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Jaheira/Approval

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Jaheira values decisiveness, honesty and bravery, and respect for the chain of command (as long as the player character's actions are in phase with her own understanding of good and evil). Holding a high position among the Harpers, Jaheira also appreciates discretion, thoughfulness, and calculated risk (unless involving those close to her heart). It is important for her to follow through on everything she says and does, and she keeps long memories of her past, ready to recognize any vice should it sprout again in a new form. Finally, she appreciates snarky jokes, even at her own expense, and approves of good deeds no matter how small.

As Jaheira has been involved closely in fighting the cult of Bhaal Bhaal for much of her past, she is quick to notice and loath any of its current manifests, interactions, as well as any connections to it around her that might surface along the way. She appreciates those who reject the cult and act against it.

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



For more information about the approval system, see Approval.

Act Two[edit | edit source]

Locations[edit | edit source]

Mind Flayer Colony[edit | edit source]

In the Necrotic Laboratory:

At the Morgue:

  • If Us survived the Nautiloid and you already freed it, when Chop speaks to you, 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)

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

Speaking to Jaheira:

  • Say that she seems to enjoy herself, then tell you're having the time of your life, too (+1)
  • Agree to have her in the party (either joining you now or waiting at the camp) (+1)

Speaking to Minthara:

  • When Minthara tells you she is going to kill Orin and seize the cult leadership, answer that eradicating the Elder Brain may be wiser (+1)
    • OR Declare you will be the saviours of Baldur's Gate, and then say that her vision of the future is shaped by violence (+1)
    • OR Say that her idea is madness, and you need to eradicate the cult and the brain (+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 (+2) (either option, giving food available for all characters except Druid Druid)
    • OR Suggest to find a guard for her (+2) (available for all characters except Cleric Cleric)
    • OR Use class-based line for a Cleric Cleric, a Druid Druid or a Ranger Ranger(+2) (either option)

Note: For Ranger Ranger characters, offering Yenna either food or coin after using class-based line brings (+2) more points


Angleiron's Cellar

  • Agree to Wulbren's proposal to blow up the Steel Watch Foundry and take the Runepowder Bomb (+1) (Druid Druid, Rogue Rogue and Sorcerer Sorcerer characters have unique line here)
    • OR Tell him that you'll take the bomb but use it only as a last resort (+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 (+2)


Circus of the Last Days
At the entrance:

  • Convince Klaus to let you in, bribing him, using Persuasion Persuasion, Intimidation Intimidation, Deception Deception 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've used to be a murderer (+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 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)

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 displacer beast's cage (+1) (works 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 Jaheira herself (+1)
    • Then insist on your choice and cheer them (+1) (including herself and unique line for Minthara)
  • 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:

  • After defeating false Dribbles, tell her that killing clowns is a rare treat (+1)
  • When Lucretious asks you to find real Dribbles, answer that you are expensive (+1)
  • When you deliver her Dribbles's remains, say it was pleasure to meet her (+1)


The Open Hand Temple

  • Offer Sister Yannis help with investigating the double murder and proving Brilgor's innocence (+1)
  • Agree to bear Monk Manifestation's curse and 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 the Requisitioned Barn

Note: Available only if tiefling kids survived in previous Acts


The Sword Coast Couriers


Elsewhere in Rivington

  • Tell Tinker Nayzeem that the way people treat refugees is terrible (+1)
  • Playing as a Baldurian character, tell Saer Grotpoll that his own accent is Rivingtonian (+1)
  • Playing as a Ranger Ranger, tell Fortuno Dibbs to relax, because dogs are sensitive to emotions (+1)
  • Try and help the Dying Stone Lord Thug. (+1)
    • OR, Playing as a Druid Druid, apply a natural salve to his wound (+1)

Note: These options are available only if Orin is not impersonating the Thug

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 line here)
    • OR, Playing as The Dark Urge The Dark Urge, tell her you do all you can to keep your loved ones safe from your blade (+1)
  • If Orin is impersonating Fist Rowan, tell her that one can't just kill innocent people (+1)

