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Shadowheart/Approval: Difference between revisions
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* <u>When </u>judging with [[He Who Was]], choose any response to [[Madeline]], that judges her actions; either that she is not to be forgiven or that it wasn't her fault (formulation of answer is based on class). | * <u>When </u>judging with [[He Who Was]], choose any response to [[Madeline]], that judges her actions; either that she is not to be forgiven or that it wasn't her fault (formulation of answer is based on class). | ||
* <u>When</u>judging with [[He Who Was]], choose to stop [[Madeline]] from stabbing herself. | * <u>When</u>judging with [[He Who Was]], choose to stop [[Madeline]] from stabbing herself. | ||
* At the [[House in Deep Shadows]], ask [[Oliver]] whether he doesn't have anyone else to play with, then about his parents' names, and agree to play with him. Once Oliver explains the rules, tell him that you've changed your mind. {{Approval|Shadowheart|-1}} ''(Following this course immediately starts the fight with Oliver's "family")'' | |||
'''[[Last Light Inn]]''' | '''[[Last Light Inn]]''' |
Revision as of 16:05, 23 November 2024
Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
Overview | Approval | Banter | Romance |
Shadowheart likes finding pragmatic and efficient solutions to problems. She appreciates discretion, privacy, and open-mindedness. Shadowheart may respond well to acts of heroism, though she also has occasional cruel tendencies and may look favourably on torture and manipulation.
Shadowheart dislikes those that disapprove of her worship or people pressing her for answers or details. She does not like needless cruelty or violence and can respond unfavorably to being too open with untrustworthy or unknown individuals.
Unlike other Companions, Shadowheart has a secondary approval system, influencing the choices in Find the Nightsong and Find Ketheric Thorm's Relic. For more information, see Nightsong Points.
The actions and choices listed on this page will raise or lower Shadowheart's Approval.
For more information about the approval system, see Approval.
Contents
Greetings
Depending on their approval rating, Shadowheart may greet the player with:
Negative (<0):
- "What do you want?"
- "What?"
- "What is it?"
Neutral (0 - 19):
- "Something the matter?"
Medium and up - Sharran (20+ approval):
- "May the darkness protect you."
- "Shar's blessing upon you."
- "Lady of Sorrows guide us. Did you want something?"
Medium and up - Selunite (20+):
- "All's well I hope? Aside from the obvious?"
- "Almost pleasant, travelling with company. If you ignore all the... less pleasant aspects."
- "I wasn't expecting it, but I'm glad to have some company on this journey."
When spoken to by someone other than the player character:
- "I don't answer to you - move along."
Romance
Flirting (20+ approval):
- "Well, my day just improved. Did you want something?"
- "You know, I've been catching myself smiling more lately. I think that's your fault."
- "I was hoping you'd come to chat. What do you need?"
- "Ah- so that's what people mean when they talk about butterflies in their stomach. Did you want something?"
Flirting - Low approval:
- "Hmm. You wanted something?"
- "In need of attention, I take it?"
- "Oh, you're back."
- "Sometimes I wonder if I should just let the tadpole dictate my love life. Did you want something?"
Partnered (40+ approval):
- "Aren't you a sight for sore eyes."
- "Good. I was just starting to miss the sound of your voice."
- "Did you want something? If not, I'm perfectly happy to just gaze upon you a while."
- "Why hello, lover... that sounded more debonaire in my head, I'll admit. Do you need something?"
Partnered - Low approval:
- "I hope this is important."
- "You know what I really love about you? When you play the strong, silent type. Let's keep this short, shall we?"
- "You know, just because I join you at your bedroll from time to time doesn't mean you need to talk to me quite so much. Is this urgent?"
- "Personality isn't everything, I suppose. Plenty of relationships can limp along on physical attraction alone. What do you want?"
- "Yes?"
Broken Up (40+ approval):
- "You know, I didn't realise it was possible to be so cordial with a former flame. I suppose I'm lucky. Did you want something?"
- "You're a sight for sore eyes, even now. Did you want something?"
- "Careful - keep seeking me out like this and people may think we're rekindling things. Did you want something?"
- "What can I do for you?"
Broken Up - Low approval:
- "You know, I truly do marvel sometimes that I ever had feelings for you. What do you want?"
- "Mmm-hmm? This had better be important."
- "Honestly, I should be grateful that you ended things between us - I dodged a poison tipped arrow there. What do you want?"
