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Minthara/Approval: Difference between revisions
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* In the [[Wyrmway]], after defeating [[Ansur]], tell the [[Emperor]] "You could do the honorable thing and let him kill you." {{Approval|Minthara|-1}} | * In the [[Wyrmway]], after defeating [[Ansur]], tell the [[Emperor]] "You could do the honorable thing and let him kill you." {{Approval|Minthara|-1}} | ||
'''[[Lower City]]''' | '''[[Lower City]]'''<br> | ||
* | |||
''At the [[Basilisk Gate Barracks]]:'' | |||
* Playing as a {{Class|Fighter}}, talk to [[Thunder (Flaming Fist)|Gauntlet Thunder]] about proper punishment for two soldiers who screwed up, and tell her to let it slide, just for once {{Approval|Minthara|-1}} | |||
* Talking to [[Arensen|Fist 'Edge' Arensen]] at the gallows, tell him you'll stay out of trouble {{Approval|Minthara|-1}} | |||
* Talking to [[Thrastle Muria]], say that you are no builder but still are handy with a hammer {{Approval|Minthara|-1}} | |||
''Speaking to [[Liara Portyr]] and [[Lora Bergauz]]:'' | |||
* Tell Lora it wasn't very responsible to take a kid to a tavern {{Approval|Minthara|-1}} | |||
* Promise to help Lora find [[Vanra Bergauz|her daughter]] {{Approval|Minthara|-1}} ''(A {{Class|Paladin}} character will have a unique line here)'' | |||
''At [[The Blushing Mermaid]]:'' | |||
* Talking to [[Bosun Gannet]], when he instructs you about the tavern rules, say you'll keep to them {{Approval|Minthara|-1}} | |||
* After dealing with the hag, if real Captain Grisly died, tell Gannet you are sorry for not saving her {{Approval|Minthara|-1}} | |||
* When talking to the [[Auntie Ethel|hag]] masking as [[Quenora Grisly|Captain Grisly]]: | |||
* When looking for a decision, propose to talk to Lora and calm her down {{Approval|Minthara|-1}} | |||
* When the hag offers you money for killing Lora, agree, but then return and say you can't do it {{Approval|Minthara|-1}} | |||
''Speaking to [[Svend]] and [[Siggy]]:'' | |||
* Tell Svend that Siggy clearly loves him and worries about him {{Approval|Minthara|-1}} | |||
** OR, PLaying as a {{Class|Bard}}, tell Svend to save the angst for romance novels {{Approval|Minthara|-1}} | |||
''At [[Crimson Draughts]]:'' | |||
* When Araj Oblodra invites you to come in, agree to follow her {{Approval|Minthara|-1}} | |||
* If you are partnered with Astarion and he is in the party, refuse [[Araj Oblodra|Araj Oblodra's]] invitation to come in, saying you saw how Araj made him feel {{Approval|Minthara|-1}} | |||
** OR Tell Astarion that you all can leave if he doesn't want to be around Araj {{Approval|Minthara|-1}} | |||
▶''''' Note:''' This option is available and brings approval if you '''did not''' convince the spawn to drink Araj's blood in [[Act Two]] AND if his [[The Pale Elf|personal quest]] is not finished yet. '' | |||
* At the [[The Lodge|Society of Brilliance]], refuse to hand the [[Githyanki Egg]] over to [[Havkelaag]] and call his experiment barbaric. {{Approval|Minthara|-1}} | * At the [[The Lodge|Society of Brilliance]], refuse to hand the [[Githyanki Egg]] over to [[Havkelaag]] and call his experiment barbaric. {{Approval|Minthara|-1}} | ||
Latest revision as of 11:03, 10 December 2024
Overview | Approval | Banter | Romance | Combat |
Being a Drow and follower of the Absolute, Minthara has a highly hostile and cruel attitude towards other beings, considering pretty much everyone as inferior. She has a special disdain for those who do not share her beliefs, and as a drow noble, she holds drow characters in high regard.
The actions and choices listed on this page will raise or lower Minthara's Approval.
For more information about the approval system, see Approval.
Greetings[edit | edit source]
Currently, regardless of their approval rating or relationship status, Minthara greets the player with: [Needs Verification]
- "You wish to consult me?"
If spoken to by someone other than the player character:
- "I do not have time for idle chatter."
Approval[edit | edit source]
The following story and dialogue choices will cause Minthara to gain approval.
Act Two[edit | edit source]
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- 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.).
- Offer to fight Youth Varrl when Sa'varsh Kethk asks for a challenger, and then indeed kill him +1.
