Ad placeholder
Astarion/Approval: Difference between revisions
Tag: Reverted |
Tag: Undo |
||
Line 211: | Line 211: | ||
'''[[The Risen Road]]''' | '''[[The Risen Road]]''' | ||
* | * Side with [[Karlach]] during [[Wyll]]'s confrontation with her and recruit Karlach. {{Approval|Astarion|+2}} | ||
* At the tollhouse, tell the merchant [[Cyrel]] that you'll take the supplies and everything else she owns. {{Approval|Astarion|+1}} ''(triggers a fight with 'Tyrians')'' | * At the tollhouse, tell the merchant [[Cyrel]] that you'll take the supplies and everything else she owns. {{Approval|Astarion|+1}} ''(triggers a fight with 'Tyrians')'' | ||
* Talk with '''non-bloated''' [[Hyena]] via [[Speak with Animals]] and pass the [[Deception]] check to convince her that you are a god in mortal flesh {{Approval|Astarion|+1}} | * Talk with '''non-bloated''' [[Hyena]] via [[Speak with Animals]] and pass the [[Deception]] check to convince her that you are a god in mortal flesh {{Approval|Astarion|+1}} |
Revision as of 08:12, 3 October 2024
Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
Overview | Approval | Banter | Romance |
Astarion likes displays of power and cruelty, and appreciates snarkiness and mocking. He is inspired when the player gains access to areas/information by deceiving others. The player does not have to be "evil" to gain his approval, however — he approves when the player makes choices that support independence and autonomy, and when the player helps certain characters in need.
Astarion dislikes displays of weakness and does not like acts of kindness or charity that offer no reward. He disapproves when the player tries to rein him in or restrict him in some way.
The actions and choices listed on this page will raise or lower Astarion's Approval.
For more information about the approval system, see Approval.
Contents
Greetings
Depending on his approval rating, Astarion may greet the player with:
Negative (<0):
- “You again.”
- "What do you need now?"
- "You're staring at me again. What do you want?"
Neutral (0 - 19):
- "Well, hello. What can I do for you?"
- “Yes?"
- “Need Something?”
Medium and up (20+):
- "Ah, my favourite travelling companion."
- "Hello, my dear."
- "What can I do for you, my friend?"
When spoken to by someone other than the player character:
- "Sorry, darling, I haven't got time for underlings. If your boss wants to speak with me, I'm all pointy ears."
Romance
Flirting:
- "It's always a pleasure to see you sauntering over."
- "Yes, darling?"
- "Hello, beautiful."
- "I did miss that face, you know."
- "Hello, my sweet."
- "Hello, lover."
- "Yes darling, do you need something?"
- "Need something? Or did you just miss me?"
Partnered:
- "Gods, you're beautiful."
- "Is there something you want to talk about, my dear?"
Broken up:
- "Why in the hells are you bothering me now?"
After Completing The Pale Elf
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Ascended - Partnered:
- "Look at you, precious thing. You always stare so eagerly."
- "Ask me anything, and it will be yours."
- "Little love, whatever could be the matter?"
- "My consort, we are so close to our triumph, I can almost taste it."
- "Yes, my treasure?"
Spawn - Partnered:
- "Ah, you're so adorable when you're thinking what to say."
- "I hope there's nothing troubling you, my dear?"
- "Yes, love?"
Dark Urge exclusive
Spoiler warning! This section reveals interactions with The Dark Urge.
Astarion also has some greetings exclusive to the Dark Urge origin. He will only say these once:
- "You have a manner of irresistible desperation about you. I like it." (first meeting)
- "My sweet, conflicted villain. What can I do for you?" (after killing Isobel)
- "Come to kill me again, darling?" (when romanced, if the player fully refrained from killing him after failing to kill Isobel)
- "My dagger-happy friend. What troubles you?" (after killing Alfira)
- "Precious little Bhaal-Babe!" (after the player discovers the truth about their parentage in Act 3)
Approval
The following story and dialogue choices will cause Astarion to gain approval.
Act One
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Speaking with the Tieflings holding Lae'zel in a cage, choose the 'attack' option. +1
- Ask Lae'zel to say 'please' after convincing the tieflings to leave. +1
- Speaking to Gimblebock near Chapel Entrance, choose the 'attack' dialogue option +1
In the Hollow:
- Refuse to help Zevlor persuade Kagha to let the tieflings stay. +2
- Scold Elegis for being scared of a few goblins OR tell her to get to digging their own graves. +1 (either)
- While speaking with Arron, say the refugees will be fine due to their devilish powers. +1
- Tell the tielfling kids trained by Asharak that they are going to die. +1
- Make Zorru bow to Lae'zel. +1
- Offer to heal Pandirna for a price but pocket the money and leave. +1
- OR, Playing as The Dark Urge, break Pandirna's legs and kill her. +1
- OR Tell Pandirna to hush or you will snap her neck +1 (the line is available for all classes except Barbarian)
- Let Arka shoot Sazza. +1
- Tell Auntie Ethel about the tadpole in your head. +1
- While talking to/trading with Mattis, either pocket his "lucky ring" straightaway OR tell him you've earned it. +1
- Threaten Mol when first meeting her in the Tiefling Hideout. +1
- After successfully stealing the Idol of Silvanus for Mol, tell her that you will keep it for yourself +1
- OR, Playing as a Rogue, advise her not to ask, just take +1
In the Sacred Pool and druid caves:
- After resolving Arabella's fate, tell Kagha that you would have killed the girl outright. +1
- If Arabella has died, lie to Locke and Komira that Kagha will release her soon. +1
- When confronting Kagha about the Shadow Druids, choose to attack her. +1 (gains approval regardless of whether you've been successful convincing her to go against them or not)
- Attack Kagha after speaking to Zevlor second time (about her demands) +1
- Prod Nettie's bird twice. +1
- After Nettie poisons you, attack her (no need to kill her) +5
- While dealing with Topaz the bird via Speak with Animals:
- Playing as a Bard, talk to the squirrels listening to Alfira and first hush them not to ruin the song, and only afterwards the class-unique line "Sing along…" +1
- Playing as a Rogue, pick Mirkon's pockets while he is charmed by the harpies. +1
- After saving Mirkon, tell him to stop snivelling or the harpies will be back. +1
- Kick Timber the squirrel +1.