- "Spit it out then."
- "I'm listening - though don't ask me why."
Approval
As a Companion character, the interactions listed below will cause Shadowheart to gain approval.
Act One
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Free her from her pod aboard the Nautiloid, wake her up on the Ravaged Beach and have her join your active group. +10
▶ Note: If there are too many characters and she can't join, these points will not be acquired.
- Accept Astarion's apologies and say you would have done the same +1
- Use Animal Handling to calm the Scared Boar found near Astarion's pod +1
- OR Tell it that you won't hurt it via Speak with Animals +1
- Convince the tieflings holding Lae'zel to shoot her down (using Persuasion option). +1
▶ Note: Taking this course makes you to ultimately choose between losing a companion and gaining disapproval
- Attack Lae'zel +5
- Ask Lae'zel to say 'please' after convincing the tieflings to leave. +1
- Resolve the encounter with Gimblebock near the Chapel Entrance without violence +1
- In the Dank Crypt, successfully open the Book of Dead Gods (using any regular or class-based option) and pass the DC 10 Religion check +1
In the Hollow:
- Convince Aradin and Zevlor to stop arguing without punching either of them (using Persuasion or Intimidation) +1
- Refuse to help Zevlor persuade Kagha to let the tieflings stay. +1
- Convince Nadira to give you her Soul Coin after saving her from the bugbear +1
- Tell Arka to seek vengeance and spill some goblin blood over Kanon's death +1
- Tell Rolan, Lia and Cal to leave the grove while they still can +1
- Order Lae'zel to stand down when talking to Zorru +1
- Playing as a Paladin, Druid, Cleric or Bard, offer to heal Pandirna for a price +1
- Assist Guex in training (using Athletics, Insight, Detect Thoughts or unique Githyanki, Barbarian, Monk lines) +1
- Convince Arka to spare Sazza (using Persuasion, Intimidation or Detect Thoughts) +1
- Make Barth pay you for his locket, if you get it back from Meli +1
- Refuse Zevlor to kill the goblin horde's leaders +1
- As a Rogue, pick Mirkon's pockets while he is distracted by the harpies +1
- After successfully stealing the Idol of Silvanus for Mol, tell her you will be keeping it +1
- OR, Playing as a Rogue, advise her not to ask, just take +1
In the Sacred Pool and druid caves:
- Persuade Kagha to free Arabella +5
- OR, Playing as The Dark Urge, do nothing when Kagha is threatening Arabella +1
- After resolving Arabella's fate, talk to Kagha and praise her for protecting her own +5
- Tell Silver the wolf you just wanted to give them your scent (using Speak with Animals) +1
- Swear to Nettie to take the Wyvern Poison +1
- While dealing with Topaz the bird via Speak with Animals:
While the Emerald Grove is preparing for the goblin attack
- Convince Memnos to join the fight against the goblins +1
- Convince Wyll not to attack you, using Intimidation or Persuasion +1
▶ Note: This scene appears only if Wyll left the party due to your choices in dialogue with Minthara, after you have revealed the Grove's location
- Successfully defend the Grove and then talk to Zevlor +1
- Tell Lakrissa to buy you a drink to be even +1 (this point may be earned either before attack or after defeating goblins)
- Tell Andrick and Brynna to forget the owlbear and go away +1
- OR, If you killed the owlbear already, tell them to go because you've avenged Edowin +1
- Tell Scratch to follow your scent to the camp, using Speak with Animals. +1
- Playing as a Cleric of Shar, say a prayer over the corpses near the bridge to Blighted Village, while talking to Aradin there +1
▶Note: This scene appears only if Aradin has previously left the grove
- Convince the mother Owlbear to let you go without fighting +1
- Spare the Owlbear Cub after killing the mother Owlbear +1
- Agree with her when she asks not to loot the Selunite chest +5
- When find Demir and Johl arguing with Auntie Ethel, say that you aren't getting involved or that this has nothing to do with you +1 (either option)
- 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)
- Chasing after Auntie Ethel in her lair, speak to Lorin and roar at him. +1
- Intimidate the Gnarled Door to let you in +1 (Reports of no approval in this instance on PS5 at this time) [Needs Verification]
- After defeating Auntie Ethel, Intimidate her into handing over both Mayrina and fey hair +5
- OR Tell Ethel that the best solution is a dead hag. +5
- If you killed Ethel and spared Mask of Regret, speak to the latter afterwards and choose to attack her +1
- Accept Mayrina's locket as a reward for saving her +1
- (If Astarion is in your party) Speaking with Gandrel, don't turn Astarion in, but further in the dialogue don't allow him to kill the hunter. +1
- 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
- Gain entrance to the village:
- Through the southern gate - by Intimidating the goblin guard +1
- Through the eastern gate - by successfully using any check-based line on the booyang guard OR by showing them Brand of the Absolute +1
- Persuade Fezzerk at the windmill to leave peacefully +5
- Untie Barcus Wroot off the windmill wing and demand a compensation from him +1
- Convince Lump the Enlightened to fight alongside you, outbidding goblins +1
- Having summoned Lump the Enlightened to aid and ending your deal afterwards, let him have one lick +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 Tracker Grikka that you will get answers from prisoners. +1
- Using Speak with Animals, tell the Dishevelled Chicken to shut up and play. +1
▶ Note: These options are available if you have killed the Owlbear Cub in its nest.
