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Halsin/Approval
Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
Overview | Approval | Banter | Location Remarks | Romance |
Halsin dislikes any decisions that might involve hurting the natural world or leaving intact or letting thrive things that already defile the nature in any possible way (like supporting the existence and corruption of the shadow lands). He also approves of showing compassion and mercy for those in need, helping and defending them.
The actions and choices listed on this page will raise or lower Halsin's Approval.
For more information about the approval system, see Approval.
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.
If entering the Shadow-Cursed Lands from the Grymforge:
- Playing as a Bard, a Druid, a Fighter, a Monk, a Wizard or a Paladin ( Oath of Devotion and Oath of the Ancients only), use a class-based answer when Harper Lassandra orders you to come closer. +1
- When the shadows warp Harper Yonas, tell Harper Meygan, "Move. I'll take care of this." +1
- OR Prepare to fight, using basic or unique Fighter, Ranger, Rogue or Paladin ( Oath of Devotion and Oath of the Ancients only) option +1
- OR, Playing as The Dark Urge, choose to try and save them instead of abandoning them +1
If entering the Shadow-Cursed Lands from the Rosymorn Monastery Trail:
- Convince the cowardly hyena in the convoy that it doesn't belong to goblins and should leave them. +1 (requires sequentive DC 10 Persuasion check and then DC 14 Persuasion check or DC 14 Intimidation check)
- Traversing Shadow-Cursed Lands with the convoy, betray them and side with the ambushing Harpers +1
At the House in Deep Shadows:
- Tell Oliver you know who he really is +1
- Let Halsin persuade Oliver. +10 (Comes +5 points when you ask Halsin and +5 more after he succeeds)
- Convince Oliver to reunite with Thaniel. +40 (If Halsin is in the party while talking to Oliver, it will gain +5 additional points of approval)
When dealing with He Who Was:
- Agree to find Madeline's Ledger for He Who Was +1
- After ordering Madeline to hurt herself as Ben and Marc did -1, stop her, saying she had done enough +1
Elsewhere:
- After saving Rolan from the Shadows, tell him not to be hard on himself for trying to save his family +1
- Talking to Councellor Florrick, ask whether the Flaming Fist are just going to stay around +1
- Talking to His Majesty via 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, say you do not seek his territory +1
- Talk to Alfira or Lakrissa after rescuing the tieflings from Moonrise Towers and take the reward +1
At the Reithwin Tollhouse
- Persuade Gerringothe Thorm that there's no one to oversee her +1
- Intimidate Gerringothe Thorm into admitting she's corrupt +1
- Safely drink with Thisobald Thorm (rolling Saving Throw, either general or class-based) up to three times total +1(each time)
- OR successfully imitate drinking (rolling Sleight of Hand) +1 (gains approval only in first round)
- Successfully entertain the brewer with your stories (through Performance roll), up to two times +1 (each time).
- By any means make the Thisobald Thorm drink his 'elixir' three times in a row, thus leading him to burst +1
- Agree to peace with the rats after interacting with the broken effigy. +5
- Respond to Reconstituted Duellist as Shadowheart with answer as a believer of deity Shar.
- After finding-out that Yurgir uses a charm to manipulate his Displacer Beast, go confront him about it and tell him that it's wrong. +1
- Sever the connection between Linsella and Barnabus
- Thank Art Cullagh for his help after defeating Ketheric Thorm.
- After passing the persuasion check, and a second set of dialogue, tell Ketheric Thorm either:
- That you can help him if he lets you.
- That it isn't too late and his story doesn't end here.
- To come quietly and he'll be spared.
- Tell Aylin to stand down, Ketheric has surrendered.