Note: This line 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)

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 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

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

In the Danthelon's Dancing Axe:

  • When speaking to Geraldus and Chelvin, succeed an Insight Insight check and then:
    • Expose the doppelgangers before Jaheira (+2)
    • OR Wait for Jaheira's signal OR Ask Jaheira what does "Selûne's Tears" codeword mean (+2) (either option)
    • OR Successfully probe Jaheira's thoughts for directions (+5)
    • OR Attack Chelvin and other false Harpers straightaway (+2)
    • OR, Playing as a Sorcerer, choose class-based dialogue option (+2)
  • Speaking to Geraldus after the fight, stand to him, telling Jaheira:
    • That the choice to live or die must be his only (+10)
    • OR That it was her fault, while Geraldus lived to warn her (+10)


Wyrm's Rock Fortress[edit | edit source]

At the Flaming Fist quarters:

  • 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

  • Find out that Reynash needs gold, and then:
    • Tell him to get a grip (+1)
    • OR 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 stealing (+1) (requires a DC 10 Persuasion check if you have spotted Reynash's lockpick or a DC 15 Persuasion check if you didn't)
    • Then 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)
    • OR, 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 (+2)
    • 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 (+2)

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

  • OR Ask Ravengard whether he knows that he is infected jaheira approves +2
  • As a Baldurian character, ask what has happened to the city's great hero (+1)

In the Wyrm's Rock Prison:

  • 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

Lower City[edit | edit source]

Basilisk Gate Barracks

  • Ask Fist Murphy why he is standing on one leg, and then:
    • Outrage at him for stealing from people he is supposed to protect (+1)
    • OR Use race-based lines for a Half-Orc Half-Orc or a Drow Drow, or unique option for 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)
  • Ask Fist 'Edge' Arensen at the gallows why don't he wait with threats until you commit a crime (+1)
    • OR Say a big guy like him makes an easy target (+1)
    • Tell him you'll stay out of trouble (+1)
  • Talking to Fist Miller after Florrick had been executed, say she didn't deserve to die (+1)
    • OR Say it's a cruel way of talking about her (+1)
  • Ask Thrastle Muria whether everyone in her neighbourhood is as friendly as she is (+1)
    • OR Say that you are no builder but still are handy with a hammer (+1)

Speaking to Liara Portyr and Lora Bergauz:

  • Tell Lora to calm down and let Liara alone (+1)
    • Then call Liara a typical Fist who never listens (+1)
    • OR Tell Lora it wasn't very responsible to take a kid to a tavern (+2)
  • 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)
    • 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)
    • OR Say 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 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 Use unique line for a Half-Orc Half-Orc or a Vengeance Paladin Vengeance Paladin (+1) (either option)
  • Refuse to take the money from the hag for 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 (+1)
  • 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 you to become an ally in your crusade, decline her deal, choosing either "Not a chance" or "Time to die" lines (+1) (either option)
    • OR Use unique line for a Warlock Warlock or a Paladin Paladin (+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 a race-based line for a Monk Monk, a Rogue Rogue or a Halfling Halfling (+1) (either option)
    • 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)

Dealing with hexed Mayrina:

  • Using Speak with Animals Speak with Animals, 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 a class-based option 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) (The option is not available for the Fighter Fighter characters)

After removing the hex and killing Jatlo:

  • Speaking to Mayrina, ask her how is 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 the spy in disguise (+1)
    • OR Say they need to do a better job protecting Mayrina (+1)

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

  • Tell Kled that they are safe now (+1)
    • OR Say the dragonborn was only pretending to be a friend (+1)
  • Tell Adrielle to get out there and kill the hag, not act like cowards (+1)
    • OR Say that hags and their agents are liars and cheats (+1)
    • OR Call her actions moronic and say she endangered everyone (+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)
  • 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) (either option)
  • Tell Adrielle that the hag is finally dead, thanks to you (+1)