- Invite the Owlbear Cub to your camp. +1
- Then speak to Krolla and convince her to let the cub go with you, using any check-based option +1
- OR Start a tour of chicken-chasing and prompt the cub to run to the finish posts, using Speak with Animals or Animal Handling +1
- When Krolla tries to scam you after you won in a tour of chicken-chasing, demand your gold back and also all of hers, using illithid powers. +1
Talking with Crusher:
- When he orders you to kiss his foot, obey +1, then start licking it +1
- 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 Intimidation OR Illithid powers. +1
- Tell Eight that you're sorry for his loss. +1
- Convince Booyahg Piddle to give you the book he's reading without using illithid powers +1
- Persuade Klagga to give you the Dwarf's Poem +1
- Tease Klagga about his secret appreciation of poetry (after successful Detect Thoughts check) +1
Inside the Shattered Sanctum:
- Pick a fight with Priestess Gut or in her chambers. +1
- Don't object Dror Ragzlin's orders to report to Minthara +1
- Promise Minthara to get information from the captive (i.e. Liam) +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
- OR, Playing as a Drow, tell him that you don't try, you get results +1
- Tell Minthara that the prisoner escaped and then pass an Intelligence check to withhold the grove's location +1
▶ Note: These options are available only if you spoke to Minthara before interrogating and freeing Liam
- 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
- Pick a fight with Minthara +1
- Agree to endure Abdirak's teachings on Loviatar's doctrine. +1
- Convince the spiders in the pit that goblins taste better than you +1
- OR, Playing as a Lolth-Sworn Drow, pretend to be Lolth herself in disguise and egg them on goblins +1
In Worg Pens:
- After freeing Halsin, agree to kill goblin leaders to save the grove (either with or without him in bear form). +1
- Save Rugan, then use Persuasion to convince him to sell his employer's wares +1
- Side with Karlach during Wyll's confrontation with her +2
- Tell Benryn you'll keep the dowry as a payment for his saving +1
- Successfully Intimidate the guard Salazon to let you go through the hatch to the hideout +1
- OR, Playing as a Rogue, show him single-hand sign "profit" +5
- Get access into the hideout peacefully +1
- Purchasing Oskar Fevras, make Brem lower the price through Intimidation or Persuasion +1
- When entering the myconid colony, tell Sovereign Spaw the truth about the parasite +1
- OR Succeed an Intimidation, Persuasion or Insight roll to enter the colony peacefully +1
- OR, Playing as a Drow, Duergar or Deep Gnome, say that the Underdark is your home and you don't need a permission to pass +1
- Steal the Boots of Speed from Thulla. +1
- Obtain the Ring of Mind-Shielding from Omeluum (either through Intimidation, Persuasion, or providing it with the description of the nautiloid) +1
- Tell Derryth Bonecloak you're going to keep the Noblestalk for yourself +1
- OR Successfully Intimidate her into giving you reward for the finding, then take the reward and keep the mushroom. +1
- In Festering Cove, tell BOOOAL he is a fake god and tell him you will kill him and take his power +1
- When talking to Ward Magmar about travelling to Moonrise Towers, say that Moonrise holds the answers you need. +1
- Convince the Deep Rothé to breathe, focus and excavate for Skarjall +1
- OR Convince the Deep Rothé to give in to their rage and attack the duergar +1
- Convince Elder Brithvar to free the deep gnomes after the fight with Nere +1
- If you killed the duergar (both rebels and Absolutists) before freeing Nere, plant a thought in Nere's mind about freeing the gnome slaves +1
- Give Shadowheart the Idol of Shar and tell her that you'll try to find anything else +5
- Playing as a Githyanki, tell Ellyka that githyanki patrol means nothing to you, getting her to stand down. +1
- OR, Being disguised as a gith, tell her you're actually not OR that she is safe. +1
- Speak with Voss instead of letting Lae'zel do it +1 (any line of two available)
- Speaking to Voss, successfully pass the Deception check to resolve the encounter peacefully +5
- 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
- OR, Playing as a Ranger, Intimidate Far'aag, saying you're hunting either mind flayers or the gith +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 Performance 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 classroom:
- Persuade Sa'varsh Kethk to let Youth Varrl go from training. +1
- OR Offer to fight Youth Varrl youself -1, then make a successful DC 16 Dexterity check check to stab Varrl non-fatally +1.
