow Punkins to scan you. +1
- Say "Don't be rude to your dog. He's doing a great job running" when you speak with Albert at the western entrance to Bloomridge Park. +1
- Tell Havkelaag at the Society of Brilliance his experiment with the githyanki egg is barbaric and refuse to sell the egg. +1
- When rencountering Araj, ask Astarion if he wishes to leave +1
- Tell Araj "Forget it. I saw how you made Astarion feel. I'm done with you." +1
- When you meet Dolor trying to kill Figaro Pennygood, say "Stop right there!" +1
Guildhall
- When talking with Nine-Fingers Keene with Minsc in the party, Minsc will see her as an enemy and attack, succeed any check (Insight/Intimidation/Persuasion) to convince Minsc that she isn't an enemy. +1
The Counting House
- Give Rags Deelarma begging outside the entrance a handful of coins. +1
Sorcerous Sundries
- Tell Aradin what the Nightsong really is, then avoid revealing her location (or lie) +1
- Tell Lorroakan you'll tell the Nightsong to come so she can rip him to shreds. +1
Chromatic Scale
- As a Bard, talk to Thomas C. Quirkilious and ask him what the benefits of using lute strings made of worg hair are. +1
Grey Harbour Docks
- Intimidate Captain Sleam to not split up the family +1
- OR Intimidate Captain Sleam to take the family onboard otherwise you'll drop her into the harbour +1
Water Queen's House
- Playing as Monk, tell the Flood Tide Allandra Grey: "I wish her soul the stillness of a calmed ocean" +1
Camp/Conversation
- Tell Isobel that you will help Aylin take down Lorroakan +1
- 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
As a Companion character, the interactions listed below will cause Halsin to lose approval. This list is most likely incomplete.
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Crèche Y'llek
- Offer to fight Youth Varrl when Sa'varsh Kethk asks for a challenger, and then indeed kill him -1.
- When talking to Vlaakith, rat Shadowheart out that it was she who stole the artifact -1 (the line is available only if Shadowheart is in the party)
Ruined Battlefield
If entering the Shadow-Cursed Lands from the Grymforge:
- When the shadows warp Harper Yonas, choose to run from the fight -1
If entering the Shadow-Cursed Lands from the Rosymorn Monastery Trail:
- Traversing Shadow-Cursed Lands with the convoy and Kar'niss the drider, protect them from Harpers, thus maintaining your cover as a True Soul -1
- OR Side with the ambushing Harpers. Then, after defeating the convoy, tell the Harpers' leader you're going to kill them and keep the lantern. -1 (Taking this course immediately starts the fight with remaining Harpers).
▶ Note: Works, too, if you managed to pick up the lantern during the battle.
- If ambushing the convoy with the Harpers, start the dialogue with the drider and reveal the ambush to it -1
House in Deep Shadows
- Agree to play hide-and-seek with Oliver. -2 (one point for each round of the game)
- When convincing Oliver to reunite with Thaniel, say that people are dying for his fun OR call him a thieving shadow -1 (either option)
When dealing with He Who Was:
- Order Madeline to hurt herself as Ben and Marc did -1 (Evil Cleric will have a unique line)
- Then tell her to stab herself and don't stop OR to prove she is sorry -1 (either option)
- Finally succeed a Persuasion roll to keep her going -1
Elsewhere:
- After saving Rolan from the Shadows, tell him to shut up and be grateful -1
Last Light Inn
Speaking to Jaheira:
- When talking to Jaheira inside the inn, tell her that you drink to darkness that will come when you drag Isobel to Moonrise Towers -10 (This option is available is you have Z'rell's orders to do it)
Dealing with Isobel and Marcus:
- If Marcus vouched for you at the entrance (in this case he will wait in Isobel's room):
- Agree to help him kidnap Isobel OR say that you are going to take the cleric yourself -1 (either option)
- OR Speak to Isobel and say that she is coming with you -10
- If Marcus assaults the inn (happens if you gained entrance with Mol's help):
- After speaking to Marcus telepathically, tell Isobel that she is going to meet Ketheric face to face -10
- Playing as The Dark Urge:
- Obey your Urge and tell Isobel you crave to kill her -10 (this option is available either before kidnapping attempt, or after assault, or if you return to the inn after freeing Nightsong; turns hostile Isobel and any Harper who sees it)
Talking to His Majesty via Speak with Animals:
- Hiss back at him, say that he is in your territory, and order to get out -1
Speaking to Cerys:
- When she tell you about their misfortunes and says they ran until found the inn, conclude that she abandoned others -1 (use basic line or unique for Barbarian, Fighter, Monk or Paladin (except Oathbreaker))
- Ask her what they are doing here, if they headed for Baldur's Gate, and then say she did the right mess of things. -1
Talking to Alfira at the inn:
- After Marcus's assault, when she asks whether they cannot trust anyone, tell her to stop whining -1
- Ask her about others, and then say that it was a cowardly move -1
- When she asks you how do you keep going, answer that you don't complain constantly -1
- When Alfira supposes that surviving tieflings were taken to the Moonrise Towers, say you imagine the cultists are torturing them right now -1
Speaking with Bex and Danis:
- Before trying to saving captured refugees:
- Tell Bex that Danis is now goblin chow toy OR that they've probably killed and eaten him -1 (either option)
- If Danis died while saving attempt, tell Bex that he is better off dead than abandoned in Moonrise -1
Dealing with Rolan, Cal and Lia:
- Speaking to drunken Rolan before trying to saving captured refugees:
- Tell him that his siblings are better off dead than in cult's hands -1
- OR Tell him to stop whining and do something about it -1
- If either Cal or Lia (or both) died while rescue attempt:
- Garble their names and say you don't know them -1
- If both siblings survived, after they thank you, ask who is going to pay you -1
Talking to Ide after drunken Rolan has snapped on her:
- Call Rolan a grump, and when Ide complains he called her a "ragged little devil", say that he was observant for it's what she really is. -1
- When Ide shows you the book she means to keep for Rolan, convince her to give it to you, using Deception or Intimidation -1 (either option, requiring a DC 14 roll)
Talking to Harper Meygan mourning Yonas:
- Say that Yonas was better at joking than at keeping himself alive -1
- OR Say that he'd still be around if spent less time on joking -1
- If you looted Yonas's body, ask Meygan whether she would like to take his sword, then say you were kidding and keep it -1
Elsewhere in the inn:
Reithwin Town
At the Reithwin Tollhouse:
At the cemetery:
- Refuse to help Arabella find her parents. -1
- If you agreed, refuse to take Arabella in at your camp. -1
- OR, If you've already found Locke and Komira's bodies, tell Arabella they are dead and fail Persuasion or Intimidation roll to take her to your camp -1 ( The Dark Urge character will have unique lines and Persuasion option only)
Moonrise Towers
- Free the goblins when Z'rell prompts you to kill them.