- If you miss, try to kick her again +1
- Playing as The Dark Urge, when confronted by a companion about kicking Timber, answer that it came right at you OR that your instincts are sharp +1 (either option)
While the Emerald Grove is preparing for the goblin attack
- Tell Zevlor (or Asharak if Zevlor is dead) that it was you who led the horde to the grove, and then that this place belongs to the Absolute +5
- OR That the horde is coming, led by the drow - and you are with them +5
- OR, Playing as The Dark Urge, tell Zevlor that the goblin horde is yours. +1
- Tell Mirkon you are not going to save him again OR that he's on his own. +1 (the formulation depends on whether you saved Mirkon from the harpies or not).
- If you start attacking the tieflings before Minthara arrives, betray her while speaking to her. +5
- Tell Pandirna that you are here for the show +1
- Playing as an Elf or as a Drow, instigate a fight with Minthara +5
▶ Note: This option is available only after you helped Minthara to slaughter the Grove
- Tell Lakrissa to buy you a drink to be even +1 (this point may be earned either before attack or after defeating goblins)
- Tell Brynna and Andrick to avenge Edowin. +1
- In the Underground Passage, heal Findal, then tell him you are here to finish the job, and kill him. +1
- While talking to Demir and Johl after Auntie Ethel disappears, tell them they're on their own +1
- After entering the Sunlit Wetlands, break the illusion by any available means, then say 'BAA' at the Redcaps when you speak to them +1 (works twice)
- Tell Auntie Ethel about the tadpole (if you haven't done so in the grove). +1
- Chasing after Ethel in her lair, speak to Lorin and roar at him. +1
- Intimidate the Gnarled Door to let you in +1
- When Auntie Ethel surrenders, let her go in exchange for fey hair, with or without Mayrina. +5
- If you killed Ethel:
- If spared Mask of Regret, speak to the latter afterwards and choose to attack her +1
- Playing as an evil Cleric or Paladin, speak to Lorin again and tell him that it would be delightful to butcher everyone +1
- Playing as a Duergar, take the Petrification off Efrin and laugh at him +1, when he asks to examine him, refuse to do it +1
- Let Astarion kill Gandrel, if you already know he's a vampire. +10
- Gain entrance to the village:
- Through the southern gate - by Persuading the goblin guard, OR, Playing as a Bard, performing for him, OR starting a fight +1
- Through the eastern gate - by attacking or picking a fight with the goblin guards +1
- Intimidate Ornate Mirror in the Apothecary's Cellar into letting you pass. +1
- Give Astarion the Necromancy of Thay during the cutscene. +5
- Deliver the final blow to Fezzerk when confronting him near the windmill +1
- Untie Barcus Wroot off the windmill wing and demand a compensation from him +1
- Interrupt the bugbear and ogre couple in the barn +1
▶ Note: The latter option is available only if neither Shadowheart nor Wyll are in the party, otherwise one of them would interfere and try to stop the player
- After summoning Lump the Enlightened and telling him your deal is done, let him have one lick. +1
Goblin Camp
At the front gate:
- Fling worg dung at Sentinel Olak +1 (requires DC 10 Athletics check and triggers a fight with gate guards)
At the outer camp:
- Yell "Boo, get off the stage!" at Volo as he performs. +1
- Stir the Owlbear Cub against the goblins through DC 15 Animal Handling check or DC 15 Persuasion check +1
- OR Playing as a Barbarian, do it through DC 10 Persuasion check +1.