At the hatchery:
- Successfully 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 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)
- 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
- Refuse Vlaakith's demand to enter the Mysterious Artefact or say you're going to free the person inside +1
Camp/Conversation
- At the very first long rest, tell her you agree with her about finding a healer as soon as possible +5
- Say you won't pry when she rebuffs your attempts to know each other better +1
- Agree with Shadowheart that illithid powers cannot be trusted despite the power they grant. +1
▶ Note: This dialogue is available only after using 'illithid' line for the first time in a conversation.
- After speaking with Zorru and learning about the Githyanki Crèche: Remind Shadowheart this could be your last night together, probe her thoughts using Illithid Wisdom, and suggest a tavern to celebrate properly +1
- When Mizora first appears in the camp, tell her not to lay a finger on Karlach +1
- When Lae'zel intends to kill everyone to prevent them transforming, talk her out of it +5
- When Shadowheart fails her Wisdom Saving Throw near wolves and become Frightened, assure her you will try to avoid wolves in the future if possible +5
▶ Note: This works only when Shadowheart comes close to wolves for the first time - either in the Emerald Grove, or in Zhentarim Hideout, or in Creche Y'llek
- Pet Scratch when he first comes to the camp +1
- Feed the Owlbear Cub when it first comes to the camp +1
- Successfully attend to the Owlbear Cub's wound when it appears again at the camp +1
- Pet the Owlbear Cub when it stays at the camp +1 (gains approval only the first time you do it)
- During camp romance scene near the waterfall, succeed the passive DC 5 Insight check and then choose to kiss her OR say that she should take what she wants +5
- When you catch her trying to handle with the Mysterious Artefact, successfully pass a Wisdom check, and then:
- When talking to her half-drunk at the goblins' party, offer her "a better distraction", then suggest to sit by the fire OR to tell what's on her mind +10 (either)
- When talking to Halsin on the morning after the camp celebration, say that you prefer to take the route through Underdark. +1
- Use Persuasion to successfully convince her to explore the illithid powers
- Do nothing when Shadowheart tries to kill Lae'zel +5 (Lae'zel permanently dies)
- When Kith'rak Voss wakes you up at the camp during long rest to discuss the Mysterious Artefact (after the events at the Crèche):
- Encourage Lae'zel to trust him +1
- OR tell Lae'zel you'll support any choice of hers +1
- OR tell Lae'zel you believe Kith'rak and she should too +1
Raphael's Deal
- When Raphael briefly takes you to the House of Hope, choose lines:
- "I need to think this over." +1
- "You're mad if you think I'll make a deal with a devil." +5 (If playing as Wyll: "... another devil")
- After first encounter with Raphael, talk to her and choose dialogue option about distrusting the devil twice +5
- Tell her that you don't care who she worships and do not push her further +1
- After she agrees to discuss Shar wih you:
- Tell her that you have no problems with her worship +5
- OR Persuade her that she should trust you since you are in the same boat. +5
- When Shadowheart asks whether you've heard of Shar, choose lines "Remind me" or "She doesn't sound very appealing". Then continue the dilogue until you can say "You should tell me more sometime." +5
- Talk about her missing memories, and make her promise to point out Night Orchids +1
- After her wound manifests itself, ask her if there's anything you can do to help her +1
- When she has odd magical flare-up, choose to turn the blind eye and leave +5 (gains approval on any stage of conversation)
▶ Note: This dialogue is available only if you haven't ever seen her wound manifesting itself prior
- When Shadowheart wants to speak with you about Sharran worship herself, tell her to continue +1.
