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Minthara/Approval

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Minthara approves cruel attitude towards other beings and any choices aimed towards gaining more power.

Being a drow, Minthara has a highly hostile demeanor, considering pretty much everyone as inferior. As a scion of a noble House, she holds other drow characters in high regard, not hesitating to show all others their proper place. Also, Minthara prefers straight and harsh decisions to any subterfuge, and approves exerting revenge on everyone who wronged her. Finally, she appreciates any actions that might help her regain due respect and position within power structure of her homeland, Menzoberranzan.

As Minthara can only be recruited after being used and then sentenced to death by the Chosen of the Absolute, she considers the latters as her implacable foes. Hence, she approves any player's choices directed to defeating current leadership of the cult.

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



For more information about the approval system, see Approval.

Act Two[edit | edit source]

Locations[edit | edit source]

Crèche Y'llek[edit | edit source]

In the Infirmary:

  • 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 Githyanki Githyanki only)

In the Classroom:

  • Offer to fight Youth Varrl when Sa'varsh Kethk asks for a challenger, and then indeed kill him (+1)
    • OR, Playing as a Fighter Fighter, save Varrl by whatever means, and then tell him that his teacher obviously failed to instill discipline (+1)

Note: If you fight Varrl and leave him knocked out, dialogue treats him has unconscious indefinitely, even if he is shown sitting up after a Long Rest, therefore, these points cannot be gained

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

  • Tell Kith'rak Therezzyn that you have the Mysterious Artefact, then refuse to surrender it (+1) (provokes a fight with Therezzyn)
  • Ask Ch'r'ai W'wargaz how he knows so much about you (+1)
  • Ask W'wargaz what you'll get in return for surrendering the weapon (+1), and then:
    • Tell him you'll accept gold as a reward (+1)
    • Demand a reward, using class-based lines for a a Rogue Rogue, a Warlock Warlock, a Wizard Wizard or unique line for a Githyanki Githyanki (+1) (either option)

Note: Warlock Warlock characters have two different possibilities to gain an approval point here

Ruined Battlefield[edit | edit source]

If entering the Shadow-Cursed Lands from the Grymforge:

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

  • Order Warrior Gronag to fetch the bone, after he makes the same with the hyena (+1)
  • When Kar'niss the drider comes to take the convoy to Moonrise Towers, choose to attack it (straightaway or after speaking with it) (+1)
  • Convince the drider not to attack you if you killed the convoy before summoning him, using Deception Deception OR Intimidation Intimidation (+1) (either option)
  • Traversing Shadow-Cursed Lands with the convoy, protect them from Harpers, thus maintaining your cover as a True Soul (+1)
    • OR Side with the ambushing Harpers. Then, after defeating the convoy, tell the Harpers' leader you're going to kill them and keep the Moonlantern (+1)

Note: Taking this course immediately starts the fight with remaining Harpers. Works, too, if you managed to pick up the Moonlantern during the battle

  • If ambushing the convoy with the Harpers, start the dialogue with Kar'niss and deceive deceive it into giving you the lantern (+1)
    • Then use Deception Deception again and convince the drider to walk away into the shadows (+1)
    • OR, Starting the dialogue, reveal the ambush to the drider and turn yourself on Harpers (+1)
  • After defeating Harpers, convince the drider that you have infiltrated their ranks to gather information (+1)
    • OR, Playing as a Drow Drow, snap on it and call it abomination (+1)

When dealing with He Who Was:

  • Tell He Who Was you doubt that he is here for the goodness of his heart (+1)
  • Order Madeline to hurt herself as Ben and Marc did (+1) (Evil Cleric Cleric have unique line here)
    • Then tell her to stab herself and don't stop OR order to prove that she is sorry (+1) (either option)
    • Finally succeed a Persuasion Persuasion roll to keep her going (+1)

Elsewhere:

Last Light Inn[edit | edit source]

Speaking to Jaheira:

  • When talking to Jaheira inside the inn, refuse to drink 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):
    • Agree to help him kidnap Isobel OR Say that you are going to take the cleric yourself (+1) (either option)
    • Say 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 (+5)
  • 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 (+1)
  • Playing as The Dark Urge The Dark Urge, tell Isobel that your blood orders you to kill her, then chase off the Urge, and finally choose any line to explain your behavior (+1) (available after the kidnap attempt AND if you haven't threatened her)

Talking to Counsellor Florrick:

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

Talking to His Majesty via Speak with Animals Speak with Animals:

  • Say you only wanted to admire him close (+1), and then indeed choose to quietly admire him (+1)
    • OR, Playing as a Ranger Ranger, say you do not seek his territory (+1)

Speaking to Cerys:

  • When she tell you about their misfortunes, conclude that she abandoned others (+1) (use basic line or unique for Barbarian Barbarian, Fighter Fighter, Monk Monk or Paladin Paladin (except Oathbreaker Oathbreaker))
  • Ask her what they are doing here, then tell her not to lose hope to see others alive (+1) (starts the quest, if you don't have it already)
    • OR Say she did the right mess of things (+1)

Talking to Alfira:

  • After Marcus's assault, when she asks whether they cannot trust anyone, tell her to stop whining (+1)
    • OR, Playing as a Half-Orc Half-Orc, tell her to use her anger (+1)
  • Ask her about others, and then say that it was a cowardly move (+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, OR That you don't complain (+1) (either option)
    • OR Use a class-based line for a Bard Bard, a Fighter Fighter, a Druid Druid, a Ranger Ranger, or a Rogue Rogue (+1) (either option)
    • OR Use a race-based line for a Drow Drow, a Deep Gnome Deep Gnome or a Duergar Duergar (+1) (either option)
  • Promise Alfira to find the surviving tieflings at the Moonrise Towers (+1) (starts the quest, if you don't have it already)
    • OR Say you imagine the cultists are torturing them right now (+1)
  • After rescuing the tieflings, speak to Alfira. When she asks how did you do it, answer that you were being a hero (+1)
    • Take the reward from Alfira for rescuing the tieflings (+1)

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

Speaking with Bex and Danis:

  • Before trying to save captured refugees:
    • Promise Bex to find Danis, using any of two basic options or Paladin Paladin or Cleric Cleric lines (+1) (starts the quest, if you don't have it already)
    • OR Tell her that Danis is now goblin chow toy OR Say that they've probably killed and eaten him (+1) (either option)
  • If Danis died while saving attempt, tell Bex that he is better off dead than abandoned in Moonrise (+1)
  • 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) (Cleric Cleric characters have a unique line)

Dealing with Rolan, Cal and Lia:

  • Speaking to drunken Rolan before trying to save captured refugees:
    • Tell him that his siblings are better off dead than in cult's hands (+1)
    • OR Tell him to stop whining and do something about it (+1)
    • OR, Playing as a Sorcerer Sorcerer, use a class-based line (+1)
  • If you have already saved him from the Shadows, say you're absolutely going to gloat (+1)
  • If either Cal or Lia (or both) died while rescue attempt:
    • Tell Rolan that you wanted to save everyone, but couldn't (+1)
    • OR Garble their names and say you don't know them (+1)
  • If both siblings survived:
    • After they thank you, ask Rolan whether he has something to add (+1)
    • OR Ask who is going to pay you (+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)
  • Call Rolan a grump, and when Ide complains he called her a "ragged little devil", say that he was observant (+1)
    • OR 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 any check-based line (+1) (either option)

Elsewhere in the inn:

Reithwin Town[edit | edit source]

In the Reithwin Tollhouse:

  • Talking to Gerringothe Thorm, attack her straightaway, or choose to answer "I bring death", or say "This ends now" after giving her several coins (+1) (starts a fight with the tollmaster and her minions)
    • OR 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 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)
  • OR Choose to attack him at any stage of the dialogue (+1)

At the cemetery:

  • Refuse to help Arabella find her parents (+1)
    • If you agreed, refuse to take Arabella in at your camp (+1)
  • OR, If you've already found Locke and Komira's bodies, tell Arabella they are dead and fail Persuasion Persuasion or Intimidation Intimidation roll to take her to your camp (+1)

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

At The Waning Moon:

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

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

  • By any means make Thisobald Thorm drink his "elixir" three times in a row, thus leading him to burst (+1)
  • Refuse to drink with the brewer (+1)
    • OR Choose to attack the creature (through the dialogue options) (+1)
    • OR, After the second tankard, refuse to tell him more stories (+1) (makes Thisobald and his zombie patrons hostile)

Moonrise Towers[edit | edit source]

Talking to Disciple Z'rell:

  • If you spared the goblins, explain explain yourself saying they are more useful alive (+1)
  • If you have helped Balthazar to retrieve Nightsong, agree to kidnap Isobel, too (+1)
    • If you have already kidnapped Isobel, tell Z'rell you have an eye on her position (+1)

At the Moonrise Towers Prison:

  • If Minthara is being tortured, defeat Jasin and Sumera, escort the drow out of Moonrise Towers and tell her where to find your camp (+1)
  • Speaking to the Warden for the first time, tell her that her face is bland, too (+1)
  • Convince Convince the Warden 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 Rogue Rogue, say it was so well-played that you are not even mad (+1)
    • OR Refuse to bribe her (+1)
  • Promise Lia or Lakrissa to help the tieflings escape (+1) (either of them; convincing Lakrissa requires a Persuasion Persuasion or an Intimidation Intimidation roll)
    • OR Refuse to help either of them (+1)
  • 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)