- At the Tadpoling Centre, use the Neural Apparatus to release the inhabitants of the pods. +5
- When talking to the Fresh Mind via the Slack-Skinned Head in the Necrotic Laboratory, wish them good night. +1
- Recruit Jaheira to your party or invite her to your camp after the fight with Apostle of Myrkul. +1
- Say you wished he joined your party earlier. +1
- Say you are sorry for his loss when asking about his family. +1
- Thank him for sharing with you. +1
- Tell him you are afraid of krakens. +1
- OR, Playing as a Githyanki, tell him you once stitched your wound with your enemy's sinews.
- Say "It hurts, I know it does." when talking to Arabella in camp
- Tell Arabella her parents would be proud of her.
- Talk to Thaniel after defeating Ketheric Thorm and say your work here is done. +20
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Talking to Yenna:
▶ Note: Giving Yenna food does not bring approval
▶ Note: Promising to look for her mum after using class-based Ranger line brings another +1 point
At the Sword Coast Couriers:
- Report to Commander Lightfeather that his soldiers fought to the last feather OR that you've found the enemy and pigeons fought bravely against it. +1 (formulation varies depending on whether you have met Tara on the roof or not)
- Playing as a Druid, tell Mar'hyah that Scratch is not a 'property'. +1
- Make Angry Mar'hyah to let you keep Scratch, using Persuasion, Intimidation or class-based Druid, Fighter or Paladin options. +1
- Then force Mar'hyah to leave the kennels via Deception or Intimidation. +1
In the Angleiron's Cellar:
- Talking to Wulbren, refuse to take Runepowder Bomb but promise you'll destroy the Steel Watch Foundry your way. +1
- OR Refuse, saying that the real enemy is Gortash, not the Gondians, and you'll find another way +1
- OR Suggest to contact the Gondians first, so that they might see reason. +1
- OR, if Barcus Wroot is nearby and butts in, agree and say it sounds like a mass murder +1
Dealing with Orin's guises:
- If Orin is impersonating Gyldro Angleiron, tell her you would never kill someone you cared about. +1
▶ Note: When playing as Karlach or Wyll origin, this option will have an unique formulation, but still take its place (line 3)
- OR, Playing as 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 goes for the Custom origin (Tav). If playing as any other Origin, except Dark Urge, it might have unique formulation
- OR Tell her that you're going to report to the commanding officer +1
- OR, Playing as The Dark Urge, tell her that mindless slaughter is not the answer +1
- If Orin is impersonating Dying Stone Lord Thug, succeed a passive DC 20 Perception check, and then:
- Say you'll stay with him until the end +1
- OR Say you'll make it quick +1
- OR, Playing as The Dark Urge, resist the urge to torment him +1
Near Requisitioned Barn:
- Talking to Mattis outside the barn, tell him to watch himself because Baldur's Gate is big and dangerous. +1
▶ Note: This option is available only if tiefling kids survived in Acts One and Two
- OR, Playing as a Druid, say it's unnerving to see a city as big as a great forest +1
- Donate some gold to Manip Nestor. +1
- Make a compliment to the pig inside the barn. +1 (works with or without Speak with Animals)
- Offer Sister Yannis help with investigating the double murder and proving Brilgor's innocence +1
- Talk to Brother Bill and Brother Clements and say that their god would be proud of Father Lorgan +1
- OR, Playing as a 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
- At the entrance, convince Klaus to let you in, using Persuasion or Deception on any class-based option except pretending to be a friend of Gortash's +1
- OR, Playing as The Dark Urge, say you used to be a murderer +1
- OR, Playing as an Archfey Warlock, first say that you never pass up a faerie mischief +1
- Speaking with Zara the mummy, say 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, ask him about his adventures +1
- OR Provoke him to transform you +1
- After returning from jungle, talk to the djinni again and say you have had much fun OR promise he will pay for it +1 (either option)
- When passing Zethino's trial, choose answers:[Needs Verification]
▶ Note: The ★ sign here marks the answers considered 'correct' for the purposes of the test.