- Then, when she tells you about her dream of becoming a Dark Justiciar, ask if Mother Superior would ever relent, and then thank her for sharing +1
- When Shadowheart shares with you her memories about becoming a Sharran through the tadpole ('girl in the woods' cutscene), agree, then say this can't have been easy to her +5
Any Area
- Playing as Astarion, confess to her that you are a vampire +10
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:
- Order Warrior Gronag to fetch the bone, after he orders the hyena to do the same. +1
- Convince Kar'niss the drider not to attack you if you killed the convoy before summoning him, using Deception OR Intimidation. +1 (either option)
- If ambushing the convoy with the Harpers, start the dialogue with the drider and deceive it into giving you the lantern +1
Elsewhere:
- At the House in Deep Shadows, Agree to play hide-and-seek with Oliver
- When judging with He Who Was, order Madeline to stab herself, then to continue , and finally succeed a Persuasion roll to keep her going .
- Refuse to 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. +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
- Talking to the Strange Ox, promise to keep its secret +1
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).
In the Reithwin Tollhouse:
- Persuade Gerringothe Thorm that there's no one to oversee her
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), up to two times +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
In Sharran Sanctuary under the town square:
- Perform the blood offering at the secret altar to Shar
- Playing as a Rogue, tell the Reconstituted Duellist that you do not blunder.
- 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:
- Talk to Yurgir about his pact, pass a passive Insight check and then three subsequent Persuasion checks to make him kill Merregons, his Displacer Beast Nessa, and finally off himself. +1
- If you agreed to help Yurgir, detect thoughts on the Hoarding Merregon and ask for the potions used to charm Nessa. +1
- Agree to peace with the rats after interacting with the Broken Effigy in exchange for their treasure +1
- Offer peace when speaking directly with Lyrthindor after interacting with the Effigy and defeating the rat horde
- Use Persuasion on Disciple Z'rell to explain yourself about letting goblins go, saying that they won't get far
- At the Moonrise Towers Rooftop, tell Ketheric Thorm that you can help, or that it isn't too late, or to come quietly (either choice)
▶ 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
- At the Tadpoling Centre, use the Neural Apparatus to release the inhabitants of the pods
Camp/Conversation
- Give Shadowheart a Night Orchid
- When Shadowheart (Selûnite) asks you what you think of her new look, tell her you're all for it if it helps her put the past behind.
- Near the Pedestal of Reckoning, tell Shadowheart you'll help her surmount Shar's trials +5
- Let Shadowheart step up at the sacrificial bowl at the each of the Gauntlet of Shar trials +5 (each trial)
- At the Verge of the Shadows suggest to move on +5
▶ Note: This option gives approval points regardless of result of the player's possible attempt to pry in her mind, while she is praying.
- In the Nightsong's Prison, select the option to not interfere. +10
- When talking to Dame Aylin at the camp, tell Shadowheart you'll help to save her parents +5 (available if Shadowheart defied Shar)
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Talking to Yenna:
- Offer her help:
- Give some coin OR some food +1 (either option, giving food available for all characters except Druid)
- OR Suggest to find a guard for her +1 (available for all characters except Cleric)
- Playing as a Druid, conjure some berries and herbs for her +1
- 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: Offering Yenna food OR promising to look for her mum after using class-based Ranger line brings another +1 point
At the Open Hand Temple:
- Tell Yannis she should worry more about the temple's safety than about Brilgor +1
- Talking to Brother Bill and Brother Clements, say that if Father Lorgan had been pickier, he might still be alive. +1
- Refuse to bear the madness curse instilled by Monk's Manifestation. (starts a fight with crypt corpses) +1
- OR Agree to bear Monk Manifestation's curse and withstand its madness. +3
At the Sword Coast Couriers:
- Get more money out of Danzo Arkwright in return for the Zhentarim letters, using Persuasion or Intimidation. +1
- Report to Commander Lightfeather that his soldiers were eaten by a flying cat +1
- OR, Playing as Gale origin, tell him that the enemy responsible is your tressym +1
In the kennels:
- Say "Woof" to Angry Mar'hyah twice. +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
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