- OR, Playing as a Fighter, save Youth Varrl by whatever means, and then tell him that his teacher obviously failed to instill discipline +1
In captain's quarters and Inquisitor's chambers:
- Tell Kith'rak Therezzyn that you have the Mysterious Artefact, then refuse to surrender it. +1 (provokes a fight with Therezzyn)
- Ask 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:
Ruined Battlefield
If entering the Shadow-Cursed Lands from the Grymforge:
- Playing as a Barbarian, a Vengeance Paladin or a Sorcerer, use a class-based answer when Harper Lassandra orders you to come closer. +1
- OR Answer that you're a nightmare in the dark. +1
- OR, Playing as The Dark Urge, call yourself an escaped lunatic +1
If entering the Shadow-Cursed Lands from the Rosymorn Monastery Trail:
- Order Warrior Gronag to fetch the bone, after he makes the same with the hyena. +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
- OR Convince the drider not to attack you, if you killed the convoy before summoning him, using Deception OR Intimidation. +1 (either option)
- Traversing Shadow-Cursed Lands with the convoy, protect them from Harpers, thus maintaining your cover as a True Soul +1
▶Note: Works, too, if you managed to pick the lantern up during the battle.
- If ambushing the convoy with the Harpers, start the dialogue with Kar'niss the drider and deceive it into giving you the lantern +1
- Then use Deception again, and convince the drider to walk away into the shadows +1
- OR, Starting the dialogue, reveal the ambush to the drider and turn yourself on Harpers +1
- Talking to the drider after defeating Harpers, convince it that you have infiltrated their ranks to gather information +1
- OR, playing as a Drow, snap on it and call it abomination +1
When dealing with He Who Was:
- Speaking to He Who Was, say you doubt that he is here for the goodness of his heart +1
- Then agree to find Madeline's Ledger for him +1
- Order Madeline to hurt herself as Ben and Marc did +1 (Evil Cleric will have a unique line)
- Then tell her to stab herself and don't stop OR to prove she is sorry +1 (either option)
- Finally succeed a Persuasion roll to keep her going +1
Elsewhere:
Last Light Inn
Speaking to Jaheira:
- When talking to Jaheira inside the inn, refuse to drink spiked wine +1
- If you have talked to Marcus already and know his mission, try to convince Jaheira that he is a spy +1
Dealing with Isobel and Marcus:
- If Marcus vouched for you at the entrance (in this case he will wait in Isobel's room):
- If Marcus assaults the inn (happens if you gained entrance with Mol's help):
- Playing as The Dark Urge:
- Obey your Urge and tell Isobel you crave to kill her (this option is available either before kidnapping attempt, or after assault, or if you return to the inn after freeing Nightsong; turns hostile Isobel and any Harper who sees it)
- Tell Isobel that your blood orders you to kill her, then chase off the Urge, and finally choose any line to explain your behavior +1 (available after the kidnap attempt AND if you haven't threatened her)
Talking to Councellor Florrick:
Talking to His Majesty via Speak with Animals:
- Say you only wanted to admire him close +1, and then indeed choose to quietly admire him +1
- OR, Playing as a Ranger, say you do not seek his territory +1
Speaking to Cerys:
- When she tell you about their misfortunes and says they ran until found the inn, conclude that she abandoned others +1 (use basic line or unique for Barbarian, Fighter, Monk or Paladin (except Oathbreaker))
- Ask her what they are doing here, if they headed for Baldur's Gate, and then:
Talking to Alfira:
- After Marcus's assault, when she asks whether they cannot trust anyone:
- Tell her to stop whining +1
- OR, Playing as a Half-Orc, tell her to use her anger. +1
- Ask her about others, and then say that it was a cowardly move +1
- When Alfira asks you how do you keep going, answer:
- When Alfira supposes that surviving tieflings were taken to the Moonrise Towers:
- If you successfully Rescue the Tieflings, speak to Alfira again. When she asks how did you do it, answer that you were being a hero +1
- Talk to Alfira after rescuing the tieflings from Moonrise Towers and take the reward +1 (If Lakrissa survived, talking to her starts the same cutscene)
- Before trying to saving captured refugees:
- If Danis died while saving attempt, tell Bex that he is better off dead than abandoned in Moonrise +1
- If Danis survived and reunited with Bex:
- Smile and then say it's wonderful to see them together OR mention that it is all thanks to you +1
- When Bex asks why you helped, answer that you did it because they were in trouble +1 (a Cleric character will have a unique line)
Dealing with Rolan, Cal and Lia:
- Speaking to drunken Rolan before trying to saving captured refugees:
- Tell him that his siblings are better off dead than in cult's hands +1
- OR Tell him to stop whining and do something about it +1
- OR, Playing as a Sorcerer, tell him he won't be able to read his spellbook if he keeps drinking +1
- If you have already saved him from the Shadows, say you're absolutely going to gloat +1
- If either Cal or Lia (or both) died while rescue attempt:
- If both siblings survived:
- If Rolan died in battle with Shadows, tell either Cal or Lia that he died as he lived - stupidly +1