- Talking to Boney the mephit, call his wife Stoney magnificent +1
- OR Note that she's a lot bigger than himself +1
- OR, Playing as a Druid, say they both are magnificent +1
Dealing with Popper the kobold trader:
- Grab Dribbles's hand from his counter, and then:
- Persuade him to give you the hand for free +1
- Intimidate him to let you go with the hand +1
- Use Deception to make him lower the price +1
▶ Note: Class-based Deception lines for Wizard, Warlock or Sorcerer do not give approval [Needs Verification]
- Playing as a Paladin or a 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:
- Talking to Shadow-Whiskers, break the lock on her cage. +1 (works with or without Speak with Animals)
- Talking to Crimson, give him some meat OR promise to bring it later (if you don't have any in inventory) +1 (either option)
- After defeating false Dribbles, talk to Crimson again and scold the circus staff for starving him OR propose to open his cage up. +1 (either option)
Watching Dribbles's show:
- Say "What a corny joke." +1
- OR, Playing as a Bard, interrupt him with your own pun +1
- Volunteer any companion to the stage as Dribbles's assistant, except Halsin himself +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 +1
- If playing as a Druid, say you're special for your transformation ability +2
Talking to Lucretious:
- When she's training up skeletons (before fighting doppelgangers), tell her that she is being a little harsh +1
- After defeating false Dribbles, tell her that killing clowns is a rare treat +1
- When you deliver her Dribbles's remains, say it was pleasure to meet her +1
Elsewhere:
- Playing as a Ranger, tell Fortuno Dibbs to relax, because dogs are sensitive to emotions +1
- Speak to Biscotti via Speak with Animals and call him a good dog +1 (works only the first time you speak to him)
- Playing as a Druid, threaten Arfur Gregorio to raze his mansion and reclaim the land for nature, if he doesn't come to an agreement with refugees +1
- Playing as a Baldurian character, tell Saer Grotpoll that his own accent is Rivingtonian +1
- Tell Tinker Nayzeem that the way people treat refugees is terrible. +1
- Try and help Dying Stone Lord Thug +1
- OR, Playing as a Druid, apply a natural salve to his wound +1
▶ Note: These options are available only if Orin is not impersonating the Thug
- Playing as a Barbarian, in the Abandoned Windmill basement yell "WAKE UP, SQUIDFACE!" at the newborn mind flayer +1
- Playing as Astarion origin, at the Gur Camp tell Ulma you will do what you can for her tribe's children +1
- At the entrance gate, consent to be arrested by the Steel Watcher. +1
- Refuse to deliver the gnome leader's head to Manip Falcäo +1
- At Fraygo's Flophouse, tell Adventurer Drim that the word 'adventurer' doesn't mean anything anymore. +1 (this did not give approval for me for Halsin)
- At Carm's Garm, when Naaber pretends to be a dog, choose "nobody likes Naaber" line. +1
▶ Note: It may take several sequential attempts to speak with Naaber to get to this dialogue.
- At The Velveteen Elixir, talking to Stylin' Horst, choose lines about "heady top notes" OR "burning rothé shit" +1 (either option)
- When trying to hire both Sorn Orlith and Nym Orlith:
- Agree to invite Halsin, too, if the druid is in the party +1
- Choose to proceed with only one of the twins after their 'foursome' offer +1 (if you're partnered with the druid)
- Choose to proceed with one of the twins when any other partner declines their offer +1 (if you're partnered with any other companion)
- Speaking to Valeria, say you're here just to have a drink, and then propose a toast to ADVENTURE! +1 (The option is available only after you've started Solve the Open Hand Temple Murders quest)
- Get access into Wyrm's Rock Fortress by either: showing the Admission Pass, showing Lower City Pass obtained from Valeria, using Nashkellan's report, bribing Blaze Elin, or passing any of class-based checks. +1
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:
▶ Note: Waking guards gains approval only after discovering by any available means that Reynash was stealing from others.