In the Circus of the Last Days:
- At the entrance, convince Klaus to let you in, bribing him, using Persuasion, Intimidation, or pretending to be a friend of Gortash's +1
- OR Use Deception check on any class-based option +2
- 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:
- First question: ★'Good company', OR 'Night itself', OR ★'That she can change' +1 (either; the latter available if she denied Shar [Needs Verification])
- Second question: ★'Being discreet' +2, OR 'Shrewd judgement' +1
- Third question: ★'She doesn't know…', OR ★'She can't swim', OR 'Sacrifice an innocent', OR ★'Failing her goddess' +1 (either; the latter available if she denied Shar)
▶ 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 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)
- OR, Say you'd have killed him before he hurts anyone else +1
Watching Dribbles's show:
- Say "What a corny joke" OR yell "Boo! Get off the stage!" +1 (either option)
- OR, Playing as a Bard, interrupt him with your own pun +1
- Volunteer any companion to the stage as Dribbles's assistant, except Shadowheart herself and Lae'zel +1
▶ Note: If you volunteer Lae'zel to the stage, you'll get +2 instead of [+1] each time
- 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
Talking to Lucretious:
- After defeating false Dribbles, tell her that killing clowns is a rare treat +1
- When Lucretious asks you to find real Dribbles, answer that you are expensive +1
- When you deliver her Dribbles's remains, say it was pleasure to meet her +1
In the Angleiron's Cellar:
- Agree to Wulbren's proposal to blow up the Steel Watch Foundry and take the Runepowder Bomb +1
▶Note: Druid, Rogue and Sorcerer characters will have unique lines for this option
Elsewhere in Rivington:
- Tell Wulbren you'll take the runepowder bomb but only use it as a last resort.
- Playing as a Cleric, tell Tinker Nayzeem that Divine works in mysterious ways. +1
- Near Requisitioned Barn, donate some gold to Manip Nestor. +1
- 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
- Talk to Fist Rowan outside, and when he asks you to give him "one good reason", answer "Barn". +1
▶ Note: This option is available only if Orin is not impersonating Rowan
- Try and help the 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 Carm's Garm, when Naaber pretends to be a dog, choose "nobody likes Naaber" line. +1
▶ 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)
- At Sharess' Caress:
- When trying to hire both Sorn Orlith and Nym Orlith, agree to invite Halsin, too, if the druid is in the party +1
- Tell Sauceman Chorizo that you can show him pleasures his husband never could. +1
- 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)
- 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. 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
- OR 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)
- 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 you have seen the army of the Absolute and no where's safe. +1
- That the Steel Watchers will eventually turn on everyone. +1
- OR, playing as a Druid, say that there's nothing natural about him +1
- Agree to become allies with Gortash and slay Orin +1
- Agree to witness the ceremony of Gortash's ordain, saying "All right" OR "Let's get over" +1 (either option)
- OR 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 +2
- 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 +2
- OR Ask Ravengard whether he knows that he is infected +2
- As a Baldurian character, ask what has happened to the city's great hero +1
In the Wyrm's Rock Prison:
- Convince Counsellor Florrick to escape the prison +1
- After escorting Florrick out, tell her she's proven to be a vital ally +1
- At the The Blushing Mermaid, tell Auntie Ethel to surrender the child. +1
- In the Baldur's Mouth, tell Ettvard Needle you'll unveil his connection to Gortash if he prints anything bad about you. +1
- Near the Crimson Draughts, give some gold to Sacrum.
- Playing as a Bard, talk to Thomas C. Quirkilious in Chromatic Scale and ask him about the benefits of worg hair lute strings. +1
- After becoming an Unholy Assassin, tell the Echo of Illasera that "Can't be that quick if someone cut you down." +1
- Tell Hope you aren't telling her anything when she says she wants to ask a question. +1
- Successfully read the Archivist's thoughts, and then deceive him pretending to be Zariel's High Inquisitor. +1
Camp/Conversation
In the House of Grief:
- Let her participate in the Mapping of the Heart. +5
- (If Shadowheart remained a Sharran) Tell the cloister how Shar has blessed her. +5
- (If Shadowheart remained a Sharran) Give her a chance to sway more of Viconia's followers. +1
Disapproval
As a Companion character, the interactions listed below will cause Shadowheart to lose approval. This list is most likely incomplete.
