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Minsc/Approval

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Minsc favors direct approaches to solving almost any problem he encounters — the kind he can hack through with a sword or drive his boot into. Simple yet ingenuous and somewhat naive, he is always ready to strike down evil whenever and wherever it raises its head. Minsc appreciates good deeds and thorougly enjoys a good fight in the cause of justice or simple "butt kicking". He approves of displays of heroism but also accepts saving or helping others in need through subterfuge or cunning. Finally, Minsc values loyalty to one’s friends — and kindness and respect toward his familiar, BooBoo.

As a result of his fighting Bhaalspawn in his past, Minsc has strong feelings toward their current activities, especially after having been suborned by the followers of the God of MurderGod of Murder.

The story and dialogue choices listed on this page raise Minsc'sMinsc's approval.



For more information about the approval system, see Approval.

Act Three[edit | edit source]

Locations[edit | edit source]

Rivington[note 2][edit | edit source]

Angleiron's Cellar


Circus of the Last Days
At the entrance:

  • Convince Klaus to let you in, bribing him, using PersuasionPersuasion, IntimidationIntimidation, DeceptionDeception or any class-based option except pretending to be a friend of Gortash's(+1)
    • OR, Playing as The Dark UrgeThe Dark Urge, say you used to be a murderer (+1)
    • OR, Playing as an Archfey WarlockArchfey Warlock, first say that you never pass up a faerie mischief (+1)
  • Tell Zara the mummy that 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 BardBard, 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)

Talking to Boney the mephit:

  • Discussing his wife Stoney, choose any answer (+1) (either option)

Dealing with Popper the kobold trader:

Note: Class-based DeceptionDeception lines for WizardWizard, WarlockWarlock or SorcererSorcerer do not give approval [verify]

  • Playing as a PaladinPaladin or a ClericCleric, 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:

  • Break the lock on displacer beast's cage (+1) (works with or without Speak with AnimalsSpeak with Animals)
  • Give Crimson 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" (+1)
    • OR, Playing as a BardBard, interrupt him with your own pun (+1)
  • Volunteer any companion to the stage as Dribbles's assistant, except Minsc himself and Astarion (+1)
    • Then insist on your choice and cheer them (+1) (including unique lines for Minthara and Jaheira)

Note: If you volunteer Astarion 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 UrgeThe Dark Urge (+1)

Talking to Lucretious:

  • When she's training up skeletons (before fighting doppelgangers), tell her that she is being a little harsh (+1)
  • After defeating false Dribbles, tell her that killing clowns is a rare treat (+1)
  • When 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)
    • OR Ask whether she is hiring personnel (+1)


Open Hand Temple

  • Playing as a Barbarian, when Sister Yannis curses Valeria in the back, say you'd join a church if more priests spoke muck like her (+1)
    • Then offer Yannis help with investigating the double murder and proving Brilgor's innocence (+1)
  • Tell Brother Bill and Brother Clements that their god would be proud of Father Lorgan (+1)
    • OR, Playing as a Monk, say that offering alms to those in need is a sign of a noble soul (+1)
  • Agree to bear Monk Manifestation's curse (+1) and then withstand its madness (+3)
  • On the temple roof, having Gale in the party, ask him to tell Tara to stop eating carrier pigeons (+1)
    • OR, Playing as Gale origin, tell Tara that other aviary in the city is much better


Around and inside the Requisitioned Barn

  • Outside the barn, tell Mattis to watch himself (+1)

Note: This option is available only if tiefling kids survived in previous Acts

  • Talk to Fist Rowan outside the barn, 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


