Ad placeholder

Gale/Approval

From bg3.wiki
< Gale(Redirected from Gale/approval)
Jump to navigation Jump to search

Gale approves of helping those in need and doing good - generally.

Gale appreciates solving conflicts with diplomacy and elocution and approves of avoiding violence in most of its appearances. Being a "student of a page", he prefers wise, thoughtful or at least pragmatic solutions. Possessing an extremely high intellect, he values solving riddles and finding solutions to complicated problems and tricky questions. Gale approves of flattery. Finally, he appreciates decions and actions which further his ambition for knowledge, mastery of the Weave, and (as he sees it) the independence of mortals from the whims of the gods.

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



For more information about the approval system, see Approval.

Act One[edit | edit source]

Locations[edit | edit source]

Ravaged Beach and Roadside Cliffs[edit | edit source]

Emerald Grove[edit | edit source]

In The Hollow:

  • Convince Aradin and Zevlor to stop arguing without punching either of them (using Persuasion Persuasion or Intimidation Intimidation) (+8)
  • Playing as a Cleric Cleric of Tempus Tempus and after talking to Aradin, tell Remira that Liam earned a place in Warriors' Rest (+1)
  • Promise Zevlor you will talk to Kagha about stopping the ritual (+1) (either after the scene at the entrance or in his cave)
  • After talking to Kagha, agree to kill the goblin horde's leaders for Zevlor (+1)
  • Recruit Wyll into the party (+1)
  • Convince Rolan, Lia and Cal to stay and help, using Persuasion Persuasion or any available class-based or race-based options. (+1)
    • Talk with Rolan about his wizard master Lorroakan and set up an introduction (+1)
    • If you haven't convinced Rolan to stay, talk to him again and call him cheerful for a one about to abandon his kin (+1)
  • Assist Guex in training (using Athletics Athletics, Insight Insight, Detect Thoughts Detect Thoughts or unique Githyanki Githyanki, Barbarian Barbarian, Monk Monk lines) (+1)
  • Playing as Wyll origin, distract kids trained by Asharak, reciting one of your adventures (either with a yeti, a croc or an owlbear) (+1)
  • Stand for Meli when Barth confronts him about the locket (+1)
  • Playing as a Paladin Paladin, Druid Druid, Cleric Cleric or Bard Bard, offer Pandirna to heal her (for free) (+1)
  • Shield Sazza from Arka with your body (+8)

Note: This works, too, if Gale has been recruited but currently is not in the party

  • Convince Arka to spare Sazza (using Detect Thoughts Detect Thoughts or any skill-based or class-based option) (+1)
  • While talking to/trading with Mattis, catch Silfy trying to pickpocket you and tell her to relax (+1) (requires passive Perception Perception check and optionally a Insight Insight check)
  • After successfully stealing the Idol of Silvanus for Mol, tell her that you will keep it for yourself (+1)
    • OR, Playing as a Rogue Rogue, advise her not to ask, just take (+1)

In the Sacred Pool and druid caves:

  • Tell Komira that the druids are overreacting and you'll speak with them (+1)
  • Talking to Volo about the goblins, say you're a student of the page (+1)
  • Persuade Kagha to free Arabella (+8)

Note: This works, too, if Gale has been recruited but currently is not in the party

  • After resolving Arabella's fate, call Kagha a monster OR Accuse her of killing the child in cold blood (+1) (either option)
    • OR, Playing as a Drow Drow or Duergar Duergar, say you don't threaten/ don't kill children (+1)
  • Convince Kagha to fight against the Shadow Druids (if uncovered her conspiring with them) (+1)
  • Tell Silver the wolf you just wanted to give them your scent (using Speak with Animals Speak with Animals) (+1)
    • OR, Playing as a Ranger Ranger or Druid Druid, choose to sit with Silver (without this spell) (+1)
  • Help Alfira finish her song (+1)

While the Emerald Grove is preparing for the goblin attack

  • Convince Memnos to join the fight against the goblins (+1)
  • Tell Pandirna that they have something to fight for (+1)
  • Convince Wyll not to attack you, using Intimidation Intimidation or Persuasion 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 to her

  • Refuse to open the gate for Minthara (+5)
  • Successfully defend the Grove and then talk to Zevlor (+10)

Sunlit Wetlands/Putrid Bog[edit | edit source]

  • Upon finding Demir and Johl arguing with Auntie Ethel, tell them all to calm down, and then say you know the woman (+1) (immediately starts a fight with brothers)
    • After Ethel disappears, offer brothers help in finding their sister (+1)
  • Drink from the well outside the Riverside Teahouse while the illusion is still intact (+1)
  • If Astarion is not in your party, tell Gandrel that Astarion is under your protection (+1)
    • Further in dialogue, refuse to help the hunter find your camp (+1)

Dealing with Auntie Ethel:

  • Talking to Auntie Ethel and Mayrina, don't let Ethel steer the conversation away, and finally say that "This woman is clearly in trouble" (+1)
    • OR Tell Mayrina straightaway that Demir and Johl were killed (by you or Ethel) (+1)
  • When Auntie Ethel surrenders, order her to let Mayrina go (+1)
    • OR Say that the best solution is a dead hag (+1)
  • Reject Mayrina's locket as a reward for saving her (+1)
  • Resurrect Connor Vinderblad, and then give Mayrina the Bitter Divorce wand OR Leave keeping the wand to yourself (+1) (either option)
    • OR Attack Connor (+1)

Forest, Owlbear Nest and Blighted Village[edit | edit source]

Note: This scene appears only if Aradin has previously left the grove. Clerics of other deities have unique class-based lines but do not gain approval from Gale for using them

  • Convince the mother Owlbear to let you go without fighting (+1)
  • Spare the Owlbear Cub after killing the mother Owlbear (+1)

In the Blighted village:

  • Gain entrance to the village:
    • Through the southern gate - by Intimidating Intimidating the goblin guard (+1)
    • Through the eastern gate - by 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 (+1)
    • Untie Barcus Wroot off the windmill vane and tell him that he owes you nothing (+1)

Goblin Camp[edit | edit source]

At the outer camp:

  • Speak to Owlbear Cub via Speak with Animals Speak with Animals and suggest him to go to your camp (+1) (he will be with goblins if you spared him earlier in the cave)
    • Then speak to Krolla and convince her to let the cub go with you, using Persuasion Persuasion or illithid Wisdom Wisdom check (+1)
    • OR Start a tour of chicken-chasing and prompt the cub to run to the finish posts, using Speak with Animals Speak with Animals or Animal Handling Animal Handling (+1)
    • When Krolla tries to scam you after you won chicken-chasing, demand your gold back and also all of hers, using illithid powers (+1)
  • Convince Tracker Klagga to give you the Dwarf's Poem, using Persuasion Persuasion or Detect Thoughts Detect Thoughts (+1) (either option; Bard Bard and Dwarf Dwarf characters can also use Deception Deception)
  • Convince Booyahg Piddle to give you the book he's reading without using illithid powers (+1)
  • Tell Eight that you are sorry for the loss of his parents (+1)

Talking with Crusher:

  • Successfully use Detect Thoughts 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 Intimidation OR illithid powers (+1) (either option)
    • If initial Wisdom Wisdom illithid check failed, tell Crusher you'd sooner spit in his face (+1)
  • If Crusher starts a fight, make him kiss your foot after defeating him (+1)

In the Shattered Sanctum:

  • Pick a fight with Priestess Gut in her "private chapel" (+1)
  • Obey Dror Ragzlin's order to report to Minthara (+1)
  • Convince Minthara to spare Sazza, saying the latter didn't know who you were (+1)

Note: Sazza must be freed from the cage in Emerald Grove

  • Tell Minthara that Liam told you everything and pass the Deception check (+5)

Note: This option is available only if you spoke to Minthara before interrogating and freeing Liam

  • Provoke a fight with Minthara by any available option (+5)
  • Convince the spiders in the pit that goblins taste better than you (+1)
    • OR, Playing as a Lolth-Sworn Drow Lolth-Sworn Drow, pretend to be Lolth Lolth herself in disguise and egg them on goblins (+1)

In the Worg Pens:

  • Stop the goblin children from throwing stones at bear by any means (+1)
  • After freeing Halsin, agree to kill goblin leaders to save the grove (either with or without him in bear form) (+1)
    • If you first told Halsin to go to safety, tell him to come with you in a bear form (+2) (comes point by point, when you ask and when Halsin agrees)

Underdark and Grymforge[edit | edit source]

Note: Available only if you have found and read Letter from Amarith in the Arcane Tower

In Grymforge:

  • Tell Ward Magmar that he disgusts you (+1)
  • Convince Skickpit you're going to help him, then tell him to find a place to hide (+1)
  • Stand up for the deep gnome slaves when Nere, once freed, is going to kill them (+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)
  • Convince Convince the Deep Rothé to attack the duergar (+1)
  • After freeing the gnomes, bid Barcus Wroot farewell and good luck (+1)

The Risen Road[edit | edit source]

  • Side with Karlach when Wyll confronts her (+2)
  • Dealing with the dying hyena, kill her through class-based Druid Druid or Ranger Ranger options (+1) (either)
    • OR Use class-based Cleric Cleric or Paladin Paladin lines to successfully bless it (+1) (Not available for Evil Clerics and Oathbreakers Oathbreakers)
  • Agree to fight the gnolls to save Rugan (+1)
  • Save Rugan and convince convince him to sell his employer's wares (+1)
    • OR Intimidate Intimidate him to surrender the cargo (+1)
    • If you fail to intimidate intimidate Rugan, say you can harm him no less worse than gnolls would have (+1)
  • Order Flind to attack other gnolls instead of you (+1)
    • After the battle against gnolls, order Flind to off herself (+1)


Waukeen's Rest and Zhentarim Hideout[edit | edit source]

  • Agree to rescue Duke Ravengard when prompted by Counsellor Florrick (+1)
    • OR, Playing as a Paladin Paladin, swear on your Oath to do it (+1)
  • Save Benryn from the burning tavern (+1)
    • Find and return him the dowry (+1)
  • Successfully Intimidate Intimidate Salazon to let you into the hideout (+1)
    • OR, Playing as a Rogue Rogue, show him single-hand sign "profit" (+1)
  • Refuse to help Zarys find her people/missing shipment (+1)
  • If you have conspired with Rugan about the shipment, refuse to kill him on Zarys's order (+1)
    • Free Rugan, if he survived Zarys's torture and your fight against the other Zhentarim (+1)
  • Promise Oskar Fevras to speak to his captors (+1)
  • Purchase the artist from Brem for the initial price (+1)
    • Make Brem lower the price through Intimidation Intimidation or Persuasion Persuasion (+1)
    • OR Make him let Oskar go for free, using any check-based option (+1)
  • Give Oskar additional 200 gold after freeing him (+1)

Mountain Pass and Crèche Y'llek[edit | edit source]

  • Playing as a Githyanki Githyanki, tell Ellyka that githyanki patrol means nothing to you, thus getting her to stand down (+1)
    • OR, Being disguised disguised as a githyanki, tell her you're actually not OR Say that she is safe (+1)
  • Successfully pass the Deception Deception check to resolve the encounter with Kith'rak Voss peacefully (+1)

In the Classroom:

  • Persuade Sa'varsh Kethk to let Youth Varrl go from training (+1)
    • After resolving Varrl's fate, talk to Kethk again and call his "lessons"/his "demonstration" reprehensible (+1) (either option depending on the outcome)

In 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 OR That you'll raise it yourself (+1) (either option)
    • OR Use race-based option for a a Githyanki Githyanki (+1)

At the Captain's Quarters and Inquisitor's Chamber:

Note: Warlock Warlock characters have additional unique line to ask this. It grants an approval point from Gale, too, unlike the other class-based line later in this dialogue branch

  • Demand a reward, using class-based line for a Wizard Wizard or race-based line for a Githyanki Githyanki (+1) (either option)
  • Refuse Vlaakith's demand to enter the artefact OR say you're actually going to free the person inside (+1)


Campsite and Conversations[edit | edit source]