Act One
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Demand more than apologies from Astarion after the spawn tries to attack you -1
- Speaking with the tieflings holding Lae'zel in a cage, choose the 'attack' option. -1
- Recruit Lae'zel into the party -5
- 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
- Make Zorru bow to Lae'zel -1
- Make Zorru kneel before Lae'zel -1
- After Lae'zel has questioned Zorru, tell her she is good at interrogations. -1
- Tell Auntie Ethel about the tadpole in your head -1
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 -1
- Playing as a Cleric of Selûne, say a prayer over the corpses near the bridge to Blighted Village, while talking to Aradin there -1
▶ Note: This scene appears only if Aradin has previously left the grove
- Choose to go closer to the Owlbear Cub or attack mother Owlbear -1
- Fail to persuade or intimidate Shadowheart into looting the Selunite chest -5
- Loot the Selunite chest and fail the Sleight of Hand check if you previously agreed not to do it or failed to convince her -2
- While talking to Demir and Johl after Ethel disappears, offer to help them find their sister -1
- Drink from the well outside the Riverside Teahouse after the illusion has been dispelled -1
- Agree to give Auntie Ethel your eye in exchange for ridding you of the tadpole -5
- After defeating Auntie Ethel, order her to let Mayrina go. -1
- OR, let Ethel go and take Mayrina in exchange for fey hair. -1
- Attack Fezzerk and his gang -1
- Interrupt the bugbear and ogre couple in the barn -1
- OR let Astarion interrupt them (if he is in party). -1
Goblin Camp At the gate and in the outer camp:
- Play the war drum at the front gate -5
- If Crusher attacks you, defeat him, then say you've made a point and help him up. -1
In the Shattered Sanctum:
- Tell Brakkal (the Maglubiyet devotee in the cage) that the gods are fickle. -1
- OR, Playing as a Githyanki, say that your people build cities on the corpses of gods -1
▶ Note: These options are available to all avatars except Cleric
- Accept the Brand of the Absolute from Priestess Gut -1
- OR, Speaking to Warlock Greez, ask him to brand you -1
- Pick a fight with Priestess Gut while she is still in the throne hall -1
In the Worg Pens:
- Make Brawler Birka release the bear and then attack the animal -1
- Refuse Halsin to help him save the grove after freeing him. -1
- If you have conspired with Rugan about the shipment, refuse to kill him on Zarys's order. -1
- Promise Oskar Fevras to speak to his captors -1
- Give Oskar an additional 200 gold after freeing him -1
- In Festering Cove, tell Kuo-toa priest to bow before BOOOAL's Chosen -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)
- Looking at skeletal remains of Dark Justiciars, say "Better off dead" OR "Die in filth" -5 (either)
- 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 (either option)
- 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 -5
- Let Lae'zel speak for the group when you enter the Crèche and questioned by Gish Far'aag -1
- Playing as a Githyanki, Persuade Far'aag to let you in, pretending to act on Voss's orders -1
- OR Show Gish Far'aag the Mysterious Artefact to gain entry into the Crèche -1
- Offer to fight Youth Varrl when Sa'varsh Kethk asks for a challenger -1, and then indeed kill him -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)
- Let Lae'zel speak for the group when talking to Ghustil Stornugoss about trying to remove the tadpoles. -1
- Surrender the Mysterious Artefact to Kith'rak Therezzyn -1
- Talking to Vlaakith, say you're a friend who brought the artefact to her -1
- Accept Vlaakith's demand to enter the Mysterious Artefact -1
- Steal the Blood of Lathander from the Secret Chamber -1
Camp/Conversation
- At the very first long rest:
- Tell Astarion you trust him
- When you catch her trying to handle with the Mysterious Artefact, fail a Wisdom check -10
▶ Note: This cutscene is available only if you haven't discussed the artefact with Shadowheart before
- During camp romance scene near the waterfall:
- When talking to her half-drunk at the goblins' party, fail the DC 5 Wisdom check (illithid) to push into her mind -10
- OR, Playing as a Githyanki, tell her to pull herself together -5
- Insist on continuing to use the tadpole's power after the second visit of the Dream Guardian
- 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)
- Let Volo follow through with his attempt to remove the parasite
- Playing as Astarion, after being caught biting:
Raphael's deal
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 cowardly hyena in the convoy that it do not belong to the goblins. -1
- When Kar'niss the drider comes to take the convoy to Moonrise Towers, choose to attack it (straightaway or after speaking with it) -1
Elsewhere:
- When judging with He Who Was, choose any response to Madeline, that judges her actions; either that she is not to be forgiven or that it wasn't her fault (formulation of answer is based on class).