Talking to Ide after drunken Rolan has snapped on her:
- Say you're sorry, and then add that he is more immature than she is +1
- OR Call Rolan a grump, and when Ide complains he called her a "ragged little devil":
- When Ide shows you the book she means to keep for Rolan, convince her to give it to you, using Deception, Intimidation or Persuasion +1 (either option, requiring a DC 14 roll)
Talking to the Strange Ox via Speak with Animals:
Elsewhere in the inn:
- When Manip Vidor says you are meant to be heading towards Moonrise, answer "doing your job, you mean" +1
- Help Mol win the game of lanceboard against Raphael using the Sleight of Hand, Bard, Monk, or Wizard options, or following Gale's advice (if he is in party) +1
- After Mol is taken during Marcus's assault, tell Mattis she's probably dead already. +1
In the Reithwin Tollhouse
- Talking to Gerringothe Thorm, attack her straightaway, or choose to answer "I bring death", or say "This ends now" after giving her several coins. +1 (starts a fight with the tollmaster and her minions)
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. +1 (comes one point by another subsequently).
- OR Choose to attack him at any stage of the dialogue +1
At the cemetery:
- Refuse to help Arabella find her parents. +1
- OR, If you've already found Locke and Komira's bodies, tell Arabella they are dead and fail Persuasion or Intimidation roll to take her to your camp +1 ( The Dark Urge character will have unique lines and Persuasion option only)
- Safely drink with Thisobald Thorm (rolling Constitution, either general or class-based lines) +1(gains approval after first and second rounds)
- OR successfully imitate drinking (rolling Sleight of Hand) +1 (gains approval only in the first round)
- Successfully entertain the brewer with your stories (through Performance roll) +1 (gains approval each time).
▶ Note: If Performance roll failed, successful subsequent Deception roll earns a point of approval, nonetheless.
Talking to Disciple Z'rell:
- If you spared the goblins, use Deception to explain that they are more useful alive +1
- If you have helped Balthazar to retrieve Nightsong:
At the Moonrise Towers Prison:
- When approaching Minthara being tortured and erased by Jasin and Sumera:
- Defeat the questioners, escort Minthara out of Moonrise Towers and tell her where to find your camp +1
- Speaking to the Warden for the first time, tell her that her face is bland, too +1
- Use Deception to convince the Warden that you are Balthazar's closest confidante, and then:
- Try to bribe her, and when she takes the money and does nothing, say that you should have see it coming +1
- OR, Playing as a Rogue, say it was so well-played that you are not even mad +1
- OR Refuse to bribe her +1
- Talking to Lia, promise to help the tieflings escape +1
- Talking to Lakrissa, when she accuses you of serving the cult, succeed a Persuasion or an Intimidation roll, then promise to help the tieflings +1
- Speaking to Wulbren, say that Barcus Wroot sent you, OR use any of check-based options +1
- Provide Wulbren with any tool capable of destroying a wall +1
Elsewhere in Moonrise Towers:
- Sever the connection between Linsella and Barnabus +1
- At the Moonrise Towers docks, use illithid Wisdom check on Acolyte Marls, and then tell him to wash the worms off. +1
Final fight at the Moonrise:
- If you haven't come to Last Light Inn at all, before final fight for Moonrise Towers tell Jaheira you are a foe. +1
- At the Moonrise Towers Rooftop, tell Ketheric Thorm that seeing your enemies cowed never gets old +1
▶ Note: This line require DC 21 Intimidation check or DC 18 Persuasion check and any of subsequent DC 30 checks first, OR a DC 10 Persuasion check if you have found and read Melodia's Letter to Ketheric
Dealing with Yurgir and his retinue:
- If you agreed to help Yurgir:
- Speak to Nessa via Speak with Animals and convince her that her love to the orthon is caused by dosed meat +1 (Available if the party have investigated the dead spider or detected thoughts of the merregon)
- OR, Using Deception, convince her that the orthon sold her to the party +1
- OR, Playing as The Dark Urge, tell Nessa you didn't think the displacer beasts were slaves. Then discuss her love to the orthon and finally say that love is a disease like any other +1
Near Pedestal of Reckoning and through Shar's trials:
- When Shadowheart speaks of her need to go through the trials:
- Answer that this is a distraction OR that you are actually here to gain Ketheric's trust +1
- OR, Playing as a Selûne worshipper, say you have no intention of letting her prove her fanaticism +1
- OR Agree to help her if you can +1
Dealing with Balthazar in his outpost:
- Agree to clear the way for the necromancer, and then:
- Having Mother Dearest in your inventory, ask Balthazar what happened to his mother. Then, tell him you took the urn, and finally say that you'll keep her. +1 (Makes Balthazar and his minions hostile)
In the Shadowfell:
- If you have defeated Balthazar:
- Kill Aylin +1
- OR, If Shadowheart is in the party, encourage her to kill Aylin. +1
- Choose to fight Shadowheart when she confronts you about Aylin's fate. +1
Mind Flayer Colony
In the Necrotic Laboratory:
- Talking to the Waking Mind, succeed the passive Insight check and choose to consume her mind +1
- Talking to the Fresh Mind, tell them they will never wake again +1
At the Morgue:
- Speak to Chop and ask why not to send him to all other butchered victims +1
- If Us survived the Nautiloid and is kept in the cage, free it. When Chop speaks to you about it, order him to stand aside or die +1
- If you killed Us, when Chop speaks to you, answer that you will send him to join it +1
In the Tadpoling Centre:
After the final fight with Apostle of Myrkul
Speaking to Minthara:
- If you haven't recruited her earlier, she'll be intent to go to Baldur's Gate with you. Answer that you two make a good team +10
- When she says she will never tire of sitting on dead men's thrones, say it suits her +1
- When Minthara tells you she is going to kill Orin, mention the cult might need a new leadership afterwards +5
- Then tell her you are with her +5 (A Rogue character will have an additional unique line)
- OR Declare you will be the saviours of Baldur's Gate
- When Minthara enquires about one more thing to explain...
- ... and asks why you slayed the tieflings in the Emerald Grove:
- Say you did it to earn her trust +10
- OR Say you did it to impress her +5
- OR, Playing as The Dark Urge, tell her you weren't in control of yourself and pass a DC 14 Deception check to assure her you are now, completely +2
- ... and asks why you have come to Moonrise:
- After Minthara gets up from the throne:
Speaking to Jaheira:
- Say that she seems to enjoy herself, then tell you're having the time of your life, too +1
- OR Refuse to recruit Jaheira +1
Talking to Aylin, if you let Balthazar take her from Shadowfell:
- If Isobel survived, tell them you must apologize to Aylin +1
- If Isobel died, tell aasimar your betrayal was a strategic move +1
Speaking to Cerys:
- Tell her you're glad they are safe, and say they are better off without Zevlor +1
- Tell her the Nightsong is the real hero +1
- Say people get paid for doing jobs +1 (A Rogue character has a unique line here)
Talking to Ide, Umi and Mattis:
- Tell any of them about Mol's eyepatch you have found down in the colony, and then:
Speaking to others:
- Playing as a Bard, talk to Alfira and decline her proposal to play together a show for the tiefling kids +1
- When discussing her serving the Absolute tell her that losing free will and be forced to kill is horrible. +5
- When talking about the time she invaded Moonrise, say that pride can be a great weakness. +1
- Tell her "A dangerous upbringing. It made you strong." +1
- When she reaches out to your mind as you approach:
- Playing as The Dark Urge, when you confess your yearn to kill:
Act Three[edit | edit source]
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- 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
- Be rude to the girl:
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
- If Orin is impersonating Dying Stone Lord Thug:
- Playing as an Evil Cleric, choose to make him suffer +1
- OR, Playing as The Dark Urge, choose to prod his wound OR to spin the blade +1 (either option)
- If you succeeded a passive DC 20 Perception check, choose to make him scream +1
- OR, Playing as The Dark Urge, say that you'll enjoy watching him die slowly +1
In the smugglers' cave:
- After defeating Caïros and his thugs, if Farlin survived, ask her about the Stone Lord and say you're ruthless, too, OR that you don't play nice +1 (either option)
Elsewhere in Rivington:
- Tell the Strange Ox that it takes worse than a bit of gore to turn your gullet. +1
▶ Note: Available if you haven't resolved interactions with the Ox in the Act Two
- Promise to protect her from Orin. +5
- Threaten the guard at the checkpoint. +1
- As Origin Astarion, refuse to help Ulma in the Gur Camp. +1
- In the Abandoned Windmill basement, attack the newborn mind flayer +1 (The option works regardless you wake it first or not)
- OR, Playing as a Barbarian, yell "WAKE UP, SQUIDFACE!" +1
- Playing as Astarion origin, at the Gur Camp tell Ulma you won't sacfirice yourself for her cause +1
Near and inside the Requisitioned Barn:
- Tell Manip Nestor you'll take a donation. +1
- Talk to Fist Broadhorn inside the barn and say you were just looking for anything worth stealing +1
- OR, Playing as a Rogue, if you are caught inside the barn by Fist Madigan, tell him this is the only place around worth stealing from +1
- At the entrance, convince Klaus to let you in, bribing him, using Persuasion, Intimidation, Deception or any class-based option +1
- OR, Playing as The Dark Urge, say you used to be a murderer +1
- OR, Playing as an Archfey Warlock, first say that you never pass up a faerie mischief +1
- Speaking with Zara the mummy, say you don't understand her, and then mime her grunting +1
Dealing with Akabi the djinni:
- Tell him that he is VERY LOUD. +1
- Play the game and accuse the djinni of rigging the wheel +1
- OR, If successful and playing as a Bard, try to distract Akabi, asking 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: 'Picking off siblings' +2, OR 'Ulaver wine' +1
- Second question: 'Me' +2, OR 'Gods' +2, OR 'Nobody' +1
- Third question: 'Let herself be captured' +2
▶ Note:You must have an approval of at least 50 to take the test with Minthara.