Raphael's Deal

  • When Raphael briefly takes you to the House of Hope, say that you need to think it over (+1)
  • Upon returning, ask Gale how to beat the devil in his own game (+1)

Camp interactions

  • At the very first long rest, when Gale says "Go to Hell" to you near the campfire, bid him good evening in return (+3)
  • When you find Gale feasting eyes on conjured image of Mystra Mystra, ask about her or say she's pretty, then successfully pass an Insight Insight check (+1)

Note: Does not bring approval to Cleric Cleric or Paladin Paladin characters

  • When Gale says that Mystra is all creation:
    • Playing as a Wizard Wizard, tell him there's no greater deity (+5)
    • Playing as a Cleric Cleric of Mystra, tell him that no other god comes close to her divinity (+5)
  • Agree when Gale suggests to help you experience the Weave (+5), and then imagine having a hearthy dinner with him (+2)
  • When Gale tells you about Tara, ask what else does he like about you (+5)
    • OR Say he's a wonderful friend (+2)
    • Then ask him whether he likes his belly rubbed (+5)
  • If Arabella died, and Kagha survived, Komira will try to poison and kill the druid at the celebration. Talk her out Talk her out of it (+1)

Romance

  • Agree when Gale suggests to help you experience the Weave (+5), and then imagine:
    • Sharing a kiss with him (+10) (starts romance)
    • Taking a romantic walk with him (+5) (starts romance)
  • If you failed any check throughout Gale's magic lesson, talk to him the next day and say you think about being alone with him again (+5)

Other companions and camp followers

  • Resurrect a companion with Withers's help (+5) (Works only the first time you do it)
  • Persuade Shadowheart to join you if you did not save her from the pod on the Nautiloid (+1)
  • At the very first long rest, talk to Shadowheart and tell her you agree to find a healer as soon as possible (+1)
  • When Shadowheart comes to the camp all not herself, succeed Perception Perception roll to detect a knife in her belt, and then persuade persuade her to have a rest at the camp (+2)

Note: This scene occurs only if you have missed all opportunities to recruit the cleric at the beginning of the game

  • On the next morning, suggest Shadowheart to join the party (+1)
  • When Lae'zel intends to kill everyone before turning into mind flayers, talk her out of it (+5)
    • OR Ask her to give you the knife to end her, then say you all still have time (+5)
  • When Lae'zel and Shadowheart have an argument over the Mysterious Artefact:
    • If any of them attacks another sneakily at night, persuade persuade them to stop (+2)
    • OR, Playing as a Half-Orc Half-Orc, intimidate intimidate them (+2)
  • When Astarion tries to bite you, either stake him or chase him off the camp. In the morning, tell others that bringing him to the camp was a mistake (+1)
  • Playing as Astarion origin, when Gale accuses you of vampirism, answer that you kept your secret because most people don't react as well as he did (+1)

Note: This dialogue will happen if you were noticed biting him or anyone other, including enemies

  • If you are recruiting Karlach after raiding the Emerald Grove, convince her it was a necessary decision (+1)
  • When Wyll confronts Karlach at the camp, use any line to convince him to spare Karlach (+1) (either option)
  • Tell Mizora she's not leaving your camp alive during her first appearance there (+1)
    • OR Tell Mizora not to lay a finger on Karlach (+1)
    • Playing as Karlach origin, ask Mizora why doesn't she f*ck off (+1)
  • When Kith'rak Voss wakes you up at the camp during long rest to discuss the Mysterious Artefact, encourage Lae'zel to trust him (+1)
    • OR Tell Lae'zel you have her back in any choice of hers (+1)
  • Pet Scratch when he comes to the camp (+1)
  • Feed the Owlbear Cub when it first comes to the camp (+1)
    • At the second appearing, successfully tend to the cub's paw (+1)
    • Pet the cub first time after he becomes a camp follower (+1)
    • Pet both animals when the Owlbear cub sees a nightmare (+1)
  • Having invited Barcus Wroot to your camp, promise him you will find his friend Wulbren at Moonrise Towers (+1)

Other conversations

  • After asking Gale about himself, try peering into his mind through Wisdom Wisdom check (-5), but then apologize and tell him you gave in to curiosity (+5)
  • After reviving Gale through his pouch, welcome him back (+1)
    • Then say he can tell you all about it when he is ready (+5)
    • OR Succeed a Perception Perception roll, and when he offers to give an answer to a single question, say you won't insist on it (+5)


Companion quest[edit | edit source]

  • Say you're gratified to hear he trusts you (+1)
  • Agree to quench his need for magic items to consume (+2)
  • Sacrifice a magic item to to sate his Arcane hunger (+10) (gained for each of three times he asks for an item)
  • After feeding him the third artefact, when he wants to tell you something, answer that he is among friends OR Say that you trust him (+1) (either option)

Act Two[edit | edit source]

Locations[edit | edit source]

Ruined Battlefield[edit | edit source]

If entering the Shadow-Cursed Lands from the Grymforge:

If entering the Shadow-Cursed Lands from the Rosymorn Monastery Trail:

  • Convince Kar'niss the drider not to attack you if you killed the convoy before summoning him, using Deception Deception OR Intimidation Intimidation (+1) (either option)
  • Traversing Shadow-Cursed Lands with the convoy, betray them and side with the ambushing Harpers (+1)
    • OR, If ambushing the convoy with the Harpers, start the dialogue with the drider and deceive deceive it into giving you the lantern (+1)

At the House in Deep Shadows:

  • Agree to play hide-and-seek with Oliver (+2) (one point for each round of the game)
  • Convince Oliver to reunite with Thaniel (+3)

When dealing with He Who Was:

  • Agree to find Madeline's Ledger for him (+1)
  • After ordering Madeline to hurt herself as Ben and Marc did (-1), stop her, saying she had done enough (+1)
    • OR Say her willing to hurt herself was enough (+1)
    • OR Accuse her of cowardice, using basic or unique Barbarian Barbarian, Bard Bard, Monk Monk lines (+1)
    • OR Say that it wasn't her fault, using basic or unique Bard Bard, Good Cleric Cleric or Monk Monk lines (+1)