- Whenjudging with He Who Was, choose to stop Madeline from stabbing herself.
- At the House in Deep Shadows, ask Oliver whether he doesn't have anyone else to play with, then about his parents' names, and agree to play with him. Once Oliver explains the rules, tell him that you've changed your mind. -1 (Following this course immediately starts the fight with Oliver's "family")
- Drink the spiked wine when talking to Jaheira inside -1
Reithwin Town In the Reithwin Tollhouse:
- Give up all your gold to Gerringothe Thorm
In the Sharran Sanctuary:
- Take the Ritual Dagger of Shar from the Shar Altar -1
- When speaking with Yurgir, say you're uniquely good at tracking things down
- Tell Lyrthindor the world is better off without Shar worshippers -1
- Lick the dead spider twice -1 (each time)
- At the Tadpoling Centre, use the Neural Apparatus to purge the pods. -5
- When talking to the Waking Mind via the Slack-Skinned Head in the Necrotic Laboratory choose to consume the mind.
▶ Note: This option is available only after successful DC 18 Insight check
- Near the Pedestal of Reckoning, tell Shadowheart that passing Shar's trials is a distraction -5
- After installing an Umbral Gem into the Pedestal of Reckoning, tell Shadowheart that searching the Spear of Night is nonsence -1
- At the Verge of the Shadows, while Shadowheart is praying:
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
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
In the Angleiron's Cellar:
- Talking to Wulbren, refuse to take the 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
- When confronted by Ferg Drogher over Shadowheart's rejection of Shar, tell him that she "turned her back on your wretched goddess". -1
- Leave Scratch with Angry Mar'hyah. -1
- If you let Angry Mar'hyah take Scratch back, speak to him and ask to be a good boy -1
- In the smugglers' cave, defeat Caïros and his thugs, and if Farlin survived, say you don't want gratitude from criminals -1
- Playing as Astarion origin, at the Gur Camp tell Ulma you won't sacfirice yourself for her cause -1
- OR Attack Ulma. -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
- OR, Playing as The Dark Urge, propose to kill and kill again -1
- Dealing with Akabi the djinni, 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
- Talk to Lucretious before approaching Dribbles's show (when she's training up skeletons), and say that she is being a little harsh -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)
- Volunteer Shadowheart to the stage as an assistant to Dribbles -1, and then cheer her, telling "Go on!" -1.
When passing Zethino's trial, choose answers:
- First question: 'Judging others' OR 'A blanket' -1 (either option)
- Second question: 'Fart on a Selûnite' -1
- Third question: 'Her hair' -1
- At the entrance gate, refuse to be arrested by the Steel Watcher and prepare to fight. -1
- OR Threaten Gauntlet Edwynna -1
- OR Attack Edwynna -1
- Agree to deliver the gnome leader's head to Manip Falcäo. -1
- At Sharess' Caress, when trying to hire both Sorn Orlith and Nym Orlith, refuse to invite Halsin, too, if the druid is in the party -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)
- Speaking to Manip Bakshi afterwards (regardless of whether you succeeded a check to discover Reynash's thievery or not), let him arrest you -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 you couldn't feel safer -1
- Speaking to Gortash after killing Orin, surrender two your Netherstones to him -1
In the Wyrm's Rock Prison:
- Talking to Counsellor Florrick, when she sinks into despair, say you don't need her -1
At theThe Blushing Mermaid:
- When speaking to Auntie Ethel, say "That’s so evil, even I’m impressed". -1
- Accept the Ethel's offer to become your ally. -1
- At Sorcerous Sundries, betray Dame Aylin and hand her over to Lorroakan. -1
- In Cazador's Dungeon, let Astarion complete the Rite of Profane Ascension -1
- At Flymm Cargo, let Allandra Grey take Redhammer away after you've returned from the Iron Throne -1
- When meeting Olfaith Olumssdottir for the first time, ask him what you must do. -1
- When speaking to Sarevok on how you acquired the hands of your murder victims, choose lines "With a smile on my face…" OR "Slowly and painfully…". -1
- Tell the Echo of Amelyssan that every kill is euphoria. -1
- Let Orin kill the kidnapped companion, saying you won't stop her. -5