Speaking to Manip Bakshi (regardless of whether you succeeded a check to discover Reynash's thievery or not):
- Successfully use Detect Thoughts on him and pretend to be a new recruit +1
- Tell him you've spotted another guard on stealing +1 (requires DC 10 Persuasion check if you have spotted Reynash's lockpick or DC 15 Persuasion check if you didn't)
- OR Leave barracks (or let him escort you out) +1
At the Audience Hall:
- Speaking to Lord Amber's Bodyguard and attendants of Lady Durinbold and Lord Shattershield about the Steel Watch, say that the Steel Watchers will eventually turn on everyone. +1
- OR, playing as a Druid, say that there's nothing natural about him +1
- Pass the Steel Watcher that confronts you at the coronation. +1
▶ Note: This dialogue appears only if Karlach is not in the party
- Agree to become allies with Gortash and slay Orin +1
- Tell Gortash that you have no interest in this sham of a coronation +1
- After killing Orin, speak to Gortash and surrender two your Netherstones to him, then fight when he attacks afterwards +1
Talking to Duke Ravengard after the coronation:
- Ask him whether the "new dawn" is what they call tyranny now +1
- OR Tell the Duke that Florrick sent you, then probe Ravengard's mind to discover councellor's location, and tell him that Gortash is a tyrant +1
- 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
- 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.
- 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
- When you meet Dolor trying to kill Figaro Pennygood, say "Stop right there!" +1
- 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
- Give Rags Deelarma begging outside the entrance a handful of coins. +1
- 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
- Playing as Monk, tell the Flood Tide Allandra Grey: "I wish her soul the stillness of a calmed ocean" +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.
- Offer to fight Youth Varrl when Sa'varsh Kethk asks for a challenger, and then indeed kill him -1.
- When talking to Vlaakith, rat Shadowheart out that it was she who stole the artifact -1 (the line is available only if Shadowheart is in the party)
Ruined Battlefield
If entering the Shadow-Cursed Lands from the Grymforge:
- When the shadows warp Harper Yonas, choose to run from the fight -1
If entering the Shadow-Cursed Lands from the Rosymorn Monastery Trail:
- Traversing Shadow-Cursed Lands with the convoy and Kar'niss the drider, protect them from Harpers, thus maintaining your cover as a True Soul -1
▶ Note: Works, too, if you managed to pick up the lantern during the battle.
- If ambushing the convoy with the Harpers, start the dialogue with the drider and reveal the ambush to it -1
When dealing with He Who Was:
- Order Madeline to hurt herself as Ben and Marc did -1 (Evil Cleric will have a unique line)
- Then tell her to stab herself and don't stop OR to prove she is sorry -1 (either option)
- Finally succeed a Persuasion roll to keep her going -1
Elsewhere:
- Call Wulbren a prick when Barcus Wroot talks to him after you rescue him. -1
- Agree to play hide-and-seek with Oliver. -2 (one point for each round of the game)
- When convincing Oliver to reunite with Thaniel, say that people are dying for his fun OR call him a thieving shadow -1 (either option)
- Free the goblins when Z'rell prompts you to kill them.
- When entering Moonrise Towers, tell the guards you infiltrated Last Light Inn.
- Lick the Spider meat twice.
- 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
- When talking to the Waking Mind via the Slack-Skinned Head in the Necrotic Laboratory choose to consume the mind.
Camp/Conversation
- At camp, when asked if you have anything to share about yourself in return, say that you don't know very much about yourself.
- OR, Playing as The Dark Urge, tell him that nothing is half as charming as when it's all crimson and rot.