Elsewhere in Moonrise Towers:

  • Sever OR Reinforce the connection between Linsella and Barnabus (+1) (either option)
  • At the Moonrise Towers docks, use illithid Wisdom Wisdom check on Acolyte Marls, and then tell him to wash the worms off (+1)

Final fight at the Moonrise:

Note: This line 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

Gauntlet of Shar[edit | edit source]

Dealing with Yurgir and his retinue:

Note: Available if the party have investigated the dead spider or detected thoughts of the Hoarding Merregon

  • OR convince convince Nessa that the orthon sold her to the party (+1)
    • OR, Playing as The Dark Urge The Dark Urge, tell Nessa you didn't think the displacer beasts were slaves. Then discuss her love to the orthon and finally say that love is a disease like any other (+1)

Near Pedestal of Reckoning:

  • When Shadowheart speaks of her need to go through the Shar's trials:
    • Answer that this is a distraction OR Say that you are actually here to gain Ketheric's trust (+1) (either option)
    • OR Agree to help her if you can (+1)
    • OR, Playing as a Selûne Selûne worshipper, say you have no intention of letting her prove her fanaticism (+1)
  • After finishing the trials, agree to search the Spear of Night for Shadowheart (if you don't have it yet) (+1)

Dealing with Balthazar in his outpost:

  • 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 say that you'll keep her (+1) (Makes Balthazar and his minions hostile; gives approval even if Minthara is not in the party)

In the Shadowfell:

  • Near the Verge of Shadows, tell Shadowheart to find a new purpose for herself, then provoke a fight with her (+1)
  • If you have defeated Balthazar, choose to kill Aylin, too (+1)
    • OR, Playing as Shadowheart origin, off her yourself (+1)

Mind Flayer Colony[edit | edit source]

In the Necrotic Laboratory:

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 purge the pods instead of freeing the captives (+1)


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

Speaking to Minthara:

  • If you haven't recruited her earlier, she'll be intent to go to Baldur's Gate with you. Answer that you two make a good team (+10)
  • When she says she will never tire of sitting on dead men's thrones, say it suits her (+1)
    • OR Answer you'll never tire of killing previous occupants (+10)
  • When Minthara tells you she is going to kill Orin, mention the cult might need a new leadership afterwards (+5)
    • Then tell her you are with her (+5) (Rogue Rogue have additional unique line here)
  • OR Declare you will be the saviours of Baldur's Gate
    • Then agree that reshaping world would be glorious (+5)
  • When Minthara enquires about one more thing to explain...
  • ... and asks why you slayed the tieflings in the Emerald Grove (available if you did):
    • Say you did it to earn her trust (+10)
    • OR Say you did it to impress her (+5)
    • OR, Playing as The Dark Urge The Dark Urge, tell Minthara you weren't in control of yourself, then convince convince her that now you are, completely (+2)
  • ... and asks why you have come to Moonrise:
    • Answer you wanted to learn more about the tadpole (+10)
    • OR Say you wanted revenge on those who did all this to you (+10)

Speaking to Jaheira:

  • Say that she seems to enjoy herself, then tell you're having the time of your life, too (+1)
    • OR Refuse to recruit Jaheira (+1)

Talking to Aylin, if you let Balthazar take her from Shadowfell:

  • If Isobel survived, tell them you must apologize to Aylin (+1)
  • If Isobel died, tell aasimar that your betrayal was a strategic move (+1)

Speaking to Cerys:

  • Tell her you're glad they are safe, and say they are better off without Zevlor (+1)
    • OR Say "Good riddance" (i.e. to Zevlor) (+1)
  • Tell her the Nightsong is the real hero (+1)
  • Say people get paid for doing jobs (+1) (Rogue Rogue have unique line here)
    • When Cerys answers that she has no money, say you were joking (+1)

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 that Mol is somewhere safe (+1)
    • OR Tell Ide OR Umi that her friend is dead anyway (+1) (either of them)
    • OR Tell Mattis that death happens, and that's it (+1)

Speaking to others:

  • Playing as a Bard Bard, decline Alfira's proposal to play together a show for the tiefling kids (+1)

Campsite and Conversations[edit | edit source]