Elsewhere:

  • Free Dolly Thrice from the Moonlantern carried by Kar'niss (+1)
  • After saving Rolan from the Shadows, tell him to shut up and be grateful (+1)
    • OR Use a class-based line for a Bard Bard, a Fighter Fighter or a Sorcerer Sorcerer (+1)
    • OR Ask him not to be hard on himself (+1)

Last Light Inn[edit | edit source]

  • Speaking to Jaheira inside the inn, refuse to drink spiked wine (+1)

Dealing with Isobel and Marcus:

  • If Marcus vouched for you at the entrance (in this case he will wait in Isobel's room):
    • Talk to him and say that his mission ends here OR Choose to attack him (+1) (either option)
    • OR Warn Isobel, revealing Marcus as a True Soul (+10)
  • If Marcus assaults the inn (happens if you gained entrance with Mol's help):
    • After speaking to Marcus telepathically, tell Isobel he is going to kidnap her (+10)
  • Playing as The Dark Urge The Dark Urge, tell Isobel that your blood orders you to kill her, then chase off the Urge, and finally choose any line to explain your behavior (+1) (available after the kidnap attempt AND if you haven't threatened her)

Talking to Counsellor Florrick:

  • Ask whether the Flaming Fist are just going to stay around (+1)
    • If Wyll is in the party, tell Florrick it's your business what had happened to him (+1)
    • OR, Playing as Wyll origin, say it was a devil deal that has gone terribly wrong (+1)

Talking to His Majesty via Speak with Animals 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 Ranger, say you do not seek his territory (+1)

Speaking to Cerys:

  • When she tell you about their misfortunes, say that she did the right thing (+1) (use basic line or unique for Cleric Cleric or Oathbreaker Paladin Oathbreaker Paladin)
  • Ask her what they are doing here and tell her not to lose hope to see others alive (+1) (starts the quest, if you don't have it already)

Talking to Alfira:

  • After Marcus's assault, when she asks whether they cannot trust anyone, answer with a unique line for a Half-Orc Half-Orc (+1)
  • Ask her about others, and then say that running was right call (+1)
  • When Alfira asks you how do you keep going, answer that you take one step at a time OR That danger is your life (+1) (either option)
  • Promise Alfira to find the surviving tieflings at the Moonrise Towers (+1) (starts the quest, if you don't have it already)
  • After rescuing the tieflings, speak to Alfira. When she asks how did you do it, answer that you were being a hero (+1)
    • Take the reward from Alfira for rescuing the tieflings (+1)

Note: Works if Lakrissa died. If she survived, talking to any of them starts the same cutscene, but the last two options do not gain approval

Speaking with Bex and Danis:

  • Before trying to save captured refugees:
    • Promise Bex to find Danis, using any of two basic options or Paladin Paladin or Cleric Cleric lines (+1) (starts the quest, if you don't have it already)
  • If Danis survived and reunited with Bex:
    • Smile and then say it's wonderful to see them together OR Mention that it is all thanks to you (+1) (either option)
    • When Bex asks why you helped, answer that you did it because they were in trouble (+1) (Cleric Cleric characters have unique line here)

Dealing with Rolan, Cal and Lia:

  • Speaking to drunken Rolan before trying to save captured refugees:
    • Promise to rescue them if they are alive OR Say that it is your responsibility to bring them back (+1) (either option; starts the quest, if you don't have it already)
    • OR, Playing as a Sorcerer Sorcerer, use a class-based line (+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 saving attempt, tell Rolan that you wanted to save everyone, but couldn't (+1)
  • If both siblings survived:
    • After they thank you, ask Rolan whether he has something to add (+1)
  • If Rolan died in battle with Shadows, tell either Cal or Lia that he died as he lived - stupidly (+1)

Talking to Ide after drunken Rolan has snapped on her:

  • Say you're sorry, and then add that he is more immature than she is (+1)
    • OR Call Rolan a grump, and when Ide complains he called her a "ragged little devil", tell her next time call him one back (+1)
  • When Ide shows you the book she means to keep for Rolan, convince her to give it to you, using Deception Deception or Persuasion Persuasion (+1) (either option)

Dealing with Raphael and Mol:

  • Suggest Mol to follow Gale's advice in the game of lanceboard (+1) (available if Gale is in the party)
  • Help Mol win the game against Raphael using the Sleight of Hand Sleight of Hand, Bard Bard, Monk Monk, or Wizard Wizard options (+1) (can be added to previous approval point)
    • After Mol wins, tell Raphael to stay away from her (+1)

Note: This line appears only if Astarion is not in the party, otherwise Raphael will turn the talk to the spawn's scars

Elsewhere in the inn:


Reithwin Town[edit | edit source]

At the Reithwin Tollhouse:

Note: Requires sequentive DC 18 and then DC 21 rolls on various skills, dialogue lines include class-based options

In the House of Healing:

  • Convince Malus Thorm to order his sisters to hone their blades on each other (+1)
    • Then persuade Malus Thorm to operate on himself (+1)
  • OR Convince Malus Thorm to take the place of his patient and submit to sisters' curing (+1) (comes one point by another subsequently).

At the cemetery:

  • Agree to help Arabella find her parents (+1)
    • Then offer Arabella shelter at your camp (+1)
  • OR, If you've already found Locke and Komira's bodies, tell Arabella they are dead and succeed Persuasion Persuasion or Intimidation Intimidation roll to take her to your camp (+1)

Note: The Dark Urge The Dark Urge characters have unique line and Persuasion Persuasion option only)

At The Waning Moon:

  • Safely drink with Thisobald Thorm (rolling Constitution Constitution, either general or class-based lines) (+1)(gains approval after first and second rounds)
    • OR successfully imitate drinking (rolling Sleight of Hand Sleight of Hand) (+1) (gains approval only in the first round)
  • Successfully entertain the brewer with your stories (through Performance Performance roll) (+1) (gains approval each time)

Note: If Performance Performance roll failed, successful subsequent Deception Deception roll earns a point of approval, nonetheless

  • By any means make Thisobald Thorm drink his "elixir" three times in a row, thus leading him to burst (+1)