- 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]
Dealing with caged beasts:
- Talking to Shadow-Whiskers with Speak with Animals, 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
- OR Break the lock on her cage +1 (works either 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)
- Volunteer any companion to the stage as Dribbles's assistant, except Minthara herself +1
- 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
At the Sword Coast Couriers:
- Report to Commander Lightfeather that his soldiers died horrible, painful deaths OR that you've found what was left of them. +1 (formulation varies depending on whether you have met Tara on the roof or not)
- Get more money out of Danzo Arkwright in return for the Zhentarim letters, using Persuasion or Intimidation. +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
- 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 Manifestation +1 (starts a fight with crypt corpses)
- OR Agree to bear the curse -1 and then withstand Monk Manifestation's madness. +3
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
- 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
- Accept OR refuse to deliver the gnome leader's head to Manip Falcäo Manip Falcäo +1 (either)
- 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)
- 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
- OR, Trying to get access into Wyrm's Rock Fortress, choose to leave when Blaze Elin stops you +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:
- Tell him to get a grip +1
- OR Intimidate OR blackmail him into giving you his stash +1 (either option)
- OR Fail the Intimidation check to make him surrender his stash +1 (makes him hostile)
- OR Attack Reynash straightaway +1
Speaking to Manip Bakshi (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)
- Attack Bakshi straightaway or after speaking with him +1
At the Audience Hall:
- Speaking to Lord Amber's Bodyguard and attendants of Lady Durinbold and Lord Shattershield about the Steel Watch, say that the Steel Watchers will eventually turn on everyone. +1
- Pass the Steel Watcher that confronts you at the coronation +1
▶ Note: This dialogue appears only if Karlach is not in the party
- Playing as The Dark Urge, when Gortash explains your previous dealings:
- 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)
- Refuse to make an alliance with him and confirm your decision +1
- OR, Playing as The Dark Urge, say that you'll possess both the brain and the crown and won't share +1
- After killing Orin, speak to Gortash and say you two can be allies, but you'll keep Ketheric's and Orin's Netherstones +1
Talking to Duke Ravengard after the coronation:
- Ask him whether the "new dawn" is what they call tyranny now +1
- OR Tell the Duke that Florrick sent you, then probe Ravengard's mind to discover councellor's location, and tell him that Gortash is a tyrant +1
- OR Ask Ravengard whether he knows that he is infected +1
At the Basilisk Gate Barracks:
- Talking to Fist Murphy, ask why he is standing on one leg, and then:
- Outrage at him for stealing from people he is supposed to protect +1
- OR Pretend to push him off his balance +1
- OR, Playing as a Half-Orc, say is he was truly sorry, he'd be willing to die for forgiveness +1
- OR, Playing as a Drow, tell him you'd make you cut off his hand were you his master +1
- OR, Playing as a Barbarian, tell him to prove Liara Portyr he is not a weakling +1
- OR, Playing as a Monk, praise him for a good discipline for a guard +1
- Playing as a Fighter, talk to Gauntlet Thunder about proper punishment for two soldiers who screwed up, and say:
- That you'd do exactly what she is doing +1
- Talking to Fist 'Edge' Arensen at the gallows, ask him why don't he wait with threats until you commit a crime +1
- Talking to Fist Miller after Florrick had been executed, say "Good riddance" +1
- Talking to Thrastle Muria, ask if everyone in her neighbourhood is as friendly as she is +1
Speaking to Liara Portyr and Lora Bergauz:
- Tell Lora to calm down and let Liara alone +1
- Promise to help Lora find her daughter +1 (A Paladin character will have a unique line here)
- Propose to help Lora find her daughter for a certain price +1
- If you already know that Vanra died, tell this to Lora, then say you did your best +1
- Talking to Bosun Gannet, when he instructs you about the tavern rules, ask what to do if you want to use the latrine +1
- Ask Gannet about Vanra, and then:
- When Talking to the hag masking as Captain Grisly, inquire her about Vanra, and then ask how do you know she's not lying +2