Camp interactions

  • Ask Minthara about her life in Menzoberranzan, and call it a dangerous upbringing (+1)
  • Discussing with Minthara her joining and serving the cult of the Absolute:
    • Say that pride can be a great weakness (+1)
    • Ask whether she respected Ketheric (+1)
    • Tell her Ketheric gave her the welcome she thought she deserved (+1)
    • Promise she will have her revenge on Orin (+5)
    • Say that being forced to kill is horrible (+5)
    • OR, Playing as The Dark Urge The Dark Urge, say you hate losing control of yourself (+5)
  • Playing as a Paladin Paladin, discuss your Oath with Minthara and say you feel it has become an inconvenience OR Say that it holds your potential (+1) (either option)
    • If her own Oath is broken, say it must be liberating (+1)
  • Playing as The Dark Urge The Dark Urge, confess your yearn to kill, and then:
    • When she asks why you confide in her, answer that you trust her (+5)
    • When she tells you about qu'lith quarthen[2], say you can control yourself (+1)
  • After recruiting Minthara, find and consume a regular tadpole and discuss it with her (+3)
    • Then let her use a regular tadpole herself (+3)

Other companions and camp followers

  • After Karlach receives the second upgrade, Minthara will express concerns about her courage. Answer "She won't give up as long as we support her" (+1)
  • Playing as Evil Cleric Cleric, tell Arabella that being an orphan makes her much more interesting (+1) (Works after you have found her parents dead)
    • Then say she can quit snivelling (+3)

Romance

  • When Minthara reaches out to your mind as you approach, ask to see her thoughts as well, in exchange (+3)
    • Tell her you're flattered OR Say that she is rather special, too (+3) (either option)
    • Then imagine her as a lover (+10)
    • OR, If you imagine her as anything other, except for monster, you can follow up with the line "I want you too." (+10)

Note: Further in the dialogue, choosing the lines "There's nothing I'd like more" or "That would be a good life" does not bring any further approval points, but starts the romance with Minthara

  • If you have already partnered with someone else, tell Minthara you choose to remain with her (+5)

Act Three[edit | edit source]

Locations[edit | edit source]

Rivington[edit | edit source]

Talking to Yenna

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

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

  • OR Be rude to the girl:
    • Ask where did she last see her mum, then say her mother is probably dead (+1)
    • Tell Yenna to get lost (+1)


Angleiron's Cellar


Circus of the Last Days
At the entrance:

  • Convince Klaus to let you in, using any skill-based or class-based option, or bribing him (+1)
    • OR, Playing as an Archfey Warlock Archfey Warlock, first say that you never pass up a faerie mischief (+1)
    • OR, Playing as The Dark Urge The Dark Urge, say you used to be a murderer (+1)
  • Tell Zara the mummy 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)
    • OR, If successful and playing as a Bard, try to distract Akabi, asking 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: "Picking off siblings" (+2), OR ★ "Ulaver wine" (+1)
  • Second question: ★ "Me" (+2), OR ★ "Gods" (+2), OR ★ "Nobody" (+1)
  • Third question: ★ "Let herself be captured" (+2)

Note: If you are not partnered with Minthara, you must have an approval rate >50 to take the test with the drow. 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 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)

Dealing with caged beasts:

  • Using Speak with Animals Speak with Animals, tell Shadow-Whiskers to murder whoever she wants OR Say "Sure thing, pussycat" (+1) (either option)
  • 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" OR yell "Boo! Get off the stage!" (+1) (either option)
  • Volunteer any companion to the stage as Dribbles's assistant, except Minthara herself (+1)
    • Then insist on your choice and cheer them (+1) (including herself and unique line for Jaheira)
    • OR Choose to cross your arms and glare (+1)
    • OR Just answer "No." (+1)
  • 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)
    • Then say that Dribbles is probably dead now (+1)
  • When you deliver her Dribbles's remains, say it was pleasure to meet her (+1)


Open Hand Temple


Around and inside the Requisitioned Barn

  • Tell Manip Nestor you'll take a donation (+1)
  • Talk to Fist Broadhorn inside the barn and say you were just looking for anything worth stealing (+1)
    • OR, Playing as a Rogue Rogue, if you are caught inside the barn by Fist Madigan, tell him this is the only place around worth stealing from (+1)


Sword Coast Couriers


In the smugglers' cave

  • After defeating Caïros and his thugs, if Farlin survived, ask her about the Stone Lord and say you're ruthless, too, OR that you don't play nice (+1) (either option)
    • OR Continue asking about, and after Farlin says Stone Lord is trouble, answer that so are you, too (+1)


Elsewhere in Rivington

  • Promise the Strange Ox to keep its secret (+1) (if you haven't spoken to it in the Last Light Inn)
    • Tell the Ox that it takes worse than a bit of gore to turn your gullet (+1)

(if you have seen its thoughts in the Act Two and let it be)

