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Halsin/Approval
Overview | Approval | Disapproval | Banter | Location Remarks | Romance |
Halsin is devoted to protect nature order in any possible way.
Halsin approves any choices that help and defend any living being, considering them a part of nature. He also approves of showing compassion and mercy for those in need. However, should nature protection demand a battle, Halsin is not above avoiding it, and appreciates fighting in the name of justice.
The story and dialogue choices listed on this page raise Halsin's approval.
The entries on this page are brought in accordance to the in-game dialogue files as of Patch 7. There are multiple reasons for some approval entries to not work on any particular game installation, from modding to bugs to simply having max approval already. |
For more information about the approval system, see Approval.
Act Two[edit | edit source]
Locations[edit | edit source]
Crèche Y'llek[edit | edit source]
- If Lae'zel is using the zaith'isk, during the first phase convince her that the device kills instead of curing (+1)
Note: To do this, succeed a passive DC 14 Perception check, then succeed a
DC 30 Wisdom check,
DC 30 Persuasion check or
DC 30 History check (the latter for only)
Ruined Battlefield[edit | edit source]
If entering the Shadow-Cursed Lands from Grymforge:
- Playing as a , a , a , a , a , a or an , use a class-based answer when Harper Lassandra orders you to come closer (+1)
- When the Shadows warp Harper Yonas, tell Harper Meygan, "Move. I'll take care of this." (+1)
- OR Prepare to fight, using basic or unique , , , or an option ( +1)
- OR, Playing as , choose to try and save them instead of abandoning them ( +1)
If entering the Shadow-Cursed Lands from the Rosymorn Monastery Trail:
- Convince the cowardly hyena in the convoy that it doesn't belong to goblins and should leave them. (+1) (requires sequentive check and then or check)
- Traversing Shadow-Cursed Lands with the convoy, betray them and side with the ambushing Harpers (+1)
At the House in Deep Shadows:
- Tell Oliver you know who he really is (+1)
- Let Halsin persuade Oliver (+10) (Comes (+5) points when you ask Halsin and (+5) more after he succeeds)
- Convince Oliver to reunite with Thaniel (+40)
Note: If Halsin is in the party while talking to Oliver, it will gain (+5) additional points of approval
When dealing with He Who Was:
- Agree to find Madeline's Ledger for He Who Was (+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 , , lines ( +1)
- OR Say that it wasn't her fault, using basic or unique , Good or lines ( +1)
Elsewhere:
- After saving Rolan from the Shadows, tell him not to be hard on himself for trying to save his family (+1)
- OR, Playing as a , a , a , a or a , use a class-based option ( +1)
Last Light Inn[edit | edit source]
Speaking to Jaheira:
- When talking to Jaheira inside the inn, drink the spiked wine (+1)
- If you have talked to Marcus already and know his mission, try to convince Jaheira that he is a spy (+1)
Dealing with Isobel and Marcus:
- If Marcus vouched for you at the entrance (in this case he will wait in Isobel's room):
- Tell him that his mission ends here OR Choose to attack him (+1) (either option)
- OR Speak to Isobel and warn her, 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, explain to Isobel that he is going to kidnap her (+10)
- Playing as :
- 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)
Talking to His Majesty via :
- Say you only wanted to admire him close (+1), and then indeed choose to quietly admire him (+1)
- OR, Playing as a , say you do not seek his territory ( +1)
Speaking to Cerys:
- When she tells you about their misfortunes, say that she did the right thing (+1) (use basic line or unique for or )
- Ask her what they are doing here, and then 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:
- Playing as a , tell her to use her anger ( +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)
- OR Use a class-based line for a , a , a , a , or a ( +1)
- OR Use a race-based line for a , a or a ( +1)
- 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
- Before trying to save captured refugees:
- Promise Bex to find Danis, using any of two basic options or or 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)
- When Bex asks why you helped, answer that you did it because they were in trouble (+1) ( 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) (starts the quest, if you don't have it already)
- OR, Playing as a , 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 rescue 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 ( +1)
- After Mol wins the game of lanceboard against Raphael, tell him to stay away from Mol (+1)
Note: This line appears only if Astarion is not in the party, otherwise Raphael will turn the talk to the spawn's scars
- Then tell Raphael to leave you alone (+1)
Elsewhere in the inn:
- When Manip Vidor says you are meant to be heading towards Moonrise, answer "doing your job, you mean" (+1)