- When looking for a decision, suggest to pay Lora off +1
- OR Say you want to get to the bottom to the story of a missing child +1
- OR, Playing as a Half-Orc, say Lora acted out of fear and anger +1
- OR, Playing as a Vengeance Paladin, say the punishment is in order +1
- OR, Playing as a The Dark Urge, mention that killing Lora sounds like the best way +1
- When the hag offers you money for killing Lora, agree to do it +1
- OR Refuse to do the dirty work for her +1 (A Devotion Paladin character will have a unique line here)
- OR, Playing as a Rogue, agree to do it if she doubles the price +2
- Agree to kill Lora for disguised hag, but then return and tell the hag you've changed your mind and she should surrender Vanra +1
- After Auntie Ethel reveals herself and confesses that she actually ate Vanra, call her a monster, and then:
- If you have already killed Lora, tell Ethel to thank you +2
- When Ethel offers you to let her go in exchange of being an ally in your crusade, agree to have a deal +1 (An Oathbreaker Paladin character will have a unique line here)
- OR Decline her deal, choosing either "Not a chance" or "Time to die" lines +1 (either option)
- OR, Playing as a Warlock, tell her to make a better offer or die +1
- OR, Playing as a Paladin, say you will find glory in spilling the guts of a monster +1 (This option is available for Oathbreakers, too)
- Ask whether Svend is really worried about a date when the army of the Absolute can attack any moment +1
- OR Persuade Svend he would leave the city at the first chance +1
- OR, Playing as a Halfling, tell Svend to skip the date for a free drinks +1
- OR, Playing as a Rogue, convince Svend to stay, asking what's life without a little danger +1
- OR, Playing as a Monk, tell him to forego the date +1
- OR Choose to stay out of their debate and do not meddle in +1
Other patrons:
- Talking to Nesha Leesha, warn her about the serial killer, then use Persuasion to insist on it +1
- Speaking to Zena, tell her that if a child was in this dump, they deserve to be 'nabbed' +1
- Tell Silfy she's not a good salesperson when she tries to sell you a copy of Baldur's Mouth Gazette. +1
- Tell Luan she's not a good salesperson when she tries to sell you a copy of Baldur's Mouth Gazette +1, then tell her to stand up straight and project her voice +1.
- Tell Sebastian you have no intention of freeing the spawn. +1
At the House of Grief:
- Tell Arves you've come to collect interest on his debt. +1
- Kill Viconia after interrogating her, if previously she had been knocked out in the battle. +1
At the Chromatic Scale:
- As a Bard, ask Thomas C. Quirkilious about the benefits of using worg hair lute strings. +1
At the Devil's Fee:
- When first speaking with Helsik, persuade her to give you a free sample. +1
- Upon returning from House of Hope, intimidate Helsik saying that you've just killed a devil in his own home. +1
At the Sorcerous Sundries:
- Let her use the Astral-Touched Tadpole. +5
- Agree with her on that refugees should earn their keep. +3
- When talking about Menzoberranzan, tell her that her upbringing made her strong. +1
- Ask her why not to take the head of the next urchin. +1
- After revealing your origin as the Dark Urge, tell her that she is also exquisite. +5
- Tell Scratch he's back where he belongs after he returns back to camp.
- Persuade Lae'zel to kneel to Vlaakith when she appears at your camp.
- When asking her if she has seen anything like the Steel Watchers before, tell her you wish you had such devices of your own. +1
- After purchasing a copy of Baldur's Mouth Gazette from a street vendor, ask her what she would do if she ran the paper. +3
- After defeating Orin:
Disapproval[edit | edit source]
The following story and dialogue choices will cause Minthara to lose approval.
Act Two[edit | edit source]
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- At the Infirmary, ask Stornugoss whether the zaith'isk process will hurt you -1
- Playing as a Fighter, save Youth Varrl in the Classroom by whatever means, and then tell him that capacity for mercy is what separates us from feral beasts -1
- When speaking with Kith'rak Therezzyn, surrender the Mysterious Artefact to her -1
Ruined Battlefield
If entering the Shadow-Cursed Lands from the Rosymorn Monastery Trail:
- Traversing Shadow-Cursed Lands with the convoy and Kar'niss the drider, betray them and side with the ambushing Harpers -1
- After saving Rolan from the Shadows, tell him not to be hard on himself for trying to save his family -2
- Agree to help Arabella find her parents.