  • Playing as Astarion origin, in the Gur Camp refuse to help Ulma (+1)
  • In the Abandoned Windmill basement, attack the newborn mind flayer (+1) (The option works regardless you wake it first or not)
    • OR, Playing as a Barbarian Barbarian, yell "WAKE UP, SQUIDFACE!" (+1)


Dealing with Orin's guises

  • If Orin is impersonating Gyldro Angleiron, say you would kill someone close to you without hesitation (+1) (Lae'zel origin has unique line here)
    • OR, Playing as The Dark Urge The Dark Urge, say that you have already done it (+1)

Note: Available if you have killed either Isobel or your companion in Act Two on demand of your butler

  • If Orin is impersonating Fist Rowan, tell her that both sides need a lesson (+1)

Note: This line belongs to the Custom origin (Tav). Other Origins have unique lines each

  • OR, Playing as The Dark Urge The Dark Urge, propose to kill and kill again (+1)
  • If Orin is impersonating Dying Stone Lord Thug:
  • Playing as an Evil Cleric Cleric, choose to make him suffer (+1)
    • OR, Playing as The Dark Urge The Dark Urge, choose to prod his wound OR to spin the blade (+1) (either option)
  • If you succeeded a passive DC 20 Perception check, choose to make him scream (+1)
    • OR, Playing as The Dark Urge The Dark Urge, say that you'll enjoy watching him die slowly (+1)

Wyrm's Crossing[edit | edit source]

  • At the entrance gate, refuse to be arrested by the Steel Watcher and prepare to fight (+1)
  • Agree OR Refuse to deliver the gnome leader's head to Manip Falcäo (+1) (either option)
  • Playing as Astarion origin, in Fraygo's Flophouse drag Pale Petras under the sun and continue to hold him in the flow of light (+1)
  • At Carm's Garm, when Naaber pretends to be a dog, choose the line "Correct. But nobody likes Naaber" (+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


Wyrm's Rock Fortress[edit | edit source]

At the Flaming Fist barracks:

  • Convince the Flaming Fist quartermaster Arkleia Oloril to trade with you (+1)
    • OR, If failed to convince, attack her (+1)

When you spot Fist Reynash trying to open a chest:

  • Find out that he needs gold, and then:
    • Tell him to get a grip (+1)
    • OR Intimidate Intimidate OR blackmail him into giving you his stash (+1) (either option)
    • OR Fail the Intimidation Intimidation check (+1) (makes Reynash hostile)
    • OR Attack Reynash straightaway (+1)

Speaking to Manip Bakshi:

  • Successfully use Detect Thoughts Detect Thoughts on him and pretend to be a new recruit (+1)
  • OR Tell him you've spotted another guard on stealing (+1) (requires DC 10 Persuasion check if you have spotted Reynash's lockpick or DC 15 Persuasion check if you didn't)
    • Then ask whether it is Fists' job to catch criminals (+1)
    • OR Ask a reward for turning Reynash in (+1)
    • OR Leave barracks (or let him escort you out) (+1)
  • Attack Bakshi straightaway or after speaking with him (+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:
    • Say that you'll make Orin pay for taking your place (+1)
    • OR Reply that you don't remember a thing, but the plan sounds brilliant (+1)
  • Agree to witness the ceremony of Gortash's ordain, saying "All right", OR "I'd never dream of missing it", OR "Let's get over" (+1) (either option)
  • Refuse to make an alliance with him and confirm your decision (+1)
    • OR, Playing as The Dark Urge The Dark Urge, say that you'll possess both the brain and the crown and won't share (+1)
  • After killing Orin, speak to Gortash and say you two can be allies, but you'll keep Ketheric's and Orin's Netherstones (+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)

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 class-based lines for a Monk Monk or a Barbarian Barbarian (+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)
  • At the gallows, ask Fist 'Edge' Arensen why don't he wait with threats until you commit a crime (+1)
    • OR Say a big guy like him makes an easy target (+1)
  • Talking to Fist Miller after Florrick had been executed, say "Good riddance" (+1)
    • OR 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)

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)
  • 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)
    • OR Say Vanra is dead, no matter Lora believes you or not (+1)


The Blushing Mermaid

Talking to Bosun Gannet:

  • When he instructs you about the tavern rules, ask 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)

Talking to the hag masking as Captain Grisly:

  • Inquire her about Vanra, and then ask how do you know she's not lying (+2)
    • OR, Playing as a Rogue Rogue or a Fighter Fighter, ask whether a little knife caused such trouble (+1)
  • When looking for a decision, suggest to pay Lora off (+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)
    • OR, Playing as a The Dark Urge The Dark Urge, mention that killing Lora sounds like the best way (+1)
  • Agree to take money from the hag for killing Lora (+1)
    • OR Refuse to do the dirty work for her (+1) (Devotion Paladin Devotion Paladin have unqiue line here)
    • OR, Playing as a Rogue Rogue, demand the double the price (+2)
  • Agree to kill Lora for disguised hag, but then return and tell the hag you've changed your mind and she should surrender Vanra (+1)
  • After Auntie Ethel reveals herself and confesses that she actually ate Vanra, call her a monster, and then:
    • Tell her to surrender the child immediately OR Say you'll leave now (+1) (either option)
    • OR Say "That's so evil, even I'm impressed." (+2)
  • If you have already killed Lora, tell Ethel to thank you (+2)
    • OR Say you don't like being used (+1)
  • When Ethel offers you to become an ally in your crusade, agree to have a deal (+1) (Oathbreaker Paladins Oathbreaker Paladins characters have unique line here)
    • OR Decline her deal, choosing either "Not a chance" or "Time to die" lines (+1) (either option)
    • OR Use a class-based 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 Persuade Persuade Svend he should leave the city at the first chance (+1)
    • OR Use a class-based or race-based line for a Halfling Halfling, a Monk Monk or a Rogue Rogue (+1) (either option)
    • OR Choose to stay out of their debate (+1)

Other patrons of the tavern:

  • Warn Nesha Leesha about the serial killer, then use Persuasion Persuasion to insist on it (+1)
    • OR Say you've probably mistaken her for someone else (+1)
  • Tell Zena that if a child was in this dump, they deserve to be "nabbed" (+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)
    • OR Taunt her, saying you will "EAT THEIR SOULS, RAAAGH" (+2)
  • After the Hag Survivors attacked the party, tell Hydrangea Wubb that all you care about is killing Ethel (+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

    • OR Say you are not getting mixed up in this (+1)

Dealing with hexed Mayrina:

  • Using Speak with Animals Speak with Animals, call Mayrina's condition hilarious OR Tell her to SPIT IT OUT (+1) (either option)
  • Without Speak with Animals Speak with Animals, ask her how did she get herself turned into a sheep (+1)
  • Tell Adrielle that if they have pissed off a hag, they're screwed (+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) (Not available for the Fighter Fighter characters)

After removing the hex and killing Jatlo:

  • Ask Mayrina about her husband's condition (+1)
    • OR Wonder why has she been still dragging this corpse around (+1)
  • Say you're helping her for the last time (+1)
    • OR Say they will have to deal with this themselves (+1)
  • Tell Hydrangea Wubb they need to do a better job protecting Mayrina (+1)
  • Tell Kled you aren't getting mixed up in this (+1)
    • OR Say the dragonborn was only pretending to be a friend (+1)
    • OR Say that Mayrina can be very annoying (+1)
  • Tell Adrielle to get out there and kill the hag, not act like cowards (+1)
    • OR Say you are not getting mixed up in this (+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, say the hag is their problem (+1)

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)
    • OR Tell her you killed Ethel and expect a reward (+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 you prefer thank-yous of a coin variety (+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)

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 (including the one about a reward) (+1) (either option)
    • OR Tell Lora it isn't her fault that she couldn't protect Vanra (+1)


The Baldur's Mouth (and dealing with its employees)


Cazador's Dungeon


The Devil's Fee


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, remind her about your bet in the druid's grove, and ask for a kiss instead OR Say you missed her (+1) (either option)
    • OR Spur her to work instead of talking (+1)
  • Speaking to them both on the tavern's roof, say you are shocked Alfira hasn't been arrested for making noise (+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, joke about "Vampires" OR Joke about "Sleeping with a dragonborn" (+1) (either option)
  • In the third round, joke about the Dead Three OR Joke about "A cleric and ham" (+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)
  • When Dez tells you about the job offered to his son by Three-Piece, answer with a race-based line 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:

  • Express hope that the one who solves Devella's death will be just as diligent (+1)
  • If you haven't found the serial killer's list of targets, successfully deceive deceive Devella, pretending to be a trainee of Camber Fosrick [3] (+1)
  • Tell Devella that Bhaal himself is involved, then say you'll kill her in his name (+1)

Note: Available for non-The Dark Urge The Dark Urge characters, too; Devella and other Fists immediately turn hostile

Speaking to others:


The Facemaker's Boutique

Note: Available if you have found and read at least one copy of Dolor's list of targets

  • OR Choose to stay in the shadows and watch (+1) (Rogue Rogue characters have unique line here)


Golbraith's Cellar

  • Ask Golbraith Stredivas whether his son needs any help (+1) (Duergar Duergar characters have unique line here)
  • Say that mind flayers are dangerous, and then add that you'll take it from here (+1)
    • OR Say that if his son is half a hunter as Golbraith himself, he'll be fine (+1)
    • OR Use a class-based line for a Barbarian Barbarian, a Cleric Cleric, a Fighter Fighter, a Ranger Ranger, 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:

  • Ask what he was doing in your father's grave (+1) (Requires DC 25 Deception check
  • Intimidate him into surrendering the loot to you (+1)
  • OR Use unique lines for a Dragonborn Dragonborn or a Draconic Sorcerer Draconic Sorcerer (+1) (either option)
  • 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)
  • 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 help her by any means or by using any available class-based options (+1)
    • OR Say she must never do it again (+1)
    • OR Tell Nina to let her brother rest in peace (+1) (A Monk Monk character will have a unique line here)
  • Report Nina's attempts to Mortarch Gracie Scyre (+1) and then:
    • Then tell Nina the Mortarch is right (+1)
    • OR Advise the girl to practice for a decade, then try again (+1)
    • OR, Playing as The Dark Urge The Dark Urge, offer Nina to join her brother instead of raising him (+1)

Dealing with grieving parents:

Speaking to Gothric Rillyn:

  • Say that burying alive is an apt punishment for thievery (+1)
    • OR, Playing as a Rogue Rogue, 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)

Other interactions:

  • Ask Maude what use do the dead have with flowers (+1)


Grey Harbour Docks
Talking to Big Huido:


Highberry's Home

  • If you successfully detected poisoned wine at the Wine Festival, refuse to drink but tell Roger and Cora Highberry you hope they enjoy it (+1)

Note: This option requires a passive DC 18 Medicine check, or DC 10 Perception check for a Barbarian Barbarian character


The House of Grief

  • In front of House of Grief, deceive Arves into giving you money (with or without using Detect Thoughts Detect Thoughts on him first) (+1) (Both options require DC 20 Deception check)
  • If Shadowheart remained loyal to Shar Shar, deceive deceive Mirie into giving you the box of collections (+1)
  • Without talking to Mirie first, speak to Morann and convince him to let you proceed inside the Mapping Chamber through any check-based option (+1) (either option)
  • After defeating Viconia DeVir, choose to kill her (+1)

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


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

If Oskar Fevras was saved in Act One and the estate is now haunted:

  • After initial fight with Poltergeists, tell Lady Jannath you are not one of her servants to order you around (+1)
  • After you have dealt with Kerry Evenfield’s ghost, speak to both Lady Jannath and Oskar Fevras and call their cooing "saccharine nonsense" (+1)


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 that you are good at being bad (+1)
    • OR Use class-based line for a Rogue Rogue (+1)

Speaking to Omeluum after you have rescued it from the Iron Throne:

  • If you failed to save Ulder Ravengard, say the Duke meant nothing to you (+1)
  • If you failed to save the majority of Gondian prisoners, say they meant nothing to you (+1)
  • If the rest of the Lodge members had been massacred while Omeluum was imprisoned, tell it you came to finish the job (+1) (Omeluum becomes hostile to the party)


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 the Nightsong, 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)

Talking to Lorroakan before resolving Dame Aylin's fate:

  • Tell Lorroakan you might hand the Nightsong over for a right price (+1)
    • OR Say you know where she is and might be willing to tell him, too (+1)

Facing Lorroakan along with Dame Aylin:

  • Tell Aylin that things will be easier if she goes quietly (+1)
    • OR Tell Lorroakan that he can have the aasimar, but you’re expecting a fine reward in return (+1)

If you have betrayed Dame Aylin to Lorroakan:

  • After Aylin is defeated, tell Lorroakan it was pleasure doing business with him (+1)
  • After Lorroakan has caged Aylin, tell him that eternity suits him (+1)
  • OR Say it's wonderful to see someone achieve their dreams (+1)

At the Sorcerous Vault:

  • Speaking to Yafeu once he's escaped the Peculiar lamp:
    • Demand to release your "master" or die OR Say you didn't like your "master" anyway (+1) (either option)
    • OR Ask the djinni for some gold (+1)
    • OR Ask him politely to release your companion now (+1) (Available to all characters except Wizard Wizard)


The Steel Watch Foundry
Talking to Tamia Holzt, if she spotted 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, say that killing them all would be a good thing (+1)
    • OR Say it is selfish to value their families more than an entire city (+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: Vengeance Paladins Vengeance Paladins roll Persuasion Persuasion instead of Intimidation Intimidation for all others

  • Side with Wulbren and tell Toobin that Gondians have to die for the city OR Tell him that the Ironhands came for him (+1) (either option)
  • Take Gondians' side and tell Wulbren you won't let hurt them (+1) (All Ironhands except Barcus Wroot become hostile)
  • OR, Convince Wulbren to let the Gondians go away (+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 Persuasion check instead of basic one. Deep Gnome Deep Gnome characters roll Performance Performance instead of Persuasion Persuasion