The Sword Coast Couriers


Elsewhere in Rivington

  • Tell Tinker Nayzeem that the way people treat refugees is terrible. (+1)
  • Playing as a RangerRanger, tell Fortuno Dibbs to relax, because dogs are sensitive to emotions (+1)
  • Agree to chase refugees out from Arfur's Mansion for half-price, and punch Zenovia Dawg when she tries to extort full sum from you (+1) (requires failing Persuasion roll against her first)
  • Try to help the Dying Stone Lord Thug (+1)
    • OR, Playing as a DruidDruid, 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)
  • In the Abandoned Windmill basement, attack the newborn mind flayer (+1) (Works regardless you wake it first or not)
    • OR, Playing as a BarbarianBarbarian, yell "WAKE UP, SQUIDFACE!" (+1)
  • Playing as Astarion origin, at the Gur Camp tell Ulma you will do what you can for her tribe's children (+1)


Dealing with Orin's guises

  • If Orin is impersonating Gyldro Angleiron, tell her you would never kill someone you cared about (+1) (Karlach and Wyll origins have unique lines)
    • OR, Playing as The Dark UrgeThe 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 belongs to the Custom origin (Tav). Other Origins have unique lines each

  • OR Tell her that you're going to report to the commanding officer (+1)
  • OR, Playing as The Dark UrgeThe 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 DC 20 Perception check, and then:
    • Say you'll stay with him until the end (+2)
    • OR Say you'll make it quick (+2)
    • OR, Playing as The Dark UrgeThe Dark Urge, resist the urge to torment him (+2)


Wyrm's Crossing [note 2][edit | edit source]

  • At Fraygo's Flophouse, tell Adventurer Drim that the word "adventurer" means nothing anymore (+1)
  • At Carm's Garms, when Naaber pretends to be a dog, choose "Correct. But nobody likes Naaber" line (+1)
    • When he tries to imitate a bard, ask him to never sing again (+1)

Note: It may take several sequential attempts to speak with Naaber to get to these lines

Note: Available only after you've started Solve the Open Hand Temple Murders quest


Wyrm's Rock Fortress[edit | edit source]

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

  • OR Give Reynash 300 gold to take the ferry (+1)

Speaking to Manip Bakshi:

  • Successfully use Detect ThoughtsDetect Thoughts on him and pretend to be a new recruit (+1)
    • OR Tell him you've spotted another guard on stealing (+1)
  • Then leave barracks (or let him escort you out) (+1)

At the Audience Hall:

Note: This dialogue appears only if Karlach is not in the party

  • Playing as The Dark UrgeThe Dark Urge, when Gortash explains your previous dealings, answer that you've come to end this evil plot (+1)
  • Refuse to make an alliance with him and confirm your decision (+1)
    • OR Threaten to "end this here" (+1) (Immediately starts a combat with Gortash and all the guards and Steel Watchers)
  • If you have Karlach in the party, tell Gortash that he'll pay for all he did to her (+1)
  • Tell Gortash that you have no interest in this sham of a coronation (+1)
    • At the climax of the ceremony, prepare to object, and then do declare that Gortash and Ravengard are with the Absolute (+1) (Immediately starts a combat with Gortash and all the guards and Steel Watchers)
  • After killing Orin, speak to Gortash and surrender two your Netherstones to him, then fight when he attacks afterwards (+1)

Talking to Duke Ravengard after the coronation:

  • Ask him whether the "new dawn" is what they call tyranny now (+1)
    • OR Tell the Duke that Florrick sent you, then probe Ravengard's mind to discover counsellor's location, and tell him that Gortash is a tyrant (+1)

Note: Choosing this option starts the time-sensitive quest Free Counsellor Florrick

    • OR Ask Ravengard whether he knows that he is infected (+1)
  • As a Baldurian character, ask what has happened to the city's great hero (+1)

In the Wyrm's Rock Prison:

  • AskAsk Marvin the Unusual Skull to speak plainly (+1)
    • Solve the first riddle (+1)
    • Solve the second riddle (+1)

Note: These options are available only if you were arrested, not if you entered the prison by any other means

Lower City[edit | edit source]

Basilisk Gate Barracks

  • Ask Fist Murphy 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 Use race-based lines for a Half-OrcHalf-Orc or a DrowDrow, or unique option for a MonkMonk (+1) (either option)