- When Krolla tries to scam you after you won in chicken-chasing, demand your gold back and also all of hers, using illithid powers. +1
- Tell Tracker Grikka that you will get answers from prisoners. +1
Talking with Crusher:
- When he orders you to kiss his foot, obey, then start licking it +5
- Steal the ring from Crusher's toe after you kneel in front of him. +1
- Successfully use Detect Thoughts on Crusher and say you'll let his boss know of his plans +1
- Make Crusher kneel and kiss your foot, using Illithid powers. +1
- If Crusher starts a fight, make him kiss your foot after defeating. +1
Inside the Shattered Sanctum:
- If Warrior Trinzas questions you about the ruckus, tell her, it was the sound of her friends dying. +1
- Tell Torturer Spike to let you put the prisoner through paces. +1
- OR, Playing as The Dark urge, propose to show Spike how it's done +1
- Tell Roah Moonglow that you killed her friends in the Zhentarim Hideout. +1
- Agree to endure Abdirak's teachings on Loviatar's doctrine. +5
- Pick a fight with Priestess Gut in the throne room or in her chambers. +1
- Tell Minthara that Sazza was too stupid to understand you prior +1
- OR, Playing as a Lolth-Sworn Drow, tell Sazza she should have see a superior in you at once. +1
▶ Note: These options are available if you have previously freed Sazza from the cage in Emerald Grove
- Agree to attack the Grove with Minthara with or without asking for a reward. +1
In Worg Pens:
- Tell goblin children to keep at the bear, to aim for his eye, or to use sharper stones. +1 (either option)
- Refuse Halsin to help him save the grove. +1
- Side with Karlach during Wyll's confrontation with her and recruit Karlach. +2
- At the tollhouse, tell the merchant Cyrel that you'll take the supplies and everything else she owns. +1 (triggers a fight with 'Tyrians')
- Talk with non-bloated Hyena via Speak with Animals and pass the Deception check to convince her that you are a god in mortal flesh +1
- Order Flind to attack the survivors in the cave instead of you. +1
- OR/THEN order Flind to attack other gnolls. +1
▶ Note: These options are not mutually exclusive and can be used one after another subsequently, in given order, which allows to gain all three points
- Tell Rugan that you are here for the cargo, not to rescue him. +1
Waukeen's Rest and Zhentarim Hideout
- Tell Councellor Florrick that she needs to find someone else to rescue Duke Ravengard. +1
- Kill Rugan on Zarys's order. +1
- Kill Rugan, if he survived Zarys's torture and your fight against other Zentharim. +1
- After purchasing Oskar Fevras from Brem, speak to the artist and call him a slave twice +1
- In Festering Cove, tell BOOOAL he is a fake god and tell him you will kill him and take his power +5
- OR Tell Kuo-toa priest to bow before BOOOAL's Chosen +1
- Agree to Defeat the Duergar Intruders for Sovereign Spaw +1
- When speaking with Glut after defeating the duergar:
- Steal Boots of Speed from Thulla while she's helpless. +1
- Ask Baelen for compensation before throwing him a Misty Step scroll to escape the Bibberbang field. +1
- Push Corsair Greymon off of the boat on your first voyage to Grymforge. +1
- Tell Morghal and Orgarth that them keeping slaves is not a problem for you, and that you'll just kill them +1 (immediately starts a fight with the duergar, both Clan Flameshade and Absolute followers)
When dealing with Ward Magmar:
- Ask Magmar how to get a slave of your own. +1
- When attempting to take the elevator, tell Magmar that saving Nere is a distraction +1
- When talking about travelling to Moonrise Towers, say that Moonrise holds the answers you need. +1
- Playing as a Drow or as a Githyanki, tell Magmar that he is squandering his slave on mundane tasks. +1
- After killing Magmar and Pistle, tell Skickpit to use the elevator to surface. +1 (further options to convince the gnome won't bring more approval)
- When Lunkbug tells you where to find Philomeen, answer that you'll take her head for a trophy. +1
- After finding Philomeen (and letting her go away), talk to Lunkbug and mention she wants Laridda to move on, or tell Laridda directly. +1
- Provoke a fight against Elder Brithvar by either taunting him to try and take your gold OR suggesting to rat him out to Sergeant Thrinn about his conspiracy against Nere +1
- After rescuing Nere, tell him to finish the slaves, OR choose to say nothing +1
- After killing Nere, tell Brithvar either that you think slaves are a valuable asset, OR tell him you won't interfere. +1
- After defeating Nere, ask Brithvar about the gnome slaves and tell him that they are a valuable asset. +1
- Attack Ellyka near the point of encounter with githyanki squad +1
- OR, Being disguised as a gith, provoke her to attack you. +1
- Speaking to Voss, pass the Arcana check to find out he's trying to Detect Thoughts and then attack him +1
- Upon entering the Créche, first tell Gish Far'aag that Voss sent you; then pretend to be an avatar of Vlaakith and succeed a DC 30 Performance check. +1
- Vandalise the portrait of Vlaakith. +1
In the infirmary:
- If Lae'zel is chosen to use the zaith'isk, either
- Save her from the device during the first phase +1 (to do this, succeed a passive DC 14 Perception check, then succeed a DC 30 Wisdom check or DC 30 Persuasion check).
- Let her proceed to the second phase, then stop the purification +1 (succeed a DC 21 Wisdom check or DC 21 Persuasion check or DC 30 Deception check) This choice will permanently lower Lae'zel's INT by 2.
In the hatchery:
- Tell Varsh Ko'kuu that the last githyanki egg is clearly a dud +1
- Tell Varsh Ko'kuu that if he gives you the githyanki egg you'll sell it at best price OR make yourself an omelette (either choise brings +1 and immediately starts the fight with Ko'kuu and hatchery guards)
In the training room:
- Offer to fight Youth Varrl when Sa'varsh Kethk asks for a challenger +1, and then indeed kill him +1.
At the captain's quarters and Inquisitor's chamber:
- Tell Kith'rak Therezzyn that you have the Mysterious Artefact, then refuse to surrender it. +1 (provokes a fight with Therezzyn)
- Ask the Inquisitor W'wargaz how he knows so much about you. +1
- Ask the Inquisitor W'wargaz what you'll get in return for surrendering the weapon +1, and then:
- Refuse to hand over the artefact to the Inquisitor W'wargaz, and convince Lae'zel to trust you by succeeding DC 21 Persuasion check or by reminding her of the zaith'isk (if you've learned the truth about it prior). +1
- Steal the Blood of Lathander from the Secret Chamber +1
Camp/Conversation
- At the very first long rest, when he says he'll keep watch, answer that you'll sleep better for it +3
- At the very first long rest, tell Shadowheart to remain cautious on unfamiliar territory +1
- When he asks how you'd like him to kill you, choose any way he proposes (decapitation, stabbing, or poison) +5
- Agree with Astarion that using illithid powers to manipulate others could be useful. +1
▶ Note: This dialogue is available only after using 'illithid' dialogue line for the first time in your walkthrough.
