More actions
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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:
Very Low (-40 or less)[Needs Verification]
Low (-20 or less)[Needs Verification]
Neutral (-19 - 20)
Medium approval (20+)[Needs Verification]
High approval (40+)[Needs Verification]
Very High approval (60+)[Needs Verification]
Exceptional approval (80+)[Needs Verification]
- "Oak Father preserve you."
Romanced
- "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.
- Tell Oliver you know who he really is +1
- Let Halsin persuade Oliver. +10
- Reunite Oliver with Thaniel +40
- Tell Arabella you'll find her parents. +1
- Invite Arabella to stay at your camp. +1
- Persuade Gerringothe Thorm that there's no one to oversee her
- Drink with Thisobald Thorm
- Share stories with Thisobald Thorm
- Agree to peace with the rats after interacting with the broken effigy. +5
- Respond to Reconstitued 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
- 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.
- Use the Neural Apparatus to release everyone in the Tadpoling Centre +5
- When interrogating the "Fresh Mind" with Gortash's invention, tell the kid to "Go back to sleep" +1
- Tell Jaheira she's welcome in your camp. +1
- Say you wished he joined earlier when asking about what happens after the shadow curse lifted. +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
- Give the Githyanki reply when asked about yourself.
- Say "It hurts, I know it does." when talking to Arabella in camp
- Tell Arabella her parents would be proud of her.
- When "Ketheric Thorm is no more", talk to Thaniel. +20
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- When Yenna approaches you for the first time
- 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
- 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
- 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
- Offer to help Sister Yannis investigate Brilgor's death and prove his innocence. +1
- Tell Brother Clements his god would be proud of Father Lorgan. +1
- During the Help the Cursed Monk quest after finding Shirra Clarwen:
- Agree to take on the monk's madness. +1
- After agreeing to take on the monk's madness, succeed both DC checks to resist Wisdom drains and gain Tasha's Hideous Laughter. +3
- 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
- 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 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
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.
- Playing Hide and seek with Oliver
- 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 carcass
- With Mother Dearest in your inventory, ask "What happened to your mother?"
- When talking to the Waking Mind via the Slack-Skinned Head in the Necrotic Laboratory "consume" the mind.
- 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
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Tell Wulbren you'll take the bomb but only use it as a last resort. -1
- Ready yourself to fight when challenged by the Steel Watcher at the South Span Checkpoint -1
- Boo Dribbles the Clown.
- After passing the Animal Handling check, tell the displacer beast, "Kill them all, kitty."
- Accept the Deal with the Gnomes quest from Manip Falcäo -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