Note: For Baldurian characters, the initial line will run about "Blaze Portyr's infamous punishments"

  • Playing as a FighterFighter, talk to Gauntlet Thunder about proper punishment for two soldiers who screwed up, and then:
    • Advise her to double their shifts and dock their pay (+1)
    • OR Tell her to let it slide, just for once (+1)
  • Ask Fist 'Edge' Arensen at the gallows why don't he wait with threats until you commit a crime (+1)
    • OR Say a big guy like him makes an easy target (+1)
    • Tell him you'll stay out of trouble (+1)
  • Talking to Fist Miller after Florrick had been executed, say she didn't deserve to die (+1)
    • OR Say it's a cruel way of talking about her (+1)
  • Ask Thrastle Muria whether everyone in her neighbourhood is as friendly as she is (+1)
    • OR Say that you are no builder but still are handy with a hammer (+1)

Speaking to Liara Portyr and Lora Bergauz:

  • Tell Lora to calm down and let Liara alone (+1)
    • Then call Liara a typical Fist who never listens (+1)
    • OR Tell Lora it wasn't very responsible to take a kid to a tavern (+1)
  • Promise to help Lora find her daughter (+1) (PaladinPaladin characters have unique line here)
    • Propose to help Lora find Vanra for a certain price (+1)
  • If you already know that Vanra died, tell this to Lora, then say you did your best (+1)


The Blushing Mermaid
Talking to Bosun Gannet:

  • When he instructs you about the tavern rules, say you'll keep to them (+1)
    • Ask Gannet what to do if you want to use the latrine (+1)
  • Ask Gannet about the missing kid, and then:
    • Say you didn't think a tough guy would be scared of a little knife (+1)
    • Tell him you'd love to see him try to kick you out (+1)
  • After dealing with the hag, if real Captain Grisly died, tell Gannet you are sorry for not saving her (+1)

Talking to the hag masking as Captain Grisly:

  • Inquire her about Vanra, and then ask how do you know she's not lying (+1)
    • OR, Playing as a RogueRogue or a FighterFighter, ask whether a little knife caused such trouble (+1)
  • When looking for a decision, propose to talk to Lora and calm her down (+1)
    • OR Say you want to get to the bottom to the story of a missing child (+1)
    • OR Use unique line for a Half-OrcHalf-Orc or a Vengeance PaladinVengeance Paladin (+1) (either option)
  • When the hag offers you money for killing Lora, refuse to do the dirty work for her (+1) (Devotion PaladinDevotion Paladin characters have unique line here)
    • OR, Playing as a RogueRogue, agree to do it if she doubles the price (+1)
  • Agree to kill Lora for disguised hag, but then return and say you can't do it (+1)
    • OR Tell the hag you've changed your mind and she should surrender Vanra (+1)
  • After Auntie Ethel reveals herself and confesses that she actually ate Vanra, call her a monster, and then:
    • Tell her to surrender the child immediately. (+1)
  • If you have already killed Lora, tell Ethel to thank you (+1)
    • OR Say you don't like being used (+1)
  • When Ethel offers you to become an ally in your crusade, decline her deal, choosing either "Not a chance" or "Time to die" lines W(+1) (either option)
    • OR Use unique line for a WarlockWarlock or a PaladinPaladin (+1) (either option)

Speaking to Svend and Siggy:

  • Ask whether Svend is really worried about a date when the army of the Absolute can attack any moment (+1)
    • OR Succeed a passive InsightInsight check, then tell Svend that Siggy loves him (+1) (BardBard characters have unique line here)
    • OR PersuadePersuade Svend he should leave the city at the first chance (+1)
    • OR Use a class-based or race-based line for a MonkMonk, a RogueRogue or a HalflingHalfling (+1) (either option)
    • OR Choose to stay out of their debate (+1)

Other patrons of the tavern:


The Old Garlow's Place
First time visiting the place:

  • If you found the group without reading any of their posters, ask Adrielle to calm down (+1)

Dealing with hexed Mayrina:

  • Using Speak with AnimalsSpeak with Animals, tell Mayrina to SPIT IT OUT, OR say you are here to help her, OR Call her condition hilarious (+1) (either option)
  • Offer Adrielle to have a look at the hex (+1)
    • OR Say that she protected Mayrina until now, and that's worth something (+1)
  • OR Tell her you hate dolls (+1)
  • Talking to Jatlo (before removing his hex), tell him "Less complaining, more searching" (+1)
    • When he accuses you of showing up at the convenient moment, call Mayrina an old friend (+1)
    • OR Tell him to say if they don't want your help (+1)

Speaking to Jatlo after you have removed his hex:

  • Tell him he has been charmed by hag (+1)
    • OR Use a class-based line for a DruidDruid, a FighterFighter, a RangerRanger, a RogueRogue or an Ancients PaladinAncients Paladin (+1) (either option)
    • OR, Playing as The Dark UrgeThe Dark Urge, say that true cruelty rules with fear alone (+1)
    • OR Ask him to tell the hag you're coming for her (+1) (The option is not available for the FighterFighter characters)

After removing the hex and killing Jatlo:

  • Ask Mayrina about her husband's condition (+1)
  • Tell Mayrina she was an adorable sheep (+1)
  • Offer Mayrina help with the hag (+1) (Devotion PaladinDevotion Paladin characters have unique line here)
  • Tell Hydrangea Wubb she coudn't have known the spy in disguise (+1)
    • OR Say they need to do a better job protecting Mayrina (+1)

Note: Hydrangea will be present only if you knocked her out (as the Mask of Regret) in the Overgrown Tunnel AND killed the hag in Act One

  • Tell Kled that they are safe now (+1)
    • OR Say the dragonborn was only pretending to be a friend (+1)
  • Tell Adrielle to get out there and kill the hag, not act like cowards (+1)
    • OR Say that hags and their agents are liars and cheats (+1)
  • After Adrielle says she has discovered an ultimate way to kill a hag, offer to deal with the hag OR say you won't let the hag harm her (+2) (either option)

If you have met Auntie Ethel, but haven’t dealt with her yet:

  • After telling Mayrina that Auntie Ethel is back, tell her to just let Connor die (+1)

If you have killed Ethel:

  • persuadepersuade Mayrina to let Connor go (+1)
    • OR Tell her to take time and celebrate (+1)
  • If you haven't raised Connor from dead in Act One, tell Mayrina that killing the hag was even more amazing than revenge (+1)
    • OR Say it wasn't so amazing (+1) (The line differs depending on whether Vanra survived or not)
  • When Mayrina asks you whether you have saved Vanra, answer that of course you did it (+1)
  • Playing as a RangerRanger or a DruidDruid, tell either Mayrina or Kled that you killed a perversion of everything natural (+1) (either option)
  • Tell Adrielle that the hag is finally dead, thanks to you (+1)

At Lora's House:

  • If you haven't resolved the quest yet:
    • Ask Lora whether she really did threaten the tavern staff with a knife (+1)
  • After you have saved Vanra, talk to Lora and choose any answer except asking for a reward (+1) (either option)
    • OR Tell Lora it isn't her fault that she couldn't protect Vanra (+1)


Cazador's Dungeon


The Counting House

  • At the bridge leading to the entrance, give Rags Deelarma a handful of coins (+1)
  • Bargain with Rakath Glitterbeard to return him less money than had been stolen (+1)


The Crimson Draughts

  • If you are partnered with Astarion and he is in the party, refuse Araj Oblodra's invitation to come in, saying you saw how Araj made him feel (+1)
    • OR Tell Astarion that you all can leave if he doesn't want to be around Araj (+1)

Note: This option is available and brings approval if you did not convince the spawn to drink Araj's blood in Act Two AND if his companion quest is not finished yet