- After Astarion prompts you to call him beautiful, choose any option (including the line about 'shallow praise' ) +1
- Feed the Owlbear Cub when it first comes to the camp +1
- Pet the Owlbear Cub in your camp after it had a nightmare +1
- When Kith'rak Voss wakes you up at the camp during long rest to discuss the Mysterious Artefact (after the events at the Crèche), tell Lae'zel to kill him +1 (starts the fight with the githyanki knight)
- Threaten to kill Mizora during her first appearance in the camp +1
- Agree to sleep with him. +5 (starts romance)
▶ Note: The dialogue about spending a night together might occur anywhere if Astarion's approval has come up to 40+, otherwise it can be triggered at the camp celebration
Spoiler warning! This section reveals interactions with The Dark Urge.
- Playing as The Dark Urge, confess to murdering the bard +1
Raphael's deal
- When Raphael briefly takes you to the House of Hope, tell the devil:
- "You're mad if you think I'll make a deal with a devil." +1 (If playing as Wyll: "... another devil")
- OR "Then fix it. Or die by my hand!" +5
- Discussing with Astarion the cambion's offer, say that you are not Raphael's plaything. +1
- OR Playing as a Warlock, when Astarion says you understand how dangerous the wrong deal can be, reply that you can't fall into Raphael's trap. +1
- At the Long Rest, when Astarion's true nature comes out, say you trust him. +5
- The next morning, when other companions find out that Astarion is a vampire:
- When discussing Astarion's future 'diet', agree that him feeding on your enemies sounds good. +5
- When he asks whose blood you'd hypothetically drink, name any other companion (including himself, too). +1
- While speaking about Cazador, tell him that you'll watch his back OR promise you'll keep him safe if he does the same. +5 (either)
Act Two
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
If entering the Shadow-Cursed Lands from the Grymforge:
- When Lassandra asks who's there, say you're a nightmare in the dark. +1
- Playing as a Barbarian, answer Lassandra you're the one who will snap both her and her weapons in two. +1
- Playing as a Sorcerer, tell Lassandra to kindly lower weapons or things might get ugly. +1
- Playing as a Wild Magic Sorcerer, tell Lassandra to kindly lower your weapons, or who knows what your magic might do. +1
- Playing as a Dark Urge, tell Lassandra you're an escaped lunatic. +1
- Playing as a Vengeance Paladin, tell Lassandra you'll only take them down if they strike first +1
- When the shadows warp Yonas, run away from the ambush +1
If entering the Shadow-Cursed Lands from the Rosymorn Monastery Trail:
- Convince the 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)
- Order Warrior Gronag to fetch the bone, after he orders the hyena to do the same. +1
- Playing as The Dark Urge, stop Gronag. Then, when Kar'niss the drider comes, ask him about his lantern and what is there in the shadows. After watching drider butchers the goblin who "fed the shadows", call them "amazing" +1
- Convince the drider not to attack you if you killed the convoy before summoning him. +1
- Traversing Shadow-Cursed Lands with the convoy, protect them and maintain your cover as a True Soul +1
- Traversing Shadow-Cursed Lands with the convoy, side with the ambushing Harpers. After defeating the convoy, tell the Harpers' leader you're going to kill them and take the lantern. +1 (Taking this course immediately starts the fight with ambushing Harpers).
▶Note: Works, too, if you managed to take the lantern during the battle with cultists.
- When talking to Dolly Thrice, ignore the pixie two times and keep the lantern. +1
- When judging with He Who Was, order Madeline to stab herself, then to continue +1, and finally succeed a Persuasion roll to keep her going +1.
- Speaking to Jaheira for the first time, tell her that you are here on holiday. +1
- Refuse to drink the spiked wine when talking to Jaheira inside. +3
- Help Mol win the game against Raphael using the Sleight of Hand, Bard, Monk, or Wizard options +1
▶ Note: The cutscene continues towards this course only if you haven't seen his scars prior
- Talking to the Strange Ox, promise to keep its secret +1
- Playing as The Dark Urge, give in to your urge to kill the Strange Ox. +1
- Tell Isobel to 'follow the winged freak' (i.e. Marcus). +1
- Playing as The Dark Urge, tell Isobel that your blood orders you to kill her, then chase off the urge, and finally ask her to forgive you. +1
- After Mol is taken during the assault, tell Mattis she's probably dead already. +1
- Call Wulbren a prick when Barcus Wroot talks to him after you rescue him. +1
- While talking to His Majesty via Speak with Animals:
- Tell His Majesty that you want to admire him up close +1, and then choose to 'quietly admire him' +1
- OR Hiss back at His Majesty, tell him he's in your territory, and order to get out +1
- OR Playing as a Ranger, ensure him you don't seek his territory, only his time +1
- OR Playing as a Barbarian, bark at His Majesty +1
Reithwin Town
In the Reithwin Tollhouse:
- Successfully convince Gerringothe Thorm to end herself by any available option. +1
In the House of Healing:
- Convince Malus Thorm to order his sisters to hone their blades on each other. +1
- OR Convince Malus Thorm to take the place of his patient and submit to sisters' curing. +2 (comes one point by another subsequently).