- Pay Mattis extra gold for the Tower-Shaped Key (+1)
- Talk to Harper Meygan mourning Yonas and give her his sword (if you looted his body) (+1)
- Talking to the Strange Ox via , call him a rare breed ( +1)
- Playing as , curb your yearn to tear the ox apart ( +1)
Reithwin Town[edit | edit source]
At the Reithwin Tollhouse
- Convince Gerringothe Thorm to end herself by any available option (+1) 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 (+2) (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 or roll to take her to your camp ( +1) ( characters have unique line and option only)
- Safely drink with Thisobald Thorm (rolling , either general or class-based lines) ( +1)(gains approval after first and second rounds)
- OR successfully imitate drinking (rolling ) ( +1) (gains approval only in the first round)
- Successfully entertain the brewer with your stories (through roll) ( +1) (gains approval each time)
Note: If roll failed, successful subsequent 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]
At the Moonrise Towers Prison:
- Speaking to the Warden for the first time, tell her that her face is bland, too (+1)
- the Warden of being Balthazar's closest confidante, and then:
- Try to bribe her, and when she takes the money and does nothing, say that you should have see it coming (+1)
- OR, Playing as a , 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 or an 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 (+1)
- If the jailbreak was successful and your participation went unnoticed, tell the Warden it was you who snuck the prisoners (+1)
Elsewhere in Moonrise Towers:
- Sever the connection between Linsella and Barnabus (+1)
- Meeting Squire in Ketheric's room, tame it by any means, then reach out to pet her (without ) ( +1)
- OR Ask if it would be all right to give her a scratch (using ) ( +1)
Final fight at the Moonrise:
- If you haven't come to Last Light Inn at all, before final fight for Moonrise Towers tell Jaheira you are a friend (+1)
- At the Moonrise Towers Rooftop, tell Ketheric Thorm that you can help, OR that it isn't too late, OR to come quietly (+1) (either option)
Note: These lines require DC 21 Intimidation check or
DC 18 Persuasion check and any of subsequent DC 30 checks first, OR a
DC 10 Persuasion check if you have found and read Melodia's Letter to Ketheric
- 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:
- Speak to Nessa via and her that her love to the orthon is caused by dosed meat ( +1) (Available if the party have investigated the dead spider or detected thoughts of the Hoarding Merregon)
- Without , pass the
DC 16 Animal Handling check and give the beast a scratch behind the ears (+1)
- Speak to Yurgir again, ask him about Nessa, then say it is wrong to treat her like this (+1)
Dealing with Lyrthindor:
- After killing any three rats in the temple, speak with any other rat:
- Using , bargain their lives for a treasure ( +5)
- Without , choose to hold your hands up in peace ( +5)
Near Pedestal of Reckoning:
- When Shadowheart speaks of her need to go through the Shar's trials:
- Answer that this is a distraction OR that you are actually here to gain Ketheric's trust (+1)
- OR, Playing as a worshipper, say you have no intention of letting her prove her fanaticism ( +1)
Dealing with Balthazar in his outpost:
- Speaking to Balthazar through Reconstituted Duellist, tell it to leave, because you don't answer to a pile of bones (+1)
- OR, Playing as a , say you do not blunder ( +1)
- OR, Playing as Shadowheart origin, say you belong in this place far more than some bone pile (+1)
- Agree to clear the way for the necromancer, and then:
- Having Mother Dearest in your inventory, ask Balthazar what happened to his mother. Then, tell him you took the urn, and finally agree to return it (+1)
- Refuse to help the necromancer and choose to attack him (+1)
- OR, Playing as a (except ), say you will smite him where he stands ( +1)
In the Shadowfell:
- Before the Verge of Shadows, tell Shadowheart you don't care about the Spear of Night, then confirm it (+1) (Shadowheart turns hostile to the party)
- OR Choose to attack Shadowheart (+1)
- If you have the spear, tell Shadowheart to find a new purpose for herself, then provoke a fight with 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 , choose to attack him ( +1)
Mind Flayer Colony[edit | edit source]
- In the Necrotic Laboratory, talking to the Fresh Mind via the Slack-Skinned Head, wish them good night (+1)
At the Morgue:
- Speak to Chop and ask why not to send him to all other butchered victims (+1)
- If Us survived the Nautiloid and is kept in the cage, free it. When Chop objects, order him to stand aside or die (+1)
- If you killed Us, when Chop speaks to you, answer that you will send him to join it (+1)
- In the Tadpoling Centre, choose to release pod captives (+1)
After the final fight with Apostle of Myrkul[edit | edit source]
Talking to Alfira:
- Playing as a , 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 died, apologize before Aylin (+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) ( 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)