The Elfsong Tavern

  • Playing as a BarbarianBarbarian, a BardBard, a SorcererSorcerer, a RogueRogue or a WizardWizard, convince Alan Alyth to lower the room price or to rent you it for free, using any available class-based option (+1) (Requires various skill checks with DC from 18 to 20)

Talking to Lakrissa and Alfira:

  • In the tavern hall, remind Lakrissa about your bet in the druid's grove, then say she owes you nothing OR Ask for a kiss instead (+1) (either option)
    • Tell Lakrissa you never pictured her as a barmaid, then say she should never call herself cheap OR Say you missed her (+1) (either option)
  • Speaking to them both on the tavern's roof, say they are very cute together (+1)
    • When Alfira tells you about her plans of opening a bard school, say you're proud of her (+1)

Speaking to Harvard Willoughby:

  • Agree to participate in Laff Riot, and then, in the first round, joke about Harvard smelling funny OR Joke about "Wizard and shatter" (+1) (either option)
    • OR, Playing as a BarbarianBarbarian, say "Laugh. Now" to the listeners (+1)
  • In the second round, use any joke (+1) (either option)
  • In the third round, use any joke (+1) (either option)

Talking to Dez Kanshaw:

  • Say he won't find courage on the bottom of a bottle OR Say he has enough left to buy a drink (+1) (either option)
    • OR Use the race-based line for a HalflingHalfling or a Half-OrcHalf-Orc (+1) (either option)
  • When Dez tells you about the job offered to his son by Three-Piece, answer with a race-based line for a Half-OrcHalf-Orc (+1)

Speaking to Devella Fountainhead on the site of Duke Stelmane's murder:

  • If you haven't found the serial killer's list of targets, playing as a RangerRanger, persuadepersuade her to use your help (+1)
  • If you have found the list of targets, show it/tell about it, then promise to do your best to investigate the Bhaalists' trail (+1)
  • Agree to warn the targets for Devella (+1)
  • Playing as The Dark UrgeThe Dark Urge, confess to it to Devella, then say you're working against Bhaal (+1) (two options depending on whether you actually have or have not the list of targets in the inventory)
    • OR Promise to stop your Father (+1)

Other interactions:

  • Cheer Enforcer Skoona up, using class-based lines for a BarbarianBarbarian or a MonkMonk (+1) (either option)
  • Talking to Doora Thumbfoot, agree to buy the necklace from her (+1)
    • OR Give her some money and tell to keep the necklace, too (+1)
  • Tell Dame Guisarme that the Flaming Fist are good only to handling riots (+1)


Elerrathin's Home

  • Speaking to Jaheira's children (automated dialogue), when Rion asks whether you all are doomed, say "Not in this lifetime" (+1)
  • Speaking to Rion for the second time (not automated dialogue), tell her that refugees behind the wall need protection (+1)

Note: All these options require having Jaheira in your party


The Facemaker's Boutique

  • Interrupt Dolor when he's about to kill Figaro Pennygood, saying "Stop right there!", using any of class-based lines or unique Half-OrcHalf-Orc line (+1)

Talking to Devella Fountainhead:

    • Propose to investigate the cult for her (+1)
    • OR, Playing as The Dark UrgeThe Dark Urge, propose to infiltrate the cult to tear it down from within (+1)

Note: Both these lines will differ slightly depending on whether you actually have or have not any ritually cut hands in your inventory


Golbraith's Cellar

  • Ask Golbraith Stredivas whether his son needs any help (+1) (DuergarDuergar characters have unique line here)
    • OR Say that mind flayers are dangerous, and then add that you'll take it from here (+1)
    • OR Say that if his son is half a hunter as Golbraith himself, he'll be fine (+1)
    • OR Use a class-based line for a BarbarianBarbarian, a ClericCleric, a FighterFighter, a RangerRanger, a WizardWizard, or a race-based line for a DrowDrow (+1) (either option)