At The Waning Moon:
- Safely drink with Thisobald Thorm (rolling Saving Throw, either general or class-based) up to three times total +1(each time)
- OR successfully imitate drinking (rolling Sleight of Hand) +1 (gains approval only in first round)
- Successfully entertain the brewer with your stories (through Performance roll) +1 .(each time)
▶ 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 +1
- Beat Oliver at hide-and-seek without being spotted. +1
- Ask Oliver whether he doesn't have anyone else to play with, and then about his parents' names are. Then, after a successful passive DC 14 Wisdom check, offer him to come to your camp and agree to play with him after he declines. Once Oliver explains the rules, tell him that you've changed your mind. +1 (immediately starts the fight with Oliver's 'family' )
- Sever the connection between Linsella and Barnabus +1
- Tell Araj Oblodra that Astarion is his own person +5
- Kill Fezzerk without combat (through dialogue options) +1
- Successfully distract Disciple Z'rell with "your lusts for Astarion" when she searches your mind for proof of your faith +1
▶ Note: This option is available only if you're romancing the spawn
- Tell Questioner Jasin "The only thing I'm going to break is you" when Minthara is being erased. +1
- Invite Minthara to your camp after saving her. +1
- At the Moonrise Towers Rooftop, tell Ketheric Thorm that seeing your enemies cowed never gets old +1
▶ Note: This option requires DC 21 Intimidation 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
- When talking to Minthara after killing Ketheric Thorm:
- Tell her that together you make a good team. +1
- Tell her you can hardly wait to reshape the world +1
- Propose to take Orin's place to lead the cult of Absolute +5 (amount [Needs Verification])
- Tell her "I'm with you" when she proposes claiming the Netherstones.
- Tell her you wanted to learn more about the tadpole when she asks "one more thing"
- When talking to Jaheira after killing Ketheric Thorm, say that she seems to enjoy herself, then tell you're having the time of your life, too +1
- After interacting with the Pedestal of Reckoning, agree to help Shadowheart with the trials. +1
- Persuade Balthazar to give you the bell to summon Flesh +1
- 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
When dealing with Yurgir:
- Attack Yurgir straightaway. +5
- OR Talk to Yurgir about his pact, pass a passive Insight check and three subsequent Persuasion checks to make him kill Merregons, his Displacer Beast Nessa, and finally off himself. +5
▶ Note: The Insight check is not needed when playing as a Bard or a Warlock
- If you agreed to help Yurgir, reassure Astarion that this is all part of the plan. +1
- Detect thoughts on the Hoarding Merregon and ask for the potions used to charm Nessa. +1
- At the Tadpoling Centre, use the Neural Apparatus to purge the pods.
- When talking to the Waking Mind via the Slack-Skinned Head in the Necrotic Laboratory choose to consume the mind. +1
▶ Note: This option is available only after successful DC 18 Insight check
Camp/Conversation
- Tell Arabella her parents are dead. +1
- After defending Astarion from Araj Oblodra's molestations, at the long rest tell him that you care about him, then either hug him OR open your mind to show your true feelings +3
▶ Note: This long-rest cutscene appears only if you romance him; both these choices advance your relationship
▶ Note: This choice ends the romance without approval loss
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Tell Yenna to get lost. +1
- Offer to go find a guard for Yenna +1
- Give Yenna food or gold. +1 (adds another point after offering to find a guard, too)
- Tell Yenna that her mother is probably dead. +1
At the Gur Camp:
- Agree when Astarion tells Ulma that her children are already dead +1
At the Sword Coast Couriers:
- Tell Commander Lightfeather that his soldiers died horrible, painful deaths. +1
- Tell Commander Lightfeather that his soldiers were eaten by a flying cat. +1
- Get more money out of Danzo Arkwright in return for the Zhentarim letters, using any check-based option. +1
In the kennels:
- Say "Woof" to Angry Mar'hyah twice. +1
- Playing as a Druid, tell Mar'hyah that Scratch is not a 'property'. +1
In the Angleiron's Cellar:
- Take the bomb from Wulbren OR tell him that this is too messy. +1 (either)
- If contacting the Gondians, accept the bomb anyway. +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)
- If Orin is impersonating Dying Stone Lord Thug, say that you'll enjoy watching him die slowly +1
At the Open Hand Temple:
- Agree with Brother Bill that if Father Lorgan had been pickier, he might still be alive. +1
- Agree to bear the curse and withstand Monk Manifestation's madness. +3
Circus of the Last Days
Watching Dribbles's show:
- Yell 'Boo! Get off the stage!' OR say 'What a corny joke' +1 (either)
- OR Playing as a Bard, interrupt him with your own pun +1
- * Volunteer any companion to the stage, except Astarion himself +1, and then cheer them, telling "Go on!" +1
▶ Note: If volunteering Jaheira, the line will have unique formulation
- If going on stage yourself, say you're special because you treat the people around you with kindness. +1
When passing Zethino's trial, choose answers:
- First question: ★'When he's elbow deep in gore' +1
- Second question: ★'Revenge' +1 OR ★'Me' +2 (the latter is available if you're romancing him)
- Third question: ★'Breaking a nail' +2 OR 'Most things' +1
▶ Note: The ★ sign here marks the answers considered 'correct' for the purposes of the test.