- Let Arabella stay at your camp.
When dealing with He Who Was:
- After ordering Madeline to hurt herself as Ben and Marc did, stop her, saying she had done enough -1
- OR Say her willing to hurt herself was enough -1
- OR Accuse her of cowardice, using basic or unique Barbarian, Bard, Monk lines -1
- OR Say that it wasn't her fault, using basic or unique Bard, Good Cleric or Monk lines -1
Last Light Inn Speaking to Jaheira:
- When talking to Jaheira inside the inn, drink the spiked wine -1
- OR Tell her that you drink to darkness that will come when you drag Isobel to Moonrise Towers -5 (This option is available is you have Z'rell's orders to do it)
Dealing with Isobel and Marcus:
- If Marcus vouched for you at the entrance (in this case he will wait in Isobel's room):
- If Marcus assaults the inn (happens if you gained entrance with Mol's help):
- Playing as The Dark Urge:
- Obey your Urge and tell Isobel you crave to kill her -5 (this option is available either before kidnapping attempt, or after assault, or if you return to the inn after freeing Nightsong; turns hostile Isobel and any Harper who sees it)
Talking to His Majesty via Speak with Animals:
- Hiss back at him, say that he is in your territory, and order to get out -1
- OR, Playing as a Barbarian, WOOF at him -1
Speaking to Cerys:
- When she tell you about their misfortunes and says they ran until found the inn, say that she did the right thing -1 (use basic line or unique for Cleric or Oathbreaker Paladin)
Elsewhere in the inn:
- Talking to Alfira, ask her about others, and then say that running was right call -1
- Talking to Councellor Florrick, tell her you have no intentions to go to Moonrise Towers -1
- Let Mol lose the game of lanceboard against Raphael by giving the wrong advice, failing the Sleight of Hand roll or not helping her at all -1
- Speaking to drunken Rolan before trying to saving captured refugees, promise to rescue Cal and Lia if they are alive OR say that it is your responsibility to bring them back -1 (starts the quest, if you don't have it already)
- At the Reithwin Tollhouse, agree to give up all your gold to Gerringothe Thorm. -1
At the cemetery:
- Agree to help Arabella find her parents. -1
- OR, If you've already found Locke and Komira's bodies, tell Arabella they are dead and succeed Persuasion or Intimidation roll to take her to your camp -1 ( The Dark Urge character will have a unique lines and only Persuasion option)
- Speaking to the Warden for the first time, use Deception to convince the Warden that you are Balthazar's closest confidante -1
- Speaking to Wulbren, say that they can die in prison for all you care -1
- When Wulbren, once freed, takes the boat and sails off without the party, let him go -1
- If the jailbreak was successful and your participation went unnoticed, tell the Warden it was you who snuck the prisoners -1
In the Necrotic Laboratory:
- Talking to the Fresh Mind, tell them they will never wake again -1
- Talking to Balthazar, successfully pretend to be a thrall -1 (This option is available only if you helped the necromancer reach the Nightsong and let him take her to Ketheric)
In the Tadpoling Centre:
After the final fight with Apostle of Myrkul
Speaking to Minthara:
- If you haven't recruited her earlier, she'll be intent to go to Baldur's Gate with you. Ask whether she should skulk back to the Underdark -2
- When Minthara tells you she is going to kill Orin and seize the cult leadership, say eradicating the Elder Brain may be wiser -3
- OR Declare you will be the saviours of Baldur's Gate, then say her vision of future is shaped by violence -3
- OR Say that her idea is madness, and you need to eradicate the cult and the brain -3
- When Minthara enquires about one more thing to explain...