The Graveyard

Talking to Valmorba:

  • Inquire her about the grave of "M.Kurwin", then ask to borrow you a shovel (if you don't have one) (+1)

Note: Available only if you have read the letter about it found on the dead body of Gomwick in Act One

  • OR, Playing as The Dark UrgeThe Dark Urge, tell her there's usually not much left once you're done with the body (+1)

Dealing with Bugthimble at the "M.Kurwin" grave:

  • IntimidateIntimidate him into surrendering the loot to you (+1)
  • Say "Thank goodness, you can keep it", and then:
    • Use DeceptionDeception to convince him the treasure is cursed (+1)
    • Say the crate was promised for Nine-Fingers, then intimidateintimidate him to pay the fee for not breaking his snout (+1)
  • Pay him the "fee" he demands (+1)
    • OR, Playing as a DragonbornDragonborn, say you and he are practically kin (+1)

Dealing with Nina Dortmell and Mortarch Gracie Scyre:

  • Speaking with Nina for the first time, tell her to stop, because magic isn't a game (+1)
    • Ask who she wants to raise, then say she must never do it again (+1)
    • OR Tell Nina to let her brother rest in peace (+1) (MonkMonk characters have unique line here)
  • Report Nina's attempts to Mortarch Gracie Scyre (+1)
    • Then tell Nina the Mortarch is right (+1)

Talking to Ulkov Sully:


Grey Harbour Docks

Talking to Big Huido:

  • After docking at the Iron Throne, when Omeluum approaches your mind, convince it that other prisoners must be saved, too (+1) (Requires DC 20 Persuasion check DC 20 Persuasion check)
  • After saving Ulder Ravengard from the prison, if Wyll is in the party, tell the duke his son is a hero (+1)


The Guildhall

  • When confronting Roah Moonglow or Friol, tell them that Minsc of Rashemen always knows the right thing to do (+10)
    • OR Declare that you side with the Guild (+5)


The Heapside Prison

  • Talking to Skittle via Speak with AnimalsSpeak with Animals, call him a "rat-ical mercantile rodent" (+1)
    • OR Ask what does obtaining goods in the prison en-tail (+1)
    • OR Ask to have a squeak at what he's got (+1)
  • Ask him whether his business is rat-ified by the local merchant's league (+1)


The House of Hope
Speaking to Hope or to her spirit:

  • In front of the Archive, say you need to get her out before the jailor kills her (+1)
  • After freeing Hope from her chains, speak to her (+1)

In the Boudoir:

  • Provoke the fight with Haarlep (+1) by either way of listed below:
    • When Haarlep asks you why you are here, answer you've come to kill them
    • OR Refuse to undress for Haarlep
    • OR Choose to attack the incubus

Note: This option is available either before you shed your clothes or when they prompt you to lie on the bed

  • OR Agree to lie down, then plead to gods to get you out of here when the incubus approaches you
  • OR Fail a WisdomWisdom or PerformancePerformance check to resist the incubus and choose to fight your way out
  • OR Refuse to vow your body after incubus asks for it

Note: Choosing DC 25 Constitution check DC 25 Constitution check line at the previous step of the dialogue does not give approval. Additional unique line for Astarion origin


Lady Jannath's Estate
If Oskar Fevras was not saved in Act One:


The Society of Brilliance Lodge

Talking to Ptaris:
Note: These options are available only if you have sold the Githyanki Egg from the Creche Y'llek to Lady Esther in Act One

  • When Ptaris asks you whether you are good or bad person, answer you think yourself good, and then:
    • Tell him he would be destroyed if you haven't saved him (+1)

Note: Requires DC 20 Persuasion check DC 20 Persuasion check for a GithyankiGithyanki characters, and a DC 25 Persuasion check DC 25 Persuasion check for all others

    • OR Successfully use Detect ThoughtsDetect Thoughts on him and then say that it's his conscience that tells him to stop (+1)
    • OR Use a class-based line for a BarbarianBarbarian or a WarlockWarlock (+1) (Either option, requiring DC 20 Persuasion check DC 20 Persuasion check)