Moonrise Towers[edit | edit source]

Talking to Disciple Z'rell after Ketheric's trial:

  • If you killed the goblins, distract Z'rell with your "yearning for Gale" (+1) Available only if you're romancing the wizard
  • If you spared the goblins, explain explain that they are more useful alive (+1)

At the Moonrise Towers Prison:

  • When approach Minthara being tortured:
    • Succeed the DC 18 Wisdom check to reach out to Minthara's mind, tell her to play along, and then convince Jasin and Sumera that you have broken her (+1)
  • 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)
  • convince convince the Warden about being Balthazar's closest confidante (+1)
    • Then try to bribe her (+1), and when she takes the money and does nothing, say that you should have see it coming (+1)
    • OR, Playing as a Rogue Rogue, say it was so well-played that you are not even mad (+1)
    • OR Refuse to bribe her (+1)
  • Promise Lia or Lakrissa to help the tieflings escape (+1) (either of them; convincing Lakrissa requires a Persuasion Persuasion or an Intimidation Intimidation roll)
  • Tell Wulbren that Barcus Wroot sent you, OR Use any of check-based options (+1)
    • If the party found themselves in a cell, accept Wulbren's offer to break out together (+1)
  • Provide Wulbren with any tool capable of destroying a wall (+1)
  • When Wulbren, once freed, takes the boat and sails off without the party, let him go OR Use class-based lines for a Paladin Paladin or a Good Cleric Cleric (+1) (either option)

Elsewhere in Moonrise Towers:

  • Convince Astarion to bite Araj Oblodra by any means OR Order him directly to do it (+1) (either option)
  • Meeting Squire in Ketheric's room, tame it by any means, then reach out to pet her (without Speak with Animals Speak with Animals)(+1)
  • If Gale has crafted a Shadow Lantern in Balthazar's secret room, tell him that you need all the power to win against the Absolute (+1)

Final fight at the Moonrise:

Note: These lines require first DC 21 Intimidation check or DC 18 Persuasion check and any of subsequent DC 30 checks, OR a DC 10 Persuasion check if you have found and read Melodia's Letter to Ketheric

  • When Nightsong intervenes, tell her to stand down, because Ketheric has surrendered (+1)


Gauntlet of Shar[edit | edit source]

Dealing with Yurgir and his retinue:

Near Pedestal of Reckoning:

  • When Shadowheart speaks of her need to go through the Shar's trials, answer that this is a distraction OR Say that you are actually here to gain Ketheric's trust (+1) (either option)

Dealing with Balthazar in his outpost:

  • Agree to clear the way for the necromancer, and then persuade him to assign Flesh to your help (+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) (Makes Balthazar and his minions hostile; gives approval even if Gale is not in the party)

In the Shadowfell:

  • Before the Verge of Shadows tell Shadowheart that you don't care about the Spear of Night, then confirm it (+1) (Shadowheart turns hostile to the party)
    • OR Choose to attack her (+1)
  • If you have defeated Balthazar:
    • Free Aylin (+1)
    • If Shadowheart is in the party, tell her that she should spare Aylin because the aasimar may know something about her (+1)
    • OR, Playing as Shadowheart origin, spare Aylin yourself (+1)
  • If Balthazar is present and not hostile to the party:
    • Tell him to leave, or he is a dead man (+1)
    • OR, PLaying as a Good or Neutral Cleric Cleric, choose to attack him (+1)


Mind Flayer Colony[edit | edit source]

In the Necrotic Laboratory:

Note: This option is available only if you helped the necromancer reach the Nightsong and let him take her to Ketheric


After the final fight with Apostle of Myrkul[edit | edit source]

Talking to Halsin:

  • If you still haven't helped to lift the curse, promise to find Thaniel's cursed half (i.e. Oliver) (+1)
  • If you eliminated the curse, ask Halsin to join you (+1)

Talking to Alfira:

  • Playing as a Bard Bard, agree to play together a show for the tiefling kids (+1)
    • OR Prompt her to play for them alone (+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, apologize before Aylin (+1)
    • OR Tell her your betrayal was a strategic move (+1)

Speaking to Cerys:

  • Tell her you're glad they are safe, and mention that Zevlor did his best (+1)
    • OR Say they are better off without Zevlor (+1)
  • Tell Cerys that other will look up to her (+1)
  • Say you couldn't have done it without Jaheira's help (+1)
    • Then ask her not to speak ill of the dead (i.e. Zevlor) (+1)
    • OR Say "Good riddance" (+1)
  • Tell her the Nightsong is the real hero (+1)
  • Say people get paid for doing jobs, and when she answers that she has no money, say you were joking (+1) (Rogue Rogue characters have 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:
    • Assure Ide or Umi that Mol is somewhere safe (+1) (either of them)
    • Tell Mattis that Mol will already be at Baldur's Gate when they arrive (+1)
  • OR Tell Mattis you will look forward to see him in the city (+1)

Talking to others:

  • Thank Art Cullagh for his help (+1)
  • Recruit Jaheira into the party (either joining you now or waiting at the camp) (+1)


Campsite and Conversations[edit | edit source]

  • Tell Arabella that her parents are dead (+1) (Bard Bard, Monk Monk, Cleric Cleric (basic) and Cleric Cleric of Kelemvor Kelemvor characters have unique line here)
    • Then tell Arabella that she'll feel better in time OR Say that her parents would be proud of her (+1) (either option)
  • During the stargazing scene (not in romance), agree to stay with him a while (+5)
  • After sharing a night of stargazing with him (not in romance), talk to Gale in the morning and say that the feeling of friendship is mutual (+1)
    • OR Choose the line "Any time" (+1)
  • Playing as Astarion origin, when Gale accuses you of vampirism, answer that you kept your secret because most people don't react as well as he did (+1)

Note: This dialogue happens if the player character is noticed while biting someone or if the player character has not revealed their nature to anyone throughout Act One, if it was not triggered earlier