At Lora's House:

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


The Counting House

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


The Crimson Draughts

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

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


The Devil's Fee

  • Persuade Persuade Helsik to give you first piece of information for free (+1)
  • Bargain with Helsik to provide you a free passage in to the House of Hope in exchange for a "souvenir" (+1) (Rogue Rogue characters have unique line here)


The Elfsong Tavern

  • Convince Alan Alyth to lower the room price or to rent you it for free, using class-based lines 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 tavern hall, 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:
    • Playing as a Barbarian Barbarian, say "Laugh. Now" to the listeners (+1)
  • In the second round, joke about "Vampires" OR Joke about "Sleeping with a dragonborn" (+1) (either option)
  • In the third round, joke about "A cleric and ham" (+1)

Talking to Dez Kanshaw:

  • Tell him 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, use class-based answer for a Drow Drow or a Half-Orc Half-Orc (+1) (either option)

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)
  • When Devella asks you to warn the targets, agree (+1)
    • OR Say that Flaming Fists should be protecting not only the patriars (+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)

Talking to Doora Thumbfoot:

  • Ask her what's her "good cause" (+1) (Bard Bard and Rogue Rogue characters have unique line here)
    • Then agree to buy the necklace from her (+1)
    • OR Give her some money and tell to keep the necklace, too (+2)

Other interactions:

  • Playing as a Monk Monk, tell Enforcer Skoona it is she who decides her fate, no one else (+1)
  • Tell Dame Guisarme that the Flaming Fist are good only to handling riots (+1)


Elerrathin's Home

  • Talking to Jaheira's children (within automated dialogue), tell Rion to listen to her mother (+1)
  • Speaking to Rion for the second time (not automated dialogue), tell her that refugees behind the wall need protection (+5)

Note: Both these options require having Jaheira in your party


The Facemaker's Boutique

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

Talking to Devella Fountainhead:

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

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


Golbraith's Cellar

  • Ask Golbraith Stredivas whether his son needs any help (+1) (Unique line for Duergar Duergar)
  • 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 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:

  • Ask what he was doing in your father's grave (+1) (Requires a DC 25 Deception check)
  • Intimidate Intimidate him into surrendering the loot to you (+1)
  • Say "Thank goodness, you can keep it", and then:
    • Use Deception Deception to convince him the treasure is cursed (+1)
    • Say the crate was promised for Nine-Fingers, then use Intimidation Intimidation to convince him to pay the fee for not breaking his snout (+1)
  • Pay him the "fee" he demands (+1)
    • OR, Playing as a Dragonborn Dragonborn, 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) (Unique line for Monk Monk character)
  • Report Nina's attempts to Mortarch Gracie Scyre (+1)
    • Then tell Nina the Mortarch is right (+1)

Talking to Ulkov Sully:

Speaking 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

Talking to Big Huido:

  • Succeessfully deceive deceive him and pretend to be a representative of The Guild (+1) (Bard Bard and Rogue Rogue characters have unique line here)

At the Iron Throne:


The Guildhall

  • When confronting Roah Moonglow or Friol, tell them that Minsc of Rashemen always knows the right thing to do (+10)
    • OR Declare that you side with the Guild (+5)
  • After defeating the Zhentarim, convince Minsc to make peace with Nine-Fingers, using any skill-based check (+10) (requires having him in the party)


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

Speaking to Hope or to her spirit:

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

In the Boudoir

  • Provoke the fight with Haarlep (+1) by any 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 the DC 25 Constitution check line at the previous step of the dialogue does not give approval. Additional unique lines for Astarion origin


The Society of Brilliance Lodge

Talking to Ptaris:
Note: These options are available only if you have sold the Githyanki Egg from the Creche Y'llek to Lady Esther in 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 a DC 20 Persuasion check for 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 a DC 20 Persuasion check and brings equal approval)


Lower City Sewers


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 her, say she is immortal and tough (+1)
    • OR Deceive Deceive or intimidate intimidate Aradin to make him stop pursuing the Nightsong (+1) (Good, Neutral or 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 common 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 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)