- ... and asks why you slayed the tieflings in the Emerald Grove:
- Say you wanted to watch them suffer -2
- Say you don't have an answer -1
- Ask whether it matters -1
- Playing as The Dark Urge, tell her you weren't in control of yourself. Then fail a DC 14 Deception check to assure her you are now -2
- ... and asks why you have come to Moonrise:
Talking to Alfira:
- Playing as a Bard, agree to play together a show for the tiefling kids -1
Speaking to Cerys:
- Tell her you're glad they are safe, and mention that Zevlor did his best -1
- Tell Cerys that other will look up to her -1
- Say you couldn't have done it without Jaheira's help -1
Talking to Ide, Umi and Mattis:
- Tell any of them about Mol's eyepatch you have found down in the colony, and then:
Camp/Conversation
Act Three[edit | edit source]
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Rivington
Circus of the Last Days:
- Talking to Popper the kobold trader after defeating false Dribbles, say that offering 'treatoes' now is a bit callous. -1
- Talking to Shadow-Whiskers with Speak with Animals, note that her cage looks comfy. -1
- Talking to Crimson, refuse to feed him via Speak with Animals or mock him for being hungry (without the spell) -1 (either option)
Watching Dribbles's show:
- Playing as a Bard, interrupt him with your own pun -1
- Volunteer Minthara to the stage as an assistant to Dribbles -1
- Dealing with Akabi, successfully catch him on rigging the wheel, but apologise and say you were mistaken -1
- Talking to Boney the mephit, say his wife Stoney is not your type -1
Talking to Lucretious:
- When she's training up skeletons (before fighting doppelgangers), tell her that she is being a little harsh -1
- When you deliver her Dribbles's remains, ask whether she is hiring personnel -1
When passing Zethino's trial, choose answers:
- First question: 'Pet spiders' OR 'Time with her family' -1 (either option)
- Second question: 'Drizzt Do'Urden' -1
- Third question: 'Raiding the grove', OR 'Deny Lolth', OR 'Fall for me' -1 (either option)
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
Elsewhere in Rivington:
- 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
- Ask newspaper seller Lilly Beanbottom whether she knows that a murder is not a good thing -1
- Playing as a Cleric, tell Tinker Nayzeem that Divine works in mysterious ways. -1
- Near Requisitioned Barn, donate some gold to Manip Nestor. -1
- In the Open Hand Temple, talk to Brother Bill and Brother Clements and say that their god would be proud of Father Lorgan -1
- OR, Playing as a Monk, say that offering alms to those in need is a sign of noble soul -1
- Tell Tara to stop eating pigeons. -1
- 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
- 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 will do what you can for her tribe's children -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
- At the entrance gate, consent to be arrested by the Steel Watcher -1
- When trying to hire both Sorn Orlith and Nym Orlith:
- 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)
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 of whether you succeeded a check to discover Reynash's thievery or not), let him arrest you -1
At the Audience Hall:
- Playing as The Dark Urge, when Gortash explains your previous dealings, answer that you've come to end this evil plot -1
- Speaking to Gortash after killing Orin, surrender two your Netherstones to him -1
- In the Wyrmway, after defeating Ansur, tell the Emperor "You could do the honorable thing and let him kill you." -1
At the Basilisk Gate Barracks:
- Playing as a Fighter, talk to Gauntlet Thunder about proper punishment for two soldiers who screwed up, and tell her to let it slide, just for once -1
- Talking to Fist 'Edge' Arensen at the gallows, tell him you'll stay out of trouble -1
- Talking to Thrastle Muria, say that you are no builder but still are handy with a hammer -1
Speaking to Liara Portyr and Lora Bergauz:
- Tell Lora it wasn't very responsible to take a kid to a tavern -1
- Promise to help Lora find her daughter -1 (A Paladin character will have a unique line here)
- Talking to Bosun Gannet, when he instructs you about the tavern rules, say you'll keep to them -1
- After dealing with the hag, if real Captain Grisly died, tell Gannet you are sorry for not saving her -1
- When talking to the hag masking as Captain Grisly:
- When looking for a decision, propose to talk to Lora and calm her down -1
- When the hag offers you money for killing Lora, agree, but then return and say you can't do it -1
- Tell Svend that Siggy clearly loves him and worries about him -1
- OR, PLaying as a Bard, tell Svend to save the angst for romance novels -1
At Crimson Draughts:
- When Araj Oblodra invites you to come in, agree to follow her -1
- If you are partnered with Astarion and he is in the party, refuse Araj Oblodra's invitation to come in, saying you saw how Araj made him feel -1
▶ Note: This option is available and brings approval if you did not convince the spawn to drink Araj's blood in Act Two AND if his personal quest is not finished yet.
- At the Society of Brilliance, refuse to hand the Githyanki Egg over to Havkelaag and call his experiment barbaric. -1
- Donate to a deity at their statue.
- Donate to Lolth. -5
- Donate to any other deity. -1
- Give Rags Deelarma begging outside the entrance a handful of coins. -1
- Tell Sebastian "We'll set you free - what else?" when he asks what will happen to the spawn. -1
- Vow your body to Haarlep. -1
- Persuade The Emperor to extend his protection to Minsc. -1
Camp/Conversation
- When asking her if she has seen anything like the Steel Watchers before, tell her they need to destroy them, and put a stop to this 'revolution'. -1
- Call Gortash a tyrant, not a saviour