Talking to Barcus Wroot after resolving the conflict:

  • If you have sided with Wulbren Bongle, tell Barcus that there was no other way (+1)
  • If you killed both Gondians and Ironhands, tell Barcus you did what you could (+1)
    • OR Say that it is for the best if no one of them takes Baldur's Gate (+1)
  • If you have sided with Gondians, tell Barcus that Wulbren was past saving OR Say that Wulbren deserved to die (+1) (either option)
  • 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)
    • OR Say he should have killed Wulbren (+1)


Other locations in Lower City

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


The Murder Tribunal

  • Meeting Olfaith Olumssdottir for the first time, ask him what you must do to become an avatar of slaughter (+1)
  • Speaking to Sarevok Anchev, offer either Jaheira or Minsc, or them both as a sacrifice to the Tribunal (+1)
  • Being judged, say you've ended your victim and then cut off their hand (+1)
    • OR Say you killed them with a smile on your face and pleasure in your heart (+1)
    • OR Say you killed them slowly and painfully (+1)

Note: All these options bring approval only if the victim is indeed your kill. Successful Deception Deception rolls on corresponding options do not give approval points

  • Agree to sacrifice Valeria in Bhaal's name, on Sarevok's orders (+1)

Note: The Dark Urge The Dark Urge characters will have four different options in this dialogue, all bringing same amount of points


The Bhaal Temple
Talking to Orin:

  • Tell her that you're not interested in abducted companion's fate OR Tell her you won't stop her (+1) (either option)

Speaking to Avatar of Bhaal after defeating Orin:

  • Accept your Father's gift and blessings (+3)

Note: This option is 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

  • Let her use the Astral-Touched Tadpole (+5)
  • After entering the refugee camp at Rivington, agree with Minthara that refugees should earn their keep (+3)
    • OR, Playing as The Dark Urge The Dark Urge, call them a convenient source of food if the city is sieged (+3)
  • After she says the next urchin who pickes her pocket will lose their hand, ask why not take their head (+1)
  • Playing as The Dark Urge The Dark Urge, after your heritage is revealed, tell her you want to take your rightful place (+5)
  • Discussing with Minthara the Steel Watchers, say you wish you had such devices of your own (+1)
  • Discussing Gortash, say he won't save the city, but you will, then say that Baldurians' opinion does not matter (+1)
  • Playing as Gale origin, after speaking to Elminster, tell Minthara you are nothing without Mystra (+1)
  • After purchasing a copy of Baldur's Mouth Gazette from a street vendor, ask her what she would do if she ran the paper (+3)
  • After defeating Orin, observe that she sounds disheartened (+1)
    • OR Say it was a good kill, and then choose any of next options (+5)
    • OR Say she is one of few people who faced a Chosen of Bhaal (+3)
    • Then say that your fight is not over yet (+3)
  • When Minthara asks you about mastering the Absolute together, succeed the DC 25 Persuasion check to convince her (+5)
  • Playing as Karlach origin, after killing Gortash, tell Minthara it's hard to savour anything when your time runs out (+1)
    • OR Say you're glad this f*cker is dead (+1)

Other companions and camp followers

  • After Scratch returns back to camp, tell him he's back where he belongs (+1)
  • When Vlaakith emerges at camp as a projection, convince Lae'zel to remain loyal to her (+1)

Romance

  • If you are partnered, after Orin reveals herself as a shapeshifter, promise Minthara you won't let her fall into Orin's clutches again (+5)
  • Playing as The Dark Urge The Dark Urge AND being partnered with her, after your heritage is revealed, show Minthara your mind. When she praises you, say she is exquisite, too (+5)
  • After Orin has abducted your companion (not Minthara), ask her whether you are bonded until the matter is done (+10)
    • OR Say you hope your bond will last beyond that (+10)

Notes[edit | edit source]

  1. With approval dialogue, Minthara is a special case, as she was likely intended to be a companion earlier than she ended up being for release. As a result, many of the approval triggers listed here - particularly those listed in Act One - may not occur. In addition, players have noted instances in her approval discussion page that several triggers in Act Two also fail to occur, despite a help desk ticket being sent reporting these apparent omissions.
  2. Minthara uses specific expressions in drow language quite often, though she usually translates them for the player character. However, you can also refer to Drow dictionary on the Forgotten Realms Wiki to know more
  3. A fictional detective who appeared in a series of books and short stories written by a Cormyrian scribe Lodevin Parkar. More about him can be found at Camber Fosrick on the Forgotten Realms Wiki