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Talking to Yenna, be rude to her:
- Ask where did she last see her mum, then say her mother is probably dead. -1
- OR Tell Yenna to get lost. -1
- Stand for Saer Grotpoll protesting against refugees, saying "Out with these interlopers!" -1
- Leave Scratch with Angry Mar'hyah. -1
- If you let Angry Mar'hyah take Scratch back, speak to him and ask to be a good boy -1
- Speak to the pig in the Requisitioned Barn without Speak with Animals and call her bacon -1
- Talk to Fist Broadhorn inside the barn and say you were just looking for anything worth stealing -1
- OR, Playing as a Rogue, if you are caught inside the barn by Fist Madigan, tell him this is the only place around worth stealing from -1
- Playing as Astarion origin, at the Gur Camp tell Ulma you won't sacfirice yourself for her cause -1
- OR Attack Ulma. -1
Dealing with Orin's guises:
- If Orin is impersonating Gyldro Angleiron, say you would kill someone close to you without hesitation. -1
▶ Note: When playing as Lae'zel origin, this option will have an unique formulation, but still take its place (line 4)
- OR, Playing as The Dark Urge, say that you have already done it -1 (This option is available if you have killed either Isobel or your partner in Act Two on demand of your Urge)
- If Orin is impersonating Fist Rowan, tell her that both sides need a lesson -1
▶ Note: This line goes for the Custom origin (Tav). If playing as any other Origin, except Dark Urge, it might have unique formulation
- OR, Playing as The Dark Urge, propose to kill and kill again -1
- If Orin is impersonating Dying Stone Lord Thug:
- Playing as an Evil Cleric, choose to make him suffer -1
- OR, Playing as 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, say that you'll enjoy watching him die slowly -1
- At the entrance, convince Klaus to let you in, pretending to be a friend of Gortash's (class-based Deception check) -1
- OR Use any Intimidation check -1
- OR Bribe him -1
- Dealing with Akabi, successfully catch him on rigging the wheel, but apologise and say you were mistaken -1
- Talking to Boney the mephit, say his wife Stoney is not your type -1
- Talking to Shadow-Whiskers with Speak with Animals, note that her cage looks comfy. -1
- Then tell her to murder whoever she wants OR say "Sure thing, pussycat". -1 (either option)
- Without Speak with Animals, choose the line "Kill them all, kitty". -1
- Talking to Crimson, refuse to feed him via Speak with Animals or mock him for being hungry (without the spell) -1 (either option)
- After defeating false Dribbles, talk to Crimson again and say you'd have killed him before he hurts anyone else -1
Watching Dribbles's show:
- Yell "Boo! Get off the stage!" -1
- When false Dribbles asks for an assistant, choose to cross your arms and glare. -1
- Talk to Lucretious after defeating false Dribbles, and when she asks you to find real clown, answer that you are expensive -1
In the Angleiron's Cellar:
- Agree to Wulbren's proposal to blow up the Steel Watch Foundry and take the Runepowder Bomb -1
▶Note: Druid, Rogue and Sorcerer characters will have unique lines for this option
- At the entrance gate, refuse to be arrested by the Steel Watcher and prepare to fight. -1
- OR Threaten Gauntlet Edwynna -1
- OR Attack Edwynna -1
- Agree to deliver the gnome leader's head to Manip Falcäo -1
- At Sharess' Caress, when trying to hire both Sorn Orlith and Nym Orlith, refuse to invite Halsin, too, if the druid is in the party -1
- Trying to get access into Wyrm's Rock Fortress, choose to leave when Blaze Elin stops you -1
At the Flaming Fist barracks:
- If failed to convince Arkleia Oloril to trade, attack her -1
When you spot Fist Reynash trying to open a chest:
- Intimidate OR blackmail him into giving you his stash -1 (either option)
- Speaking to Manip Bakshi afterwards (regardless of whether you succeeded a check to discover Reynash's thievery or not), let him arrest you -1
- Speaking to Gortash after killing Orin, surrender two your Netherstones to him -1
In the Wyrm's Rock Prison:
- Talking to Counsellor Florrick, when she sinks into despair, say you don't need her -1
- Help Astarion become a Vampire Ascendant
- When speaking to Yafeu after a different companion got trapped in his lamp, ask for gold. -1
- Intimidate Helsik to keep the gauntlets -1