Elsewhere:
- Tell Saer Grotpoll that his own accent sounds more Rivingtonian than Baldurian +1
- Tell the Strange Ox that it takes worse than a bit of gore to turn your gullet. +1
- OR Tell the Strange Ox you will keep its secret. +1
▶ Note: These options are available if you haven't resolved interactions with the Ox in the Act Two
- Tell Manip Nestor you'll take a donation. +1
- Tell Farlin that you're happy to help them against Cairos and his thugs. +1
- Agree 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
- Pass the Investigation check to find Ffion's body in Fraygo's Flophouse +1
- At Carm's Garm, when Naaber pretends to be a dog, say "But nobody likes Naaber". +1
- Get 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 ( DC 25 Persuasion check required), or passing any of class-based checks. +1
- When he expresses discomfort with the Drow twins' offer of an orgy, tell him you would never ask such a thing. +1
- Tell Sauceman Chorizo that you can show him pleasures his husband never could. +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, find out that he needs gold, and then:
Speaking to Manip Bakshi (regardless if you succeeded a check to discover Reynash's thieving attempt or not):
- Successfully detect his thoughts and pretend to be a new recruit +1
- Tell him you've spotted another guard on stealing +1
- Agree to leave barracks (or let him escort you out) +1
In 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
- 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
- Agree to witness the ceremony of Gortash's ordain, saying "All right", OR "I'd never dream of missing it", OR "Let's get over" +1 (either option)
Approaching Duke Ravengard after the coronation:
- Ask if the current state of the city is what they call tyranny +1
- 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
- Escort Counsellor Florrick out of the prison
- When speaking to Auntie Ethel, say “That’s so evil, even I’m impressed.” +2
- After using Hag's Bane on Auntie Ethel, say “That’s it – cough her up, hag.” +1
- OR after knocking Auntie Ethel unconscious, cut her up to save Vanra. +1
At Crimson Draughts:
- When speaking to Araj Oblodra, ask Astarion if he wishes to leave. +1
- When speaking to Rion for the first time, tell her that everyone's going to die. +1
At the Facemaker's Boutique:
- When you meet Dolor trying to kill Figaro Pennygood, say "Back off! That's my kill" +1
At Flymm Cargo:
- Hand Redhammer over to Flood Tide Allandra Grey. +1
At the Graveyard:
- Playing as a Rogue, tell Gothric Rillyn that he should avoid stealing from dangerous marks. +1
- When talking to Gothric Rillyn choose the Stone Shite option. +1
At Highberry's Home:
- Tell Molly the Orphan that her dad is dead. +1
- Tell Timmy the Orphan "There are bigger problems in this city right now." +1
At the House of Grief:
- When first speaking to Arves, convince him that he owes money to the bank. +1
- Convince Morann to let you pass the locked double doors. +1
- When given the choice over Viconia DeVir's fate, choose to kill her +1
At Devil's Fee:
- When asking Helsik for answers, persuade her for a free sample. +1
- When asking Helsik for free passage to the House of Hope, persuade her promising one of Raphael's artefacts in exchange. +1
- Upon returning from House of Hope, intimidate Helsik saying that you've just killed a devil in his own home. +1
At the House of Hope:
- When outside of Raphael's Archive, tell Hope that she's "as helpful as a blunt dagger." +1
- Tell Haarlep you are there to kill them +1
- Refuse to undress for Haarlep +1
- Refuse to pledge your body to Haarlep +1
- During fight with Raphael, knock Korrilla out with a non-lethal attack. Afterwards, speak to Hope and say that her sister didn’t deserve to die. +1
At the Iron Throne:
- Leave the Iron Throne with Ulder Ravengard alive. +1
- Tell Lady Jannath that she can't order you around like one of her servants. +1
- Tell Oskar Fevras that "You two make me sick." +1
In the Lower City Sewers:
- When speaking to Lorna Esthelian, tell her you're sure her date will show up. +1
- Betray Aylin and hand her over to Lorroakan. +1
- When speaking to Yafeu after a different companion got trapped in the peculiar lamp, ask for gold or ask to release the companion. +1
At the Steel Watch Foundry:
- Tell Zanner Toobin that "killing you all may be a good thing." +1
Camp/Conversations
After the spawn assault:
- Tell Astarion that you are sorry for what happened to him +1
- Say that the world can be a wonderful place if he cares for those who care for him. +1
- Ask whether you're special +1
- Agree that it doesn't matter whether the other spawn have to die in the Rite. +1
If Astarion has completed the Rite of Profane Ascension
▶ Note: Without sexual intercourse, no approval is gained
- During and after the party is attacked by other Cazador's spawn at night:
- Deceive Leon and Aurelia, telling that they should side with Astarion. +1 (if you know about the Rite)
- Persuade or intimidate them to stand against Cazador +1 (if you haven't learned about the Rite yet).
- In Cazador's Dungeon, when Sebastian asks what happens to them, say you'll set them free, OR ask if he would be able to control his hunger. +1
- Successfully keep Astarion from performing the Rite of Profane Ascension. +3
Disapproval
The following story and dialogue choices will cause Astarion to lose approval.
