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Minsc/Approval

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Minsc favors direct approach to solving problems he encounters - the one he hacks through with a sword. Being ingenuous and somewhat naive, he is always ready to strike down the evil whenever and wherever it raises its head. Minsc appreciates good deeds and good fight, and especially likes it when the former means also engaging in the latter. He approves displays of heroism, but also settles for saving or helping the one in need by subterfuge or cunningness. Finally, Minsc values being loyal to one's friends - and being nice and respectful to his familiar, Boo Boo.

Being involved in fighting with the Bhaalspawn in his past, Minsc has strong feelings toward their current activities, especially after being tricked by the followers of the Bhaal God of Murder.

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



For more information about the approval system, see Approval.

Act Three[edit | edit source]

Locations[edit | edit source]

Rivington[note 1][edit | edit source]

Angleiron's Cellar


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 The Dark Urge The Dark Urge, say you used to be a murderer (+1)
    • OR, Playing as an Archfey Warlock Archfey Warlock, first say that you never pass up a faerie mischief (+1)
  • Tell Zara the mummy that you don't understand her, and then mime her grunting (+1)

Dealing with Akabi the djinni:

  • Tell him that he is VERY LOUD (+1)
  • Play the game and accuse the djinni of rigging the wheel (+1)
    • If successful, play again and try to distract Akabi, letting out a loud fart (+1)
    • OR, Playing as a 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:

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

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 Minsc himself and Astarion (+1)
    • Then insist on your choice and cheer them (+1) (including unique lines for Minthara and Jaheira)

Note: If you volunteer Astarion to the stage, you'll get (+2)  instead of  [+1]  each time

  • If going on stage yourself, suggest any available explanation on why you're special, except "something about my brain" and unique line for The Dark Urge The Dark Urge (+1)

Talking to Lucretious:

  • When she's training up skeletons (before fighting doppelgangers), tell her that she is being a little harsh (+1)
  • After defeating false Dribbles, tell her that killing clowns is a rare treat (+1)
  • When Lucretious asks you to find real Dribbles, answer that you are expensive (+1)
  • When you deliver her Dribbles's remains, say it was pleasure to meet her (+1)
    • OR Ask whether she is hiring personnel (+1)


Open Hand Temple

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


Around and inside the Requisitioned Barn

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

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

  • Talk to Fist Rowan outside the barn, and when he asks you to give him "one good reason", answer "Barn" (+1)

Note: This option is available only if Orin is not impersonating Rowan


The Sword Coast Couriers


Elsewhere in Rivington

  • Tell Tinker Nayzeem that the way people treat refugees is terrible. (+1)
  • Playing as a Ranger Ranger, tell Fortuno Dibbs to relax, because dogs are sensitive to emotions (+1)
  • Agree to chase refugees out from Arfur's Mansion for half-price, and punch Zenovia Dawg when she tries to extort full sum from you (+1) (requires failing Persuasion roll against her first)
  • Try to help the Dying Stone Lord Thug (+1)
    • OR, Playing as a Druid Druid, apply a natural salve to his wound (+1)

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

  • In the smugglers' cave, defeat Caïros and his thugs, and if Farlin survived, say you don't want gratitude from criminals (+1)
  • In the Abandoned Windmill basement, attack the newborn mind flayer (+1) (Works regardless you wake it first or not)
    • OR, Playing as a Barbarian Barbarian, yell "WAKE UP, SQUIDFACE!" (+1)
  • Playing as Astarion origin, at the Gur Camp tell Ulma you will do what you can for her tribe's children (+1)


Dealing with Orin's guises

  • If Orin is impersonating Gyldro Angleiron, tell her you would never kill someone you cared about (+1) (Karlach and Wyll origins have unique lines)
    • OR, Playing as The Dark 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 [note 1][edit | edit source]

  • 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

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


Wyrm's Rock Fortress[edit | edit source]

At the Flaming Fist barracks:

  • Convince the Flaming Fist quartermaster Arkleia Oloril to trade with you (+1)

When you spot Fist Reynash trying to open a chest:

  • Wake other guards (+1)

Note: Waking guards gains approval only after discovering by any available means that Reynash was stealing from others

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

Speaking to Manip Bakshi:

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

At the Audience Hall:

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

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

Talking to Duke Ravengard after the coronation:

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

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

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

In the Wyrm's Rock Prison:

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

Speaking to Liara Portyr and Lora Bergauz:

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


The Blushing Mermaid
Talking to Bosun Gannet:

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

Talking to the hag masking as Captain Grisly:

  • Inquire her about Vanra, and then ask how do you know she's not lying (+1)
    • OR, Playing as a 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)
  • When the hag offers you money for killing Lora, refuse to do the dirty work for her (+1) (Devotion Paladin Devotion Paladin characters have unique line here)
    • OR, Playing as a Rogue Rogue, agree to do it if she doubles the price (+1)
  • Agree to kill Lora for disguised hag, but then return and say you can't do it (+1)
    • OR Tell the hag you've changed your mind and she should surrender Vanra (+1)
  • After Auntie Ethel reveals herself and confesses that she actually ate Vanra, call her a monster, and then:
    • Tell her to surrender the child immediately. (+1)
  • If you have already killed Lora, tell Ethel to thank you (+1)
    • OR Say you don't like being used (+1)
  • When Ethel offers you to become an ally in your crusade, decline her deal, choosing either "Not a chance" or "Time to die" lines W(+1) (either option)
    • OR Use unique line for a 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 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:


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

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

Dealing with hexed Mayrina:

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

Speaking to Jatlo after you have removed his hex:

  • Tell him he has been charmed by hag (+1)
    • OR Use a class-based line for a 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:

  • 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 the spy in disguise (+1)
    • OR Say they need to do a better job protecting Mayrina (+1)

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

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

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

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

If you have killed Ethel:

  • 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)


Cazador's Dungeon


The Counting House

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


The Crimson Draughts

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

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


The Elfsong Tavern

  • Playing as a Barbarian Barbarian, a Bard Bard, a Sorcerer Sorcerer, a Rogue Rogue or a Wizard Wizard, convince Alan Alyth to lower the room price or to rent you it for free, using any available class-based option (+1) (Requires various skill checks with DC from 18 to 20)

Talking to Lakrissa and Alfira:

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

Speaking to Harvard Willoughby:

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

Talking to Dez Kanshaw:

  • Say he won't find courage on the bottom of a bottle OR Say he has enough left to buy a drink (+1) (either option)
    • OR Use the race-based line for a Halfling Halfling or a Half-Orc Half-Orc (+1) (either option)
  • When Dez tells you about the job offered to his son by Three-Piece, answer with a race-based line for a Half-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, playing as a Ranger Ranger, persuade persuade her to use your help (+1)
  • If you have found the list of targets, show it/tell about it, then promise to do your best to investigate the Bhaalists' trail (+1)
  • Agree to warn the targets for Devella (+1)
  • Playing as The Dark 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, using class-based lines 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)
  • Tell Dame Guisarme that the Flaming Fist are good only to handling riots (+1)


Elerrathin's Home

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

Note: All these options require having Jaheira in your party


The Facemaker's Boutique

  • Interrupt Dolor when he's about to kill Figaro Pennygood, saying "Stop right there!", using any of class-based lines or unique Half-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) (Duergar Duergar characters have unique line here)
    • OR Say that mind flayers are dangerous, and then add that you'll take it from here (+1)
    • OR Say that if his son is half a hunter as Golbraith himself, he'll be fine (+1)
    • OR Use a class-based line for a Barbarian Barbarian, a Cleric Cleric, a Fighter Fighter, a Ranger Ranger, a Wizard Wizard, or a race-based line for a Drow Drow (+1) (either option)


The Graveyard

Talking to Valmorba:

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

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

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

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

  • 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 intimidate intimidate 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) (Monk Monk characters have unique line here)
  • Report Nina's attempts to Mortarch Gracie Scyre (+1)
    • Then tell Nina the Mortarch is right (+1)

Talking to Ulkov Sully:


Grey Harbour Docks

Talking to Big Huido:


The Guildhall

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


The Heapside Prison

  • Talking to Skittle via Speak with 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 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 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


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


The Society of Brilliance Lodge

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

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

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


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) (Uniqie lines for Good, Neutral or Evil Cleric Cleric)
    • 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 Use Deception Deception to convince Lorroakan that Aylin is dead (+1) (Wizard Wizard, Warlock Warlock and Sorcerer Sorcerer characters have common unique line here)
    • OR, Playing as a Bard Bard or a Sorcerer Sorcerer, use a class-based line to mock Lorroakan over his plan (+1)

Facing Lorroakan along with Dame Aylin:

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

At the Sorcerous Vault:

  • Speaking to Yafeu once he's escaped the Peculiar lamp:
    • Demand to release your "master" or die (+1)
    • Ask him politely to release your companion now (+1) (Available to all characters except 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 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 DC 20 Persuasion check)

Note: Deep Gnome Deep Gnome, Good Cleric Cleric, Devotion Paladin Devotion Paladin characters have unique lines here and a DC 18 Ability 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) (Not available for Barbarian Barbarian, Cleric Cleric and Monk Monk)
    • 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 that you actually were deciding who should get to kill him (+5)
    • OR, If Jaheira and/or Minsc are in the party, ask any of them (or both) whether they would like to kill the old man, or you should do it yourself (+5)
  • Being judged, tell Sarevok that you didn't kill this person, but you will kill him instead (+5)

After becoming an Unholy Assassin:


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

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

Note: These options are available to The Dark 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

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

Note: The approval points here are granted irrespective of roll result. According to game files, Druid Druid characters roll Performance Performance instead of Persuasion Persuasion

  • 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)

Other companions and camp followers

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

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

Notes[edit | edit source]

  1. 1.0 1.1 At the entrance point into refugees' camp at Rivington, the automatically starting dialogue with Yenna has most part of approval points envisioned for Minsc, too. The same issue is with entering the Wyrm's Crossing for the first time. This might mean that initial ideas probably supposed his recruitment before entering Act Three, but were discarded later