Romance

  • After several fights in Shadow-Cursed Lands, Gale will prompt a dialogue and hint that fighting along you stoke the fires in him. Ask back what is he saying exactly (+1)
  • During the stargazing cutscene, when Gale confesses of loving you, answer you love him too, OR Choose to lean and kiss him (+5) (either option)
    • Agree to spend a night with him (either take his proposal or insist on having it your way) (+5)
  • After sleeping with Gale, on the next morning, tell him it was wonderful (+5)
    • OR Tell it was fine, and when he gets upset, say you were teasing him (+5)
  • If you move on to partnered stage of relationship with Gale along with any other companion, choose to continue with him, and tell him you have an eye for quality (+1)
    • OR Say that he is the most brilliant person here (+1)

Companion quest[edit | edit source]

  • Talking to Elminster Aumar in your camp, ask him why are you facing threats alone if even the gods know (+1)

Act Three[edit | edit source]

Locations[edit | edit source]

Rivington[edit | edit source]

Talking to Yenna, offer her help:

  • Give some coin OR some food (+1) (either option, giving food available for all characters except Druid Druid)
    • OR Suggest to find a guard for her (+1) (available for all characters except Cleric Cleric)
    • OR Use class-based line for a Cleric Cleric, a Druid Druid or a Ranger Ranger(+1) (either option)

Note: For Ranger Ranger characters, offering Yenna either food or coin after using class-based line brings (+1) more points


Circus of the Last Days
At the entrance:

  • Convince Klaus to let you in, bribing him, using Persuasion Persuasion, Intimidation Intimidation, or any class-based option except pretending to be a friend of Gortash's (+1)
    • OR, Playing as an Archfey Warlock Archfey Warlock, first say that you never pass up a faerie mischief (+1)
    • OR, Playing as The Dark Urge The Dark Urge, say you used to be a murderer (+1)
  • Tell Zara the mummy 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 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: ★ "Red apple" or ★ "Roast onion" (+1) (either option)
  • Second question: ★ "Balcony in Waterdeep" (+2)
  • Third question: ★ "World would be better with him dead" (+2)

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 Druid, say they both are magnificent (+1)

Dealing with Popper the kobold trader:

Note: Class-based Deception Deception lines for Wizard Wizard, Warlock Warlock or Sorcerer Sorcerer do not give approval [Needs Verification]

  • Playing as a Paladin Paladin or a Cleric 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:

  • Break the lock on the displacer beast's cage (+1) (works either with or without Speak with Animals Speak 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 Bard Bard, interrupt him with your own pun (+1)
  • Volunteer any companion to the stage as Dribbles's assistant, except Gale himself (+1)
    • Then insist on your choice and cheer them (+1) (including unique lines for Minthara and Jaheira)
  • If going on stage yourself, suggest any available explanation on why you're special, except "something about my brain" and unique line for The Dark Urge The Dark Urge (+1)

Talking to Lucretious:

  • When she's training up skeletons, 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)
    • Then say that Dribbles is probably dead now (+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

  • Offer Sister Yannis help with investigating the double murder and proving Brilgor's innocence (+1)
  • Talk to Brother Bill and Brother Clements and say that their god would be proud of Father Lorgan (+1)
    • OR, Playing as a Monk Monk, say that offering alms to those in need is a sign of a noble soul (+1)
  • Agree to bear Monk Manifestation's curse and withstand its madness (+3)
    • OR Refuse to bear the madness curse instilled by Monk Manifestation (+1) (starts a fight with crypt corpses)
  • On the temple roof, having Gale in the party, ask him to tell Tara to stop eating the carrier pigeons (+1)


Around the Requisitioned Barn

Note: Available only if tiefling kids survived in previous Acts

  • When Fist Rowan asks you to give him "one good reason", answer "Barn" (+1)

Note: Available only if Orin is not impersonating Rowan


The Sword Coast Couriers


Elsewhere in Rivington

Note: Available only if Orin is not impersonating the Thug


Dealing with Orin's guises

  • 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 Urge The Dark Urge, tell her that mindless slaughter is not the answer (+1)

Note: Whatever choices while speaking with Orin under Gyldro Angleiron guise, strangely, do not bring any Approval/Disapproval from Gale


Wyrm's Crossing[edit | edit source]

  • 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 Fraygo's Flophouse, tell Adventurer Drim that the word "adventurer" means nothing anymore (+1)
  • At Carm's Garm, 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

Sharess' Caress

  • When trying to hire both Sorn Orlith and Nym Orlith, say you're not interested in their offer, if Gale is not comfortable (+2)

Note: This option appears only if you're partnered with the wizard

  • Agree to invite Halsin, too, if the druid is in the party, or refuse to do it (+1) (either option)
  • If you've taken Raphael's deal, tell Gale you only said what the devil wanted to hear (+1)
  • Speaking to Valeria, propose a toast to ADVENTURE! (+1)

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 Find out that Reynash needs gold, and then give him 300 gold to take the ferry (+1)

Speaking to Manip Bakshi:

  • Successfully use Detect Thoughts 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)
    • Then ask him not to be hard on Reynash (+1)
  • OR 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 Druid, say that there's nothing natural about them (+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 The 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)
  • Tell Gortash that you have no interest in this sham of a coronation (+1)
  • After killing Orin, speak to Gortash and surrender two your Netherstones to him, then fight when he attacks afterwards (+1)

Talking to Duke Ravengard after the coronation:

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

In The Wyrmway:

  • In the Chamber of Strategy, ask Gale for an advice on how to solve the Lanceboard puzzle (+1)


Lower City[edit | edit source]

Basilisk Gate Barracks

  • Ask Fist Murphy why is he 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-Orc Half-Orc or a Drow Drow (+1) (either option)
    • OR Use class-based lines for a Barbarian Barbarian or a Monk Monk (+1) (either option)