Act One
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Promise Zevlor you will talk to Kagha about stopping the ritual -1
- After Lae'zel interrogates Zorru:
- If you are confronted about stealing the Idol of Silvanus return the idol and apologise -1
- Tell Locke and Komira (Arabella's parents) that the druids are overreacting and that you will talk to them -1
- Swear to Nettie to take the Wyvern Poison -1
- Convince Kagha to fight against the Shadow Druids (if uncovered her conspiring with them) -1
- Agree to kill the goblin horde's leaders for Zevlor -1
- While talking to/trading with Mattis, catch Silfy trying to pickpocket you (passive DC 10 Perception check), and tell her to relax (either straightaway or after successful Insight check). -1
- When talking to Auntie Ethel and Mayrina at the Riverside Teahouse:
- After defeating Ethel, reject the offer to spare her in exchange for fey hair -5
- OR, Order her to let Mayrina go. -5
- Reject Mayrina's reward for saving her -1
Dealing with Gandrel:
- Reveal his identity to Gandrel -10
- OR, Don't turn Astarion in, but later in the dialogue don't allow him to kill Gandrel -5
- After Astarion kills Gandrel himself, say that the hunter need not to die -1
▶ Note: This option is available only if you don't know that Astarion is a vampire
- Drop and prepare to destroy the Necromancy of Thay in the Apothecary's Cellar -5
- Read the Necromancy of Thay yourself -1
- Pay Fezzerk a lot of gold to let you pass -1
- Untie Barcus Wroot off the windmill wing and tell him that he owes you nothing -1
Goblin Camp
At the front gate and in the outer camp:
- Smear the dung over your face on Sentinel Olak's demand. -1
- Tell Eight that you are sorry for the loss of his parents. -1
Inside the Shattered Sanctum:
- Tell Priestess Gut you are ready to clear your head. -1
- Accept the Brand of the Absolute from Priestess Gut. -1
- OR, Speaking to Warlock Greez, ask him to brand you -1
- Convince Minthara to spare Sazza, saying the latter didn't know who you were. -1
▶ Note: This option is available if you have previously freed Sazza from the cage in Emerald Grove In the Worg Pens:
- After freeing Halsin, agree to kill goblin leaders to save the grove (either with or without him in bear form). -1
- Agree to fight the gnolls to save Rugan -1
- Buy Oskar Fevras from Brem -1
- Give Oskar Fevras additional 200 gold after freeing him -1
- In Festering Cove, tell BOOOAL you won't let him enslave the Kuo-toa any longer -1
- Tell Ward Magmar that he disgusts you -1
- When attempting to take the elevator, tell Magmar that you need to save Nere to obtain a Moonlantern -1
- Convince Skickpit you're going to help him, then ask if he really wants you to kill his slavers (using Persuasion line) -1
- Pay your respect to the corpes of dead deep gnomes after killing or deceiving Brathwen and Viss. -1
- Agree to help Lunkbug find Philomeen. -1
- Stand up for the deep gnome slaves when Nere, once freed, is going to kill them -1
- Convince Elder Brithvar to free the deep gnomes after the fight with Nere -1
Crèche Y'llek
At the hatchery:
- Persuade Varsh Ko'kuu to let you take the githyanki egg, telling him:
- that you'll take it to a better crèche -1
- OR that you'll raise it yourself -1
- OR, Playing as a Githyanki, say you'll see it becomes the greatest ghaik-slayer -1
In the training room:
- After saving Youth Varrl by whatever means, tell him:
In the captain's quarters and Inquisitor's chamber:
- When speaking with Kith'rak Therezzyn, surrender the Mysterious Artefact to her -1
Camp/Conversation
- At the very first long rest, when Astarion says he'll keep watch, answer that you're not ready to turn your back on a stranger -1
- When he asks how you'd like to be killed, say you don't have to choose, OR that you would prefer someone else to do it -1 (either option)
- Give the Necromancy of Thay to Gale, or destroy it. -5
- After Astarion fails to read through Necromancy of Thay, suggest that he give the book to Gale or tell him to stop reading it -1
- Shoo the Owlbear Cub out of the camp when it comes wounded -1
- Refuse when he offers to sleep with him. -1
▶ Note: If you agreed, turning him down during any part of the romance cutscene itself does not bring any disapproval
- When he tries to feel through his scars with fingers, offer your help, then mock him about 'cleric of Gond' -1
- Allow Volo to follow through with his attempt to remove the parasite
- If Astarion died from the Lathander's Lance blast in Rosymorn Monastery, resurrect him, then talk to him and choose any line except the promise to be more careful next time -5
During camp celebration:
- When arranging to spend a night together, fail the DC 15 Persuasion check to make Astarion say 'please' . -1
▶ Note: This whole dialogue occurs only if you haven't slept with him earlier
- If you already have a partner, tell Astarion that you're "looking forward to it" OR ask the spawn if he's feeling jealous. -1
- Speak to him, end the conversation without agreeing to sleep with him, then make arrangements with another companion. After that, talk to Astarion again and tell him you're spending the night with someone else. -1
Raphael's Deal
- When Raphael briefly takes you to the House of Hope, say that you'll do anything to get rid of the tadpole -5
- After first encounter with Raphael, tell Astarion that he might not be able to outfox the devil, but you will. -1
- Playing as a Warlock, say that Raphael is "only a cambion" and that you can handle him. -1
- At the Long Rest, when Astarion's true nature comes out:
- When discussing Astarion's future 'diet', forbid him to drink human blood -5
- While speaking about Cazador, tell him that he is on his own -5
- When he asks whose blood you'd hypothetically drink, ask him back if he really means eating others, then choose the line 'We're done talking'. -1
Act Two
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Ruined Battlefield
If entering the Shadow-Cursed Lands from the Rosymorn Monastery Trail:
- Fail to convince the hyena in the convoy that they do not belong to the goblins. -1
- Playing as The Dark Urge, stop Warrior Gronag from sending hyena to the shadows. Then, when Kar'niss the drider comes, ask him about his lantern and what is there in the shadows. Then stop the drider from butchering Brawler Bez. -1
If entering the Shadow-Cursed Lands from the Grymforge:
- Playing as a Bard, tell Harper Lassandra that the best introductions are made while sitting around a fire. -1
- Playing as a Druid, ask Lassandra about this land and its festering shadows -1
- Playing as a Wizard, tell Lassandra that you can aid in traversing the darkness. -1
- Free Dolly Thrice from the Moonlantern carried by Kar'niss. -1
- When judging with He Who Was, tell Madeline that it wasn't her fault -1
- Drink the spiked wine when talking to Jaheira inside. -1
- Tell Isobel that Marcus plans to kidnap her when he attacks the Last Light Inn. -5
- Playing as The Dark Urge, refuse your urge to kill the Strange Ox. -1
- Give up all your gold to Gerringothe Thorm. -1
- Lose when playing hide-and-seek with Oliver. -1
- Reinforce the connection between Linsella and Barnabus.