The Sorcerous Sundries
Talking to Aradin near the entrance:

  • Successfully deceivedeceive him, saying you haven't found the Nightsong (+1)
  • If you let slip to Aradin that you've found her, say she is immortal and tough (+1)
    • OR DeceiveDeceive or intimidateintimidate Aradin to make him stop pursuing the Nightsong (+1) (Uniqie lines for Good, Neutral or Evil ClericCleric)
    • OR, Playing as a MonkMonk, persuadepersuade him (+1)

Talking to Lorroakan before resolving Dame Aylin’s fate:

  • Tell Lorroakan you'll ask Nightsong to come to the tower, so that she ripped him to shreds (+1)
    • OR Use DeceptionDeception to convince Lorroakan that Aylin is dead (+1) (WizardWizard, WarlockWarlock and SorcererSorcerer characters have common unique line here)
    • OR, Playing as a BardBard or a SorcererSorcerer, use a class-based line to mock Lorroakan over his plan (+1)

Facing Lorroakan along with Dame Aylin:

  • Tell the wizard you've come to stop him (+1)
    • OR Remind Lorroakan of Ketheric's fate (+1)
    • OR Tell Lorroakan that one more word about catching Aylin will be his last (+1)
    • OR, PLaying as Gale origin, ask him to reconsider his position (+1)
  • If you have betrayed Aylin to Lorroakan, tell him that this feels wrong (+1)

At the Sorcerous Vault:

  • Speaking to Yafeu once he's escaped the Peculiar lamp:
    • Demand to release your "master" or die (+1)
    • Ask him politely to release your companion now (+1) (Available to all characters except WizardWizard)


The Steel Watch Foundry
If Tamia Holzt spots you in the Foundry:

  • Succeed a ReligionReligion check and pretend to be a relief crew for Banite guards (+1)
    • OR Say you've come to bathe in Banites' blood (+1)
    • OR Use any of class-based options to inspire Gondians to rebel (+1) (Requires DC 18 Intimidation check DC 18 Intimidation check or DC 18 Persuasion check DC 18 Persuasion check, depending on character class)

Talking to Zanner Toobin in the laboratory wing:

  • When Toobin tells you about their collars, ask whether they will fight if you save their families (+1)
  • If you have killed Banites in the workroom, tell Toobin about it (+1)

If you failed to switch off an activated Motivator, convince Toobin to move on, using IntimidationIntimidation or PersuasionPersuasion (+1)

Resolving the conflict between the Gondians and Ironhands after razing down the Foundry:

Note: According to game files, a Vengeance PaladinVengeance Paladin character roll PersuasionPersuasion instead of IntimidationIntimidation for all others

  • Take Gondians' side and tell Wulbren you won't let hurt them (+1) (Wulbren and other Ironhands become hostile)
  • OR, Convince Wulbren to let the Gondians go away (+1) (Requires DC 20 Persuasion check DC 20 Persuasion check)

Note: Deep GnomeDeep Gnome, Good ClericCleric, Devotion PaladinDevotion Paladin characters have unique lines here and a DC 18 Ability check DC 18 Ability check instead of basic one. Deep GnomeDeep Gnome characters roll PerformancePerformance instead of PersuasionPersuasion

Talking to Barcus Wroot after resolving the conflict:

  • If you have sided with Gondians, tell Barcus that Wulbren was past saving (+1)
  • If you convinced both factions to make peace, tell Barcus you're impressed OR Say that he'll make a great leader of the Clan Ironhand (+1) (either option)


The Water Queen's House

  • Attending the funeral of Holli Dylford, tell Allandra Grey you've brought gold as an offering (+1)
    • OR Say you've brought a prayer (+1) (Not available for BarbarianBarbarian, ClericCleric and MonkMonk)
    • OR, Playing as a MonkMonk, say you wish Holli's soul the stillness of a calmed ocean (+1)
    • OR, Playing as a ClericCleric, answer Allandra with a class-based line (+1)