- When entering Moonrise Towers, tell the guards you infiltrated Last Light Inn.
Gauntlet of Shar
- Lick the Spider meat twice.
- Having Mother Dearest in your inventory, ask Balthazar what happened to his mother. Then, tell him you took the urn, and finally say that you'll keep her. -1
Mind Flayer Colony
Camp/Conversation
- At camp, when asked if you have anything to share about yourself in return, say that you don't know very much about yourself.
- OR, Playing as The Dark Urge, tell him that nothing is half as charming as when it's all crimson and rot.
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Rivington
Talking to Yenna, be rude to her:
- Ask where did she last see her mum, then say her mother is probably dead. -1
- OR Tell Yenna to get lost. -1
Dealing with Orin's guises:
- If Orin is impersonating Gyldro Angleiron, say you would kill someone close to you without hesitation. -1
▶ Note: When playing as Lae'zel origin, this option will have an unique formulation, but still take its place (line 4)
- OR, Playing as The Dark Urge, say that you have already done it -1 (This option is available if you have killed either Isobel or your partner in Act Two on demand of your Urge)
- If Orin is impersonating Fist Rowan, tell her that both sides need a lesson -1
▶ Note: This line goes for the Custom origin (Tav). If playing as any other Origin, except Dark Urge, it might have unique formulation
Circus of the Last Days
- At the entrance, convince Klaus to let you in, pretending to be a friend of Gortash's (class-based Deception check) -1
- Dealing with Akabi, successfully catch him on rigging the wheel, but apologise and say you were mistaken -1
- Talking to Boney the mephit, say his wife Stoney is not your type -1
- Talking to Shadow-Whiskers with Speak with Animals, note that her cage looks comfy. -1
- Then tell her to murder whoever she wants OR say "Sure thing, pussycat". -1 (either option)
- Without Speak with Animals, choose the line "Kill them all, kitty". -1
- Talking to Crimson, refuse to feed him via Speak with Animals or mock him for being hungry (without the spell) -1 (either option)
- After defeating false Dribbles, talk to Crimson again and say you'd have killed him before he hurts anyone else -1
Watching Dribbles's show:
- Yell "Boo! Get off the stage!" -1
- When false Dribbles asks for an assistant, choose to cross your arms and glare. -1
- OR Just answer "No." -1
- Talk to Lucretious after defeating false Dribbles, and when she asks you to find real clown, answer that you are expensive -1
- Then say that Dribbles is probably dead now -1
In the Angleiron's Cellar:
▶Note: Druid, Rogue and Sorcerer characters will have unique lines for this option
- OR Tell him that you'll take the bomb but use it only as a last resort. -1
- OR Refuse, saying that his plan is too messy and you're out. -1
Wyrm's Crossing
Wyrm's Rock Fortress
- Trying to get access into Wyrm's Rock Fortress, choose to leave when Blaze Elin stops you -1
At the Flaming Fist barracks:
When you spot Fist Reynash trying to open a chest:
- Intimidate OR blackmail him into giving you his stash -1 (either option)
- OR Fail the Intimidation check to make him surrender his stash -1 (makes him hostile)
- OR Attack Reynash straightaway -1
- Speaking to Manip Bakshi afterwards (regardless of whether you succeeded a check to discover Reynash's thievery or not), let him arrest you -1
- Speaking to Gortash after killing Orin, surrender two your Netherstones to him -1
- OR Say you two can be allies, but you'll keep Ketheric's and Orin's stones -1
In the Wyrm's Rock Prison:
Cazador's Dungeon
- Help Astarion become a Vampire Ascendant
Sorcerous Sundries
- When speaking to Yafeu after a different companion got trapped in his lamp, ask for gold. -1
Devil's Fee
- Intimidate Helsik to keep the gauntlets -1