|
|
Line 4: |
Line 4: |
| }} | | }} |
| {{SpoilerWarning}} | | {{SpoilerWarning}} |
| {{Party interactions|image=Halsin Approval.png}} | | {{Party interactions}} |
| {{CompanionTab|Halsin}} | | {{CompanionTab}} |
| '''Halsin''' dislikes any decisions that might involve hurting the natural world or supporting the existence and corruption of the shadow lands. | | '''Halsin''' dislikes any decisions that might involve hurting the natural world or supporting the existence and corruption of the shadow lands. |
|
| |
|
Revision as of 19:39, 21 June 2024
| Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
Template:CompanionTab
Halsin dislikes any decisions that might involve hurting the natural world or supporting the existence and corruption of the shadow lands.
The actions and choices listed on this page will raise or lower Halsin's Approval.
For more information about the approval system, see Approval.
Greetings
Depending on their approval rating, Halsin may greet the player with:
Negative (<0):
- "What do you want?"
- "You wish to speak? Fine."
- "Oak father grant me patience... what do you want?"
Neutral and above:
- "Oak father preserve you."
If spoken to by someone other than the player character:
- "I'm afraid there's not much I can say - I've sworn confidence to someone else already."
Romance
Partnered - Halsin is primary partner:
- "My heart soars just to look upon you. What do you need?
- "Speak to me, lover."
- "All of nature's bounty pales next to you. Do you need something?"
- "You wish to speak? I am here for you."
Partnered - Halsin is secondary partner:
- "What word, my love?"
- "You truly are a feast for my eyes - nature outdid itself with you. Did you wish to speak?"
- "I have longed to hear your voice. Speak to me."
- "Nature has been most kind to let me share in your heart. What do you need?"
Approval
As a Companion character, the interactions listed below will cause Halsin to gain approval.
Act Two
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Rivington
- When Yenna approaches you for the first time
- As a Ranger, offer to track down Yenna's mother.
- Give Yenna coins. +1
- Offer to find a guard for her. +1
- After selecting a different option, give her gold (giving food will not gain approval) +1
- As the Dark Urge, tell Gyldro Angleiron that you do all you can to keep your loved ones safe from your blade. +1
- Tell Fist Rowan "They're innocent people. You can't just kill them!" +1
- Telling Mattis to watch himself when he remarks how big Baldur's Gate is. +1
- Donate 500 gold for refugees to Manip Nestor. +1
- As a Baldurian, tell Saer Grotpoll that his accent sounds more Rivington than Baldur's Gate +1
- Compliment the pig within the requisitioned barn. +1
- Tell Biscotti he's a good dog the first time you meet him. +1
- As a Ranger, tell Fortuno to relax for Biscotti.
- Tell Tinker Nayzeem that the way people treat refugees is terrible. +1
- Persuade or Intimidate Angry Mar'hyah into letting you keep Scratch. +1
- Deceive or Intimidate Angry Mar'hyah into leaving her job. +1
- Try to help the Dying Stone Lord Thug +1
- Tell Wulbren you'll visit the Gondians and maybe they'll see reason. +1
- Tell Wulbren that you'll only do it your way and refuse to take the Runepowder Bomb. +1
- (Requires Speak with Animals) After convincing Tara to stop eating pigeons, tell Commander Lightfeather that you found the enemy and that his pigeons fought bravely against it.
- Consent to arrest when the Steel Watcher at the South Span checkpoint. +1
Circus of the Last Days
- Reassure Halsin after choosing him to go on stage with Dribbles the Clown ("Go on, Halsin!"). +1
- Break the lock of the displacer beast's cage. +1
Wyrm's Crossing
- Agree with Adventurer Drim at the Fraygo's Flophouse that people don't respect adventurers anymore.
- Reject the Deal with the Gnomes quest from Manip Falcäo +1
- Get into Wyrm's Rock via the gate by either: showing the Admission Pass, getting Investigator Valeria's permission, passing a persuasion check and bribing the guard, or passing certain class-related checks. +1
Sharess' Caress
- Invite Halsin to join an orgy with the Drow twins +1
Open Hand Temple
Wyrm's Rock Fortress
- Convince the Flaming Fist quartermaster Arkleia Oloril to trade with you. +1
- Say that you should not trust the Steel Watchers because they will turn on everyone while talking to Lord Amber's Bodyguard, Lady Durinbold's Attendant and Lord Shattershield's Attendant. +1
- Pass the Steel Watcher that confronts you at the coronation. +1
- Agree to slay Orin and become allies with Gortash
- Use the Baldurian option when talking to Duke Ravengard right after Gortash's inauguration, wondering what has befallen the city's great hero.
- Give Fist Reynash 300 gold to flee +1
Lower City
- Pay or persuade the Captain at the Grey Harbour Docks to keep the Brislen family together
- Offer a prayer to Flood Tide Allandra Grey at Holli's funderal
- (Requires Jaheira) Tell Rion that "There are refugees outside. They'll need protection." when asked what to do. +1
- X: -166 Y: -75 Play with the children.
- Requires Perception Check DC 7, spot Cinnamon's "Spy Candy". +1
- Allow Punkins to scan you. +1
- Say "Don't be rude to your dog. He's doing a great job running" when you speak with Albert at the western entrance to Bloomridge Park. +1
- Tell Havkelaag at the Society of Brilliance his experiment with the githyanki egg is barbaric and refuse to sell the egg. +1
- When rencountering Araj, ask Astarion if he wishes to leave +1
- Tell Araj "Forget it. I saw how you made Astarion feel. I'm done with you." +1
Guildhall
- When talking with Nine-Fingers Keene with Minsc in the party, Minsc will see her as an enemy and attack, succeed any check (Insight/Intimidation/Persuasion) to convince Minsc that she isn't an enemy. +1
The Counting House
- Give Rags Deelarma begging outside the entrance a handful of coins. +1
Sorcerous Sundries
- Tell Aradin what the Nightsong really is, then avoid revealing her location (or lie) +1
- Tell Lorroakan you'll tell the Nightsong to come so she can rip him to shreds. +1
Camp/Conversation
- Tell Isobel that you will help Aylin take down Lorroakan +1
- Let Lae'zel speak against Vlaakith when the Githyanki lich-queen projects herself in the camp when long-resting.
- Agree with Halsin that there is a rot in the city with how Baldur's Gate treats its vulnerable and the refugees.
- Tell Scratch you're glad he's back where he belongs after saving him from Angry Mar'hyah +1
Disapproval
As a Companion character, the interactions listed below will cause Halsin to lose approval. This list is most likely incomplete.
Act Two
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Last Light Inn
- Call Wulbren a prick when talking to him and Barcus at Last Light Inn.
House in Deep Shadows
- Playing Hide and seek with Oliver
Moonrise Towers
- Free the goblins when Z'rell prompts you to kill them.
- When entering Moonrise Towers, tell the guards you infiltrated Last Light Inn.
Gauntlet of Shar
- Lick the spider carcass
- With Mother Dearest in your inventory, ask "What happened to your mother?"
- Say "Actually, I have your mother."
- Say "No, I think I'll keep her." (Disapproves even if not in the party). -1
Mind Flayer Colony
Camp
- At camp, when asked if you have anything to share about yourself in return, tell him, "I really don't know very much about myself to tell."
- As the Dark Urge at camp, when asked if you have anything to share about yourself in return, tell him, "Nothing half as charming as that...it's all crimson and rot."
Act Three