- OR 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)
Speaking to others:
- If you still haven't helped to lift the curse, Promise Halsin to find Thaniel's cursed half (i.e. Oliver) (+10)
- Thank Art Cullagh for his help (+1)
- Recruit Jaheira (either joining you now or waiting at the camp) (+1)
Campsite and Conversations[edit | edit source]
Camp interactions
- After Halsin finds Thaniel, ask him what happens once the curse is lifted, then say you wished he joined your party earlier (+1)
- After recruiting Halsin, tell him you don’t know him properly, then say you're sorry for the loss of his family (+1)
- Then ask him to tell you anything nobody would even think to ask, then thank him for sharing (+1)
- When he asks back for something about you, tell him a fact of yours (+1)
Note: Basic Tav's line runs about "fear of krakens", but any other origin AND a custom character have their unique option. characters do not gain any approval here
Other companions and camp followers
- Playing as Shadowheart origin, if it is still not known about your worshipping , confess to Halsin and succeed the roll ( +5)
If Halsin's approval rate is < 30, a DC 10 Charisma check is needed. If the rate is < 20, successful roll brings only (+1) approval
- Tell Arabella that her parents are dead (+1) (, , (basic) and of characters have unique line here)
- Then tell Arabella that she'll feel better in time OR that her parents would be proud of her (+1) (either option)
- Talk to Thaniel after defeating Ketheric Thorm and say "I'm glad I could help." or "My work is done here, I think." (+20)
Act Three[edit | edit source]
Locations[edit | edit source]
Rivington[edit | edit source]
Talking to Yenna, offer her help:
- Give some coin (+1)
- OR Suggest to find a guard for her (+1) (available for all characters except )
- OR Use class-based line for a or a ( +1)
Note: Giving Yenna food does not bring approval from Halsin. For characters, offering Yenna coin after using class-based line brings ( +1) more points
- Refuse to take Runepowder Bomb from Wulbren, but promise you'll destroy the Steel Watch Foundry your way (+1)
- OR Say that the real enemy is Gortash, not the Gondians (+1)
- OR Suggest to contact the Gondians first, so that they might see reason (+1)
- OR, If Barcus Wroot is nearby and butts in, agree and say it sounds like a mass murder (+1)
Circus of the Last Days
At the entrance:
- Convince Klaus to let you in, using or on any class-based option except pretending to be a friend of Gortash's ( +1)
- OR, Playing as , say you used to be a murderer ( +1)
- OR, Playing as an , first say that you never pass up a faerie mischief ( +1)
- Tell Zara the mummy that you don't understand her, 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 , 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: ★ "Bear form" (+1), OR ★ "Restless and roaming" (+2)
- Second question: ★ "Saving Thaniel"(+1), OR ★ "Protecting the grove" (+2)
- Third question: ★ "Choosing a fanatic" (+1), OR ★ "Allowing the curse thrive" (+1)
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 OR Note that she's a lot bigger than himself (+1) (either option)
- OR, Playing as a , say they both are magnificent ( +1)
Dealing with Popper the kobold trader:
- Grab Dribbles's hand from his counter, and then:
- him to give you the hand for free ( +1)
- him to let you go with the hand ( +1)
- Use to make him lower the price ( +1)
Note: Class-based lines for , or do not give approval [ Needs Verification]
- Playing as a or a , 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 )
- 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)
Watching Dribbles's show:
- Say "What a corny joke." (+1)
- OR, Playing as a , interrupt him with your own pun ( +1)
- Volunteer any companion to the stage as Dribbles's assistant, except Halsin himself (+1)
- Then insist on your choice and cheer them (+1) (including Halsin or 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 ( +1)
- If playing as a , say you're special for your transformation ability ( +2)
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 you deliver her Dribbles's remains, say it was pleasure to meet her (+1)
- OR Ask whether she is hiring personnel (+1)
- 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 , 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 the carrier pigeons (+1)
- OR, Playing as Gale origin, tell Tara that other aviary in the city is much better (+1)
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
- OR, Playing as a , say it's unnerving to see a city as big as a great forest ( +1)
- Donate some gold to Manip Nestor (+1)
- Make a compliment to the pig inside the barn (+1) (works with or without )
- Report to Commander Lightfeather that his soldiers fought to the last feather OR Say that you've found the enemy and pigeons fought bravely against it (+1) (formulation varies depending on whether you have met Tara on the Open Hand Temple roof or not)