- Offer Fezzerk a fair fight
- Order the guards to release Fezzerk -1
- Tell Araj Oblodra that Astarion does what you tell him to -3
- Convince Astarion to drink Araj Oblodra's blood or order him to do it. -3
- When Yurgir says that Raphael deceived and trapped him, continue talking to him instead of attacking -1
- Persuade Yurgir to let you help him find something to get him out of his contract -3
- Agree to peace with the rats after interacting with the broken effigy -1
- At the Tadpoling Centre, use the Neural Apparatus to release the inhabitants of the pods. -1
Camp/Conversations
- After defending Astarion from Araj Oblodra's molestations, at the long rest (the cutscene appears only if you romance him):
- Tell him twice that you're not interested in his confessions -5 (this choice breaks your relationship)
- Tell him you regret stopping him from drinking Araj's blood -15
- Tell him you slept with him only because you wanted some fun -15
- Convince him to sleep with you tonight (using any line), then, when the cutscene continues, prompt him to say what he wants to say OR ask whether it was bad for him -15 (either choice brings equal disapproval and breaks your relationship)
- When he tries to feel through his scars with fingers, offer your help, then mock him about 'cleric of Gond' -1
▶ Note: This cutscene will show up only if it hasn't occured in Act One
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Agree with the Brother Clements that Father Lorgan was right to accept everyone at the temple. -1
- On the temple roof, tell Tara to stop eating the carrier pigeons. -1
- Volunteer Astarion to the stage as a special assistant to Dribbles -1, and then cheer him, telling "Go on!" -1.
- When passing Zethino's trial, choose answers: (amounts [Needs Verification])
▶ Note: The ★ sign here marks the answers considered 'correct' for the purposes of the test, even if they bring disapproval.
Dealing with Orin's guises:
- If Orin is impersonating Fist Rowan, tell her that one can't just kill innocent people -1
- OR Tell her that you're going to report to the commanding officer -1
- OR Tell her that both sides need a lesson -1
- OR, Playing as The Dark Urge, tell her that mindless slaughter is not the answer -1
- OR, Playing as The Dark Urge, propose to kill and kill again -1
Elsewhere:
- Donate gold to Manip Nestor. -1
- After successfully deceiving Saer Grotpoll that you're a Baldurian (if you actually are not), stand for his rumblings about refugees -1
- Tell Mattis to watch himself when he remarks how big Baldur's Gate is. -1 (available if tiefling kids survived Acts One and Two)
- Ask newspaper seller Lilly Beanbottom if she knows that a murder's not a good thing -1
- Promise Ulma at the Gur Camp to save their children after Astarion said that they're already dead. -1
- Tell Wulbren that Gortash is the real enemy, not the Gondians. -1
- Refuse to take the Runepowder Bomb from Wulbren. -1
- Playing as the Dark Urge, resist the yearn to tear the Strange Ox apart. -1
- Refuse to be arrested by the Steel Watcher at the gate to the Wyrm's Crossing. -1
At the Flaming Fist barracks:
- When you spot Fist Reynash trying to open a chest, give him 300 gold to take the ferry -1
- Speaking to Manip Bakshi afterwards, (regardless if you succeeded a check to discover Reynash's thieving attempt or not), let him arrest you -1
- At the Elfsong Tavern, agree to follow the trial of the murders for Devella Fountainhead. -1
▶ Note: If Devella has already left the Elfsong, this dialogue (with all approval points) may trigger at the Facemaker's Boutique
- At the Facemaker's Boutique, interrupt Dolor's assassination attempt saying "Stop right there!". -1
- In Ramazith's Tower, side with Dame Aylin against Lorroakan. -1
- At the Stormshore Tabernacle, donate to any diety at their statue. -1
- Outside of Crimson Draughts, give any amount of gold to Strange Beggar Sacrum. -1
- Outside of Crimson Draughts, tell Araj Oblodra to lead the way inside. -1
- At the Graveyard, tell Gothric Rillyn that being buried alive sounds like apt punishment for thievery. -1
- At The Lodge, tell Havkelaag that his experiment with the githyanki egg is barbaric. -1
- In Lower City Sewers, tell Lorna Esthelian that her date was a vampire. -1
- Near The Counting House, give Rags Deelarma a handful of coins. -1
- At the The Blushing Mermaid, reject Auntie Ethel's offer to become your ally. -1
- At Flymm Cargo, let Allandra Grey take Redhammer away after you've returned from the Iron Throne -1
- At Sorcerous Sundries when confronting Lorroakan with Dame Ayelin, telling him you're there to end him instead of take his deal -1
- Vow your body to Haarlep. -1
- Tell Orin that Baldur's Gate deserves the fate she is planning. -1
Camp/Conversations
The night assaut of other Cazador's spawn:
- When Leon and Aurelia appear at the camp at night, tell them that they can take Astarion to Cazador. -1
- After the fight, berate Astarion for deceiving the other spawn about their part in the Rite of Profane Ascension. -3
- Tell him that Cazador truly broke him -1
After Astarion has completed the Rite of Profane Ascension (within cutscene that appears only when romancing him):
- Tell him he had to learn how not to become Cazador himself -15
- Agree to become his spawn (using as much talk as you want), then refuse to kneel before him (with or without Wisdom check). -15
▶ Note: choosing any of these options will lead to Astarion break the relationship.