Note: Using this option, the players may choose either a common Cleric line or a line reflecting exactly the deity their character is allied to


Other locations in Lower City

Note: You need to knock her out in the battle to speak to her afterwards

  • At the Chromatic Scale, playing as a BardBard, discuss with Thomas C. Quirkilious the benefits of using lute strings made of worg hair (+1)
  • At the Flaming Fist cordon X: -195 Y: -15 near the Upper City gate, when the Emperor warns you about becoming a thrall, choose to turn back (+1)

Note: This dialogue will occur if you come close to the gate without having all three Netherstones

Note: Any approval benefits here will be gained only if the offering is enough to receive the blessing

Talking to children playing at X: -166 Y: -75:

  • Succeed a passive PerceptionPerception check and ask Cinnamon what is she hiding in her pocket (+1)
  • Ask Punkins to scan you (+1)
    • OR First refuse to be scanned, then say you will comply (+1)
    • OR, If you detected Cinnamon's "spy candy", tell Punkins about it (+1)


The Murder Tribunal

  • Tell Sarevok Anchev that you were actually deciding who should get to kill him (+5)
    • OR, If either Jaheira or Minsc or both are in the party, ask either of them (or both) whether they would like to kill the old man, or if the player character should do it themselves (+5)
  • Being judged, tell Sarevok that you didn't kill this person, but you will kill him instead (+5)

After becoming an Unholy Assassin:


The Bhaal Temple
Speaking to Avatar of Bhaal after defeating Orin:

  • Tell Bhaal that you have no desire to harm anyone else (+1)
    • OR Tell him that every night he possesses you your friends are in danger, and you won't stand it (+1)
  • Reject your Father's gift and blessings (+10)

Note: These options are available to The Dark UrgeThe Dark Urge characters only. Throughout the dialogue, there are several potential points where the final yes/no decision might be taken, but the result will be the same

Campsite and Conversations[edit | edit source]

Camp interactions

  • When Jaheira scolds Minsc after his recruitment, tell her that she could have lost the trail of the cult (+1)
  • Ask Minsc about relationship with Jaheira, then choose any line, and finally say that it's no wychlaran bond, it is actually being a friend (+5)
  • If you convinced Minsc to make peace with Nine-Fingers, say that everyone has the potential for good OR that you're just trying not to die (+10) (either option)
  • Ask him what does "nydeshka" mean and then choose a PersuasionPersuasion line, either basic or class-based (+5)

Note: The approval points here are granted irrespective of roll result. According to game files, DruidDruid characters roll PerformancePerformance instead of PersuasionPersuasion

  • Playing as The Dark UrgeThe Dark Urge, when Jaheira (and possibly, Minsc) comes to you at night to guard your actions, ask her what you must do (i.e. to avoid the other Bhaalspawn's fate) (+5)

Other companions and camp followers

  • After Aylin leaves to meet and fight Lorroakan, tell Isobel that you're going to help the aasimar (+1)
  • When Vlaakith emerges at the camp as a projection, convince Lae'zel to reject her once and for all (+1)

Note: Requires DC 18 Perception check DC 18 Perception check or DC 18 Intimidation check DC 18 Intimidation check, or DC 18 Wisdom check DC 18 Wisdom check if you have successfully readread Vlaakith's mind)

Notes[edit | edit source]

  1. It is well documented that there are numerous instances in the game where changes in approval likely should fire, but do not. This Nexusmods page explains the problem and offers a solution via a mod.
  2. 2.0 2.1 At the entrance point into refugees' camp at Rivington, the automatically starting dialogue with Yenna has most part of approval points envisioned for Minsc, too. The same issue is with entering the Wyrm's Crossing for the first time. This might mean that initial ideas probably supposed his recruitment before entering Act Three, but were discarded later.