- Playing as a , tell Mar'hyah that Scratch is not a "property" (+1)
- Make Angry Mar'hyah to let you keep Scratch, using , or class-based , or options ( +1)
- Then force Mar'hyah to leave the kennels via or ( +1)
Elsewhere in Rivington:
- Playing as a , tell Fortuno Dibbs to relax, because dogs are sensitive to emotions (+1)
- Using , call Biscotti a good dog (+1) (works only the first time you speak to him)
- Playing as a , threaten Arfur Gregorio to raze his mansion and reclaim the land for nature (+1)
- Playing as a Baldurian character, tell Saer Grotpoll that his own accent is Rivingtonian (+1)
- Tell Tinker Nayzeem that the way people treat refugees is terrible (+1)
- Try and help Dying Stone Lord Thug (+1)
- OR, Playing as a , apply a natural salve to his wound ( +1)
Note: These options are available only if Orin is not impersonating the Thug
- Playing as a , in the Abandoned Windmill basement yell "WAKE UP, SQUIDFACE!" at the newborn mind flayer (+1)
- Playing as Astarion origin, at the Gur Camp tell Ulma you will do what you can for her tribe's children (+1)
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 here)
- OR, Playing as , 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 , 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, then say you'll stay with him until the end (+1)
- OR Say you'll make it quick (+1)
- OR, Playing as , resist the urge to torment him ( +1)
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 The Velveteen Elixir, talking to Stylin' Horst, choose lines about "heady top notes" OR "burning rothé shit" (+1) (either option)
- Tell Adventurer Drim that the word "adventurer" doesn't mean anything anymore (+1)
- Playing as Astarion origin, drag Pale Petras into the sunlight, then choose to let him go (+1)
At Carm's Garm:
- When Naaber pretends to be a dog, choose the line"Correct. But nobody likes Naaber" (+1)
- OR, Playing as a , tell Naaber that dogs understand the true meaning of life ( +1)
- When Naaber 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
At Sharess' Caress:
- When trying to hire both Sorn Orlith and Nym Orlith:
- Agree to invite Halsin to their 'foursome' offer, too, if the druid is in the party (+1)
- Decline their offer and choose to proceed with only one of the twins (+1) (if you're partnered with Halsin)
- Choose to proceed with one of the twins when any other partner declines their offer (+1) (if you're partnered with any other companion)
- 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]
- Get access into Wyrm's Rock Fortress (+1) by either of following options:
- Showing the Admission Pass obtained from Arfur Gregorio
- Showing Lower City Pass obtained from Valeria
- Using Nashkellan's report (can be stolen from the Sword Coast Couriers)
- Bribing Blaze Elin
- Passing any of class-based checks
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
- Give Reynash 300 gold to take the ferry (+1)
Speaking to Manip Bakshi:
- Successfully use on him and pretend to be a new recruit ( +1)
- 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 the Steel Watchers will eventually turn on everyone (+1)
- OR, playing as a , 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
- Agree to become allies with Gortash and slay Orin (+1)
- OR 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)
- As a Baldurian character, ask what has happened to the city's great hero (+1)
In the Wyrm's Rock Prison:
- 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]
- 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 option for a or a , or class-based option for a ( +1) (either option)
Note: For Baldurian characters, the initial line will run about "Blaze Portyr's infamous punishments"
- Playing as a , 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 Tell 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)
- OR Promise to 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) ( characters have unique line here)
- If you already know that Vanra died, tell this to Lora, then say you did your best (+1)
Talking to Bosun Gannet:
- When he instructs you about the tavern rules, 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 or a , ask whether a little knife caused such trouble ( +1)
- When looking for a decision, propose to talk to Lora and calm her down OR Suggest to pay Lora off (+1) (either option)
- OR Say you want to get to the bottom to the story of a missing child (+1)
- OR, Playing as a , say Lora acted out of fear and anger ( +1)
- When the hag offers you money for killing Lora, refuse to do the dirty work for her (+1) ( 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, 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 let her go in exchange of being an ally in your crusade, decline her deal, choosing either "Not a chance" or "Time to die" lines (+1) (either option)
- OR Use a class-based line for a or a ( +1) (either option)
- Ask whether Svend is really worried about a date when the army of the Absolute can attack any moment (+1)