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

  • Playing as a Fighter 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)
    • OR Advise her to double their shifts and dock their pay (+1)
    • OR Ask her to let it slide, just for once (+1)
  • At the gallows, ask Fist 'Edge' Arensen 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)
  • 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)
    • OR Tell Lora it wasn't very responsible to take a kid to a tavern (+1)
  • Promise to help Lora find her daughter (+1) (Paladin Paladin characters have unique line here)
  • 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)
    • Then ask him 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 (+2)
    • OR, Playing as a Rogue Rogue or a Fighter Fighter, 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, Playing as a Half-Orc Half-Orc, say Lora acted out of fear and anger (+1)
  • Refuse to take the money from the hag killing Lora (+1) (Devotion Paladin Devotion Paladin characters have unique line here)
  • 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 OR Say you'll leave now (+1) (either option)
  • If you have already killed Lora, tell Ethel to thank you OR Say you don't like being used (+1) (either option)
  • When Ethel offers to become an ally in your crusade, agree to have a deal (+1) (Oathbreaker Paladin Oathbreaker Paladin characters have unique line here)
    • OR Decline her deal, choosing either "Not a chance" or "Time to die" lines (+1) (either option)
    • OR Use class-based line for a Paladin Paladin or a Warlock Warlock (+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 Insight Insight check, then tell Svend that Siggy loves him (+1) (Bard Bard characters have unique line here)
    • OR Persuade Persuade Svend he should leave the city at the first chance (+1)
    • OR Use a class-based or race-based line for a Monk Monk, a Rogue Rogue or a Halfling Halfling (+1)
    • OR Choose to stay out of their debate (+1)

Other patrons of the tavern:


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)
  • After the Hag Survivors attacked the party, tell Hydrangea Wubb that all you care about is killing the hag (+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

Dealing with hexed Mayrina:

  • Using Speak with Animals Speak with Animals, Tell Mayrina you are here to help her OR Call her condition hilarious (+1) (either option)
  • Without Speak with Animals Speak with Animals, ask her how did she get herself turned into a sheep (+1)
  • 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 Druid Druid, a Fighter Fighter, a Ranger Ranger, a Rogue Rogue or an Ancients Paladin Ancients Paladin (+1) (either option)
    • OR, Playing as The Dark Urge The Dark Urge, say that true cruelty rules with fear alone (+1)
    • OR Ask him to tell the hag you're coming for her (+1) (Not available for Fighter Fighter 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 Paladin Devotion Paladin characters have unique line here)
  • Tell Hydrangea Wubb she coudn't have known him in disguise (+1)
    • OR Say they need to do a better job protecting Mayrina (+1)
  • Tell Kled that they are safe now (+1)
    • OR Say the dragonborn was only pretending to be a friend (+1)
    • OR Say that Mayrina can be very annoying (+1)
  • Tell Adrielle 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 (+1) (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:

  • Persuade Persuade 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)
    • OR Say you prefer thank-yous of a coin variety (+1)
  • When Mayrina asks you whether you have saved Vanra, answer that of course you did it (+1)
  • Playing as a Ranger Ranger or a Druid Druid, tell either Mayrina or Kled that you killed a perversion of everything natural (+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)


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: The latter option 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 Devil's Fee

  • Persuade Persuade Helsik to give you first piece of information for free (+1)
  • Playing as The Dark Urge The Dark Urge, when Helsik asks whether you remember the Crown of Karsus, answer your wizard has spoken of little else of late (+1)


The Elfsong Tavern

  • Convince Alan Alyth to lower the room price or to rent you it for free, using class-based line for a Barbarian Barbarian, a Bard Bard, a Sorcerer Sorcerer, a Rogue Rogue or a Wizard Wizard (+1) (either option requiring various skill checks with DC from 18 to 20)

Talking to Lakrissa and Alfira:

  • In the hall, remind Lakrissa her 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 Alfira and Lakrissa on the tavern's roof, say the two of them 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)
    • Playing as a Barbarian Barbarian, say "Laugh. Now" to the listeners (+1)
  • In the second round, use any joke (+1) (either option)
  • In the third round, joke about "A cleric and ham" (+1)

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)
  • When Dez tells you about the job offered to his son by Three-Piece, answer with a unique line for a Half-Orc Half-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, successfully deceive deceive Devella, pretending to be a trainee of Camber Fosrick [2] (+1)
  • Playing as The Dark Urge The 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 with a class-based line for a Barbarian Barbarian or a Monk Monk (+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)


Elerrathin's Home

  • Talking to Jaheira's children (within automated dialogue), tell Rion to listen to her mother (+1)
    • OR Say you are all going to die (+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


Golbraith's Cellar

  • Ask Golbraith Stredivas whether his son needs any help (+1) (Duergar Duergar characters have unique line here)
  • 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 Barbarian Barbarian, a Cleric Cleric, a Fighter Fighter, a Ranger Ranger or a Wizard Wizard, or a race-based line for a Drow Drow (+1) (either option)


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

  • Intimidate Intimidate him into surrendering the loot to you (+1)
  • Say "Thank goodness, you can keep it", and then:
    • Convince Convince him the treasure is cursed (+1)
    • Say the crate was promised for Nine-Fingers, then convince convince him to pay the fee for not breaking his snout (+1)
  • Ask whether he was buried here, and then pay him the "fee" he demands (+1)
    • OR, Playing as a Dragonborn Dragonborn, set to leave, then say you and he are practically kin (+1)

Dealing with Nina Dortmell and Mortarch Gracie Scyre:

  • Speaking with Nina for the first time, ask who she wants to raise, then help her by any means or by using any available class-based options (+2)
  • Report Nina's attempts to Mortarch Gracie Scyre (+1)
    • Then advise the girl to practice for a decade, then try again (+1)

Talking to Ulkov Sully:

Talking to Gothric Rillyn:

  • Playing as a Rogue Rogue, tell him he should have learned the signs of a dangerous mark (+1)
    • OR, If you have already recruited Minsc, say you'll tell the Stone Lord how Gothric called him (+1)


Grey Harbour Docks

  • Convince Captain Sleam to take aboard the whole Brislen family via Intimidation Intimidation, Persuasion Persuasion, or simply paying the sum they're lacking (+1)
  • When you come across the mob preparing to execute Volo, ask Churg Elvek what is the evidence of his crimes (+1)

Talking to Big Huido:


The Heapside Prison

  • Talking to Skittle via Speak with Animals Speak 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
Talking to the Archivist:

  • If you have signed the contract with Raphael, tell the Archivist you'll leave once you have the paper (+1) (Requires DC 25 Persuasion check)
  • If you rejected Raphael's deal, tell the Archivist you want to admire the craftsmanship of the Orphic Hammer (+1) (Requires DC 25 Deception check)
    • OR Say you could save the world with it (+1) (Requires DC 25 Persuasion check)
  • Playing as Karlach origin, tell the Archivist you represent your Mistress Zariel (+1)
  • Successfully pretend to be Zariel's High Inquisitor, if you found out their name while speaking to Hope's spirit or through Detect Thoughts Detect Thoughts (+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 Wisdom Wisdom or Performance Performance check to resist the incubus and choose to fight your way out
  • OR Refuse to vow your body after the incubus asks for it

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

Other interactions:

  • Speak to Hope after freeing her from her chains (+1)
  • Upon trying to escape the House, ask Raphael to let you leave (+1)


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


Society of Brilliance Lodge

  • Sell Havkelaag the Githyanki Egg OR Donate it for free (+1) (either option)
  • Tell Blurg to stick to reading books, as a safer thing (+1) (Available to all characters except Ranger Ranger)

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 previous Acts

  • 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 for a Githyanki Githyanki characters, and a DC 25 Persuasion check for all others

  • OR Successfully use Detect Thoughts Detect 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 Barbarian Barbarian or a Warlock Warlock (+1) (Either option requires DC 20 Persuasion check and brings equal approval)


Lower City Sewers

Note: Available if you did not save Oskar from the Zhentarim Hideout in Act One


The Sorcerous Sundries
Talking to Aradin near the entrance:

  • Successfully deceive deceive him, saying you haven't found the Nightsong (+1)
  • If you let slip to Aradin that you've found the Nightsong, tell him that she's immortal and tough (+1)
    • OR Deceive Deceive or intimidate intimidate Aradin to make him stop pursuing the Nightsong (+1) (Good, Neutral and Evil Cleric Cleric characters have unique line here)
    • OR, Playing as a Monk Monk, persuade persuade 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 Convince Convince Lorroakan that Aylin is dead (+1) (Wizard Wizard, Warlock Warlock and Sorcerer Sorcerer characters have unique line here)
    • OR Use a class-based line for a Bard Bard or a Sorcerer Sorcerer 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 him that one more word about catching Aylin will be his last (+1)

In 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 Wizard Wizard)


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

  • Succeed a Religion Religion 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)

Note: Requires DC 18 Intimidation check or 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 Intimidation Intimidation or Persuasion Persuasion (+1) (either option)

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

Note: According to game files, a Vengeance Paladin Vengeance Paladin character roll Persuasion Persuasion instead of Intimidation Intimidation

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

Note: A Deep Gnome Deep Gnome, a Good Cleric Cleric, a Devotion Paladin Devotion Paladin have unique lines here and roll DC 18 Persuasion check instead of basic one. Deep Gnome Deep Gnome characters roll Performance Performance instead of Persuasion Persuasion

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) (This option is not available for Barbarian Barbarian and Monk Monk characters)
    • OR, Playing as a Monk Monk, say you wish her soul the stillness of a calmed ocean (+1)
    • OR, Playing as a Cleric Cleric, 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

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 Perception Perception 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 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 (+1)

Note: These options are available to The Dark Urge The 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

  • After meeting Tara on the temple roof, ask Gale about his last name, then say that you like "Gale Dekarios" more (+1)
    • OR Say you see why he loves Tara, then agree to date him in Waterdeep some time after (+1)

Note: Both options are available if Gale was in the party while meeting Tara

  • After rescuing Gale from Orin, ask him if he was hurt by Orin OR Tell him that she made a grave mistake kidnapping him (+1)

Romance

  • After speaking to Mystra, in the long rest cutscene, say you have always believed in him and always will
    • OR Say he is more than magic to you
    • OR Say he deserves you and a lot more besides
    • OR Say you're here to support him whatever he wants

Note: Either of these options brings equal (+10) approval

  • Then agree to stay with him in the boat for a while (+10)
  • After the romantic scene in the boat, talk to Gale in the morning and say you haven't thought of anything else since (+1)
    • Then, if you convinced him not to reforge the Crown, ask how could you think less of him (+1)

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 Mizora offers Wyll to rearrange their pact, convince Wyll to pledge his soul eternally so that his father would live (or was brought back if he died) (+1)
    • OR Tell Mizora to break the pact immediately, not waiting six months (+1)

Note: The latter option is available if you convinced Mizora to let Wyll go in the Mind Flayer Colony

  • When Vlaakith emerges at the camp as a projection, convince Lae'zel to reject her once and for all (+1)
  • When Jaheira scolds Minsc after his recruitment, tell her that she could have lost the trail of the cult (+1)


Companion Quest[edit | edit source]

  • Tell him that going to Sorcerous Sundries sounds like an excellent idea (+1)
  • Prompt Gale to read The Annals of Karsus OR Give the book to him (+1) (either option)
  • Tell Gale that you won't stand in his way OR Say that reforging the Crown of Karsus sounds promising (+5) (Wizard Wizard characters and Shadowheart origin (Sharran) have unique lines here)
    • OR Convince him not to seek the Crown and reassure him that he can still be a great wizard without it (+1)
  • When Elminster comes to the camp, tell him about your plans to reforge the Crown, then say that Gale will succeed where Karsus failed (+1)
  • Discussing with Gale Mystra's call, say she is scared of him (+1)

After Gale speaks with Mystra at Stormshore Tabernacle:

  • Assure Gale you will find a cure for him (i.e. without the Crown) OR say he is a great man with or without the orb (+2) (either option)
  • Say he makes it all sound easy, then add you thought him a more ambitious man (+2)
  • Tell him you like the sound of him able to control the Karsite orb (+1)
    • Then say you share his attitude towards moral issues OR Prompt him to take the power, morals be damned (+1) (either option)
    • OR Remind him of the orb, then agree that it was drawn to him as to a powerful wizard (+1)
  • OR Say it has to be his decision (+1)

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. A fictional detective who appeared in a series of books and short stories written by a Cormyrian scribe Lodevin Parkar. More about him can be found at Camber Fosrick on the Forgotten Realms Wiki