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) (Requires a 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)

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 for all others

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

Note: Deep Gnome Deep Gnome, Good Cleric Cleric, or Devotion Paladin Devotion Paladin characters have unique lines here and a DC 18 Ability check instead of the normal 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) (Not available for Barbarian Barbarian, Cleric Cleric and Monk Monk characters)
    • OR, Playing as a Monk Monk, say you wish Holli's 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

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

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

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

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

  • Succeed a passive 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 Murder Tribunal

  • Tell Sarevok Anchev you were actually deciding who should get to kill him (+5)
    • OR, if either Jaheira or Minsc or both are in the party, ask either of them (or both) whether they would like to kill the old man, or if the player character should do it themselves (+5)
  • Being judged, tell Sarevok that you didn't kill this person, but you will kill him instead (+5)
  • After becoming an Unholy Assassin, tell Echo of Amelyssan that killing is merely a tool (+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 (+10)

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

  • Ask Jaheira why she is following you, then say her experience could be an asset OR Tease her, saying "Try to keep up, old one" (+2)
  • Ask her about her past experience with the Dead Three and say "Please. You're only one of those things." (+3)
  • Talking to Jaheira about illithids, call yourself "a parasite, puppeting this body" OR Say that your mind is still your own (+3) (either option)
  • When Jaheira greets you with "The cub speaks", call her back a crow (+2)
  • Playing as Astarion origin, if you chose not to ascend, discuss it with Jaheira (+5)
  • Playing as The Dark Urge The Dark Urge, when Jaheira (and possibly, Minsc) comes to you at night to guard your actions, ask her what you must do (i.e. to avoid the other Bhaalspawn's fate) (+5)
  • After Orin reveals herself as a shapeshifter, talk to Jaheira and say Orin want you all to go paranoid (+1) (Requires Nature Nature check)
  • After Gortash's ordaining, discuss it with Jaheira and choose any line (+5) (either option)

Note: The set of available options will differ depending on whether you made an alliance with Gortash or not

    • If you defeated Gortash at the ceremony, talk about it to Jaheira (+5)
  • After visiting Elerrathin's Home, talk to Jaheira about her family and choose any answer except "having little faith i in chances of victory" (+3)
    • Ask her about Khalid and tell her that "It sounds like he had true strength" (+5)

Other companions and camp followers

  • After Aylin leaves to meet and fight Lorroakan, tell Isobel that you’re going to help the aasimar (+1)
  • Speaking to Jaheira about Karlach after defeating Gortash, say that Karlach needs friends to cure her, then choose any line except simply leaving (+5)
  • When Vlaakith emerges at the camp as a projection, convince Lae'zel to reject her once and for all (+1)

Note: Requires a DC 18 Perception check or DC 18 Intimidation check, or a DC 18 Wisdom check if you have successfully read read Vlaakith’s mind)

Companion quest[edit | edit source]

  • After the fight in Danthelon's Dancing Axe, agree to Jaheira's proposal to find Minsc (+2)
    • OR, Playing as Karlach origin, tell Jaheira she had been an idol of yours for years (+5)
  • In the Guildhall, talking to Nine-Fingers Keene for the first time, choose any line except letting Jaheira speak (+2) (either option)
    • When Nine-Fingers refuses to call off her ambush, choose any answer except attacking her (+2) (either option)
  • Make Tut Thistlebog reveal the location of the ambush against the Stone Lord (+2)
  • Convince Uktar to give you a hint about the Stone Lord (+2)
  • After speaking with Nine-Fingers about the ambush in the Counting House, Jaheira will tell you that Minsc was petrified for a century. Ask how could it be, then choose any line except "you abandoned him" (+3)
  • After encounter with false "Jaheira" in the Counting House, tell her to stop sulking OR Say that now you just have to find Minsc (+3)
    • OR Say she's tired because she is ancient (+5)

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.