- OR Succeed a passive check, then tell Svend that Siggy loves him ( +1) ( characters have unique line here)
- OR Svend he should leave the city at the first chance ( +1)
- OR Use a class-based or race-based line for a , a or a ( +1) (either option)
- OR Choose to stay out of their debate (+1)
Other patrons:
- Warn Nesha Leesha about the serial killer, then use to insist on it ( +1)
- OR Say you've probably mistaken her for someone else (+1)
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 , tell Mayrina you are here to help her ( +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 class-based option for a , a , a , a or an ( +1)
- OR, Playing as , 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 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) ( 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 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 killed Auntie Ethel:
- 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 or a , tell either Mayrina or Kled that you killed a perversion of everything natural ( +1)
- 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)
- Tell Albert that Sparky is doing a great job running (+1)
- OR, Playing as a , say that Sparky is just doing what dogs do ( +1)
- If you are partnered with Astarion and he is in the party, refuse Araj Oblodra's invitation to come in, saying you saw how Araj made him feel (+1)
- 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
- Near Crimson Draughts, give Strange Beggar Sacrum any amount of gold (+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 Elfsong Tavern
- Convince Alan Alyth to lower the room price or to rent you it for free, using class-based lines for a , a , a , a or a ( +1) (either option requiring 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 , say "Laugh. Now" to the listeners ( +1)
- In the second round, use any joke (+1) (either option)
- OR the public ( +1) (Requires successful
DC 20 Intimidation check)
- OR the public ( +1) (Requires successful
- In the third round, joke about the Dead Three OR Joke about "A cleric and ham"(+1) (either option)
- OR the public ( +1) (Requires successful
DC 25 Intimidation check)
- OR the public ( +1) (Requires successful
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 a race-based line for a or a ( +1) (either option)
- When Dez tells you about the job offered to his son by Three-Piece, use class-based answer for a ( +1)
Speaking to Devella Fountainhead on the site of Duke Stelmane's murder:
- 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)
- OR Say that Flaming Fists should be protecting not only the patriars (+1)
- Playing as , 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 or a ( +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)
- Speaking to Jaheira's children (automated dialogue), when Rion asks whether you all are doomed, say "Not in this lifetime" (+1)
- OR Say that the fight with the cult won't be easy (+1)
- Speaking to Rion for the second time (not automated dialogue), tell her that refugees behind the wall need protection (+2)
Note: All these options require having Jaheira in your party
- Interrupt Dolor when he's about to kill Figaro Pennygood, saying "Stop right there!", using any of class-based lines or unique line ( +1)
Talking to Devella Fountainhead:
- Propose to investigate the cult for her (+1)
- OR, Playing as , 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
- Ask Golbraith Stredivas whether his son needs any help (+1) ( 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 class-based lines for a , a , a , a , a , or a race-based line for a ( +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 , tell her there's usually not much left once you're done with the body ( +1)
Dealing with Bugthimble at the "M.Kurwin" grave:
- Ask what he was doing in your father's grave (+1) (Requires
DC 25 Deception check)
- him into surrendering the loot to you ( +1)
- OR Use unique lines for a or a ( +1) (either option)
- Say "Thank goodness, you can keep it", and then:
- Use to convince him the treasure is cursed ( +1)
- Say the crate was promised for Nine-Fingers, then him to pay the fee for not breaking his snout ( +1)
- Pay him the "fee" he demands (+1)
- OR, Playing as a , 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) ( 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:
- Pay him for making a coffin for little Lily Fischer (+1)
- OR Convince him to make it for free and out of turn, using , or class-based lines for a , a Good , a or a characters ( +1)
Speaking to Gothric Rillyn:
- Playing as a , say 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)
- Convince Captain Sleam to take aboard the whole Brislen family via , , or simply paying the sum they're lacking ( +1)
Talking to Big Huido:
- Successfully him and pretend to be a representative of The Guild (+1) ( and characters have unique line here)
- OR him into surrendering the Guild shipment ( +1) ( and characters have unique line here)
- 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)
- At the Flymm Cargo, after returning from the Iron Throne, tell Allandra Grey you won't let her execute Redhammer (+1)
The Heapside Prison
- Talking to Skittle via , 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's 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)
Lady Jannath's Estate
If Oskar Fevras was not saved in Act One:
- Playing as , at the entrance ask Tarhun Mnemonis about icons depicting Bhaal, then tell him not to sell "this evil junk" (+1)
- Speaking with Sir Gorran Penghyst and Lord Delwaer Jeth, to sell the picture to another gullible fool ( +1)
- OR, Playing as a , tell them not to sacrifice their lives on a petty ground ( +1)
The Society of Brilliance Lodge
- Refuse to sell/donate the Githyanki Egg to Havkelaag (+1)
- Tell Blurg that bravery is no bad thing (+1)
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) (Requires
DC 20 Persuasion check for a characters, and a
DC 25 Persuasion check for all others)
- OR Successfully use on him and then say that it's his conscience that tells him to stop ( +1)
- OR Use a class-based line for a or a ( +1) (Either option requires
DC 20 Persuasion check and brings equal approval)
- Tell him he would be destroyed if you haven't saved him (+1) (Requires
- Talking to Lorna Esthelian, tell her that her date was a vampire (+1)
- In the Abandoned Cistern, convince the Emperor to extend its mental defences onto Minsc (+1)
- At the Guildhall, when confronting Roah Moonglow or Friol, tell them that Minsc of Rashemen always knows the right thing to do (+2)
- OR Declare that you side with the Guild (+1)
- After defeating the Zhentarim, convince Minsc to make peace with Nine-Fingers (+1)(requires having him in the party)
The Sorcerous Sundries
Talking to Aradin near the entrance:
- Successfully 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 is immortal and tough (+1)
- OR or Aradin to make him stop pursuing the Nightsong ( +1) (Good, Neutral or Evil characters have unique line here)
- OR, Playing as a , 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 to convince Lorroakan that Aylin is dead ( +1) (, and characters have common unique line here)
- OR Use a class-based line for a or a 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, say 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 )
The Steel Watch Foundry
If Tamia Holzt spots you in the Foundry:
- 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 or
DC 18 Persuasion check, depending on character class)
- OR Use any of class-based options to inspire Gondians to rebel (+1) (Requires
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 or ( +1)
Resolving the conflict between the Gondians and Ironhands after razing down the Foundry:
- Barcus Wroot to take leadership over the Clan Ironhand (+1) (, , Good and characters have unique lines here)
- OR Wulbren Bongle to walk away, using basic or any class-based option (+1)
Note: According to game files, a character roll instead of for all others
- Take Gondians' side and tell Wulbren you won't let hurt them (+1) (All Ironhands except Barcus Wroot become hostile)
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 that he'll make a great leader of the Clan Ironhand (+1) (either option)
- 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 and )
- OR, Playing as a , say you wish her soul the stillness of a calmed ocean. ( +1)
- OR, Playing as a , 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
- In Cazador's Dungeon, don't let Astarion finish the Rite of Profane Ascension once he has started it (+1)
- At the Chromatic Scale, playing as a , discuss with Thomas C. Quirkilious the benefits of using lute strings made of worg hair (+1)
- In the Cloister of Sombre Embrace, after defeating Viconia DeVir, tell her to go and vanish (+1)
Note: You need to knock her out in the battle to speak to her afterwards
- 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
- At Highberry's Home, donate some gold to Roger and Cora Highberry for their orphanage (+1)
- Outside The Singing Lute, give Manip Leythim a healing potion (+1)
- In the Stormshore Tabernacle, make an offering to , the Supreme Ranger ( +1)
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 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 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 reaching Rivington, speak to Halsin and agree that societies should be judged on how they treat their most vulnerable (+5)
- When Halsin tells you news from the grove, answer you're glad he stayed with you (+5)
- When Halsin shares with you his dreams of happy life for everyone, answer that maybe he will find the balance (+5)
- OR, Playing as a , say he speaks nothing but truths ( +5)
Other companions and camp followers
- 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 or
DC 18 Intimidation check, or
DC 18 Wisdom check if you have successfully Vlaakith’s mind)
- Tell Scratch you're glad that he's back where he belongs (after saving him from Angry Mar'hyah) (+1)
- After Aylin leaves to meet and fight Lorroakan, tell Isobel that you're going to help the aasimar (+1)