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Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
Overview | Approval | Banter | Romance |
Shadowheart likes finding pragmatic and efficient solutions to problems. She appreciates discretion, privacy, and open-mindedness. Shadowheart may respond well to acts of heroism, though she also has occasional cruel tendencies and may look favourably on torture and manipulation.
Shadowheart dislikes those that disapprove of her worship or people pressing her for answers or details. She does not like needless cruelty or violence and can respond unfavorably to being too open with untrustworthy or unknown individuals.
Unlike other Companions, Shadowheart has a secondary approval system, influencing the choices in Find the Nightsong and Find Ketheric Thorm's Relic. For more information, see Nightsong Points.
The actions and choices listed on this page will raise or lower Shadowheart's Approval.
For more information about the approval system, see Approval.
Greetings
Depending on their approval rating, Shadowheart may greet the player with:
Negative (<0):
- "What do you want?"
- "What?"
- "What is it?"
Neutral (0 - 19):
- "Something the matter?"
Medium and up - Sharran (20+ approval):
- "May the darkness protect you."
- "Shar's blessing upon you."
- "Lady of Sorrows guide us. Did you want something?"
Medium and up - Selunite (20+):
- "All's well I hope? Aside from the obvious?"
- "Almost pleasant, travelling with company. If you ignore all the... less pleasant aspects."
- "I wasn't expecting it, but I'm glad to have some company on this journey."
When spoken to by someone other than the player character:
- "I don't answer to you - move along."
Romance
Flirting (20+ approval):
- "Well, my day just improved. Did you want something?"
- "You know, I've been catching myself smiling more lately. I think that's your fault."
- "I was hoping you'd come to chat. What do you need?"
- "Ah- so that's what people mean when they talk about butterflies in their stomach. Did you want something?"
Flirting - Low approval:
- "Hmm. You wanted something?"
- "In need of attention, I take it?"
- "Oh, you're back."
- "Sometimes I wonder if I should just let the tadpole dictate my love life. Did you want something?"
Partnered (40+ approval):
- "Aren't you a sight for sore eyes."
- "Good. I was just starting to miss the sound of your voice."
- "Did you want something? If not, I'm perfectly happy to just gaze upon you a while."
- "Why hello, lover... that sounded more debonaire in my head, I'll admit. Do you need something?"
Partnered - Low approval:
- "I hope this is important."
- "You know what I really love about you? When you play the strong, silent type. Let's keep this short, shall we?"
- "You know, just because I join you at your bedroll from time to time doesn't mean you need to talk to me quite so much. Is this urgent?"
- "Personality isn't everything, I suppose. Plenty of relationships can limp along on physical attraction alone. What do you want?"
- "Yes?"
Broken Up (40+ approval):
- "You know, I didn't realise it was possible to be so cordial with a former flame. I suppose I'm lucky. Did you want something?"
- "You're a sight for sore eyes, even now. Did you want something?"
- "Careful - keep seeking me out like this and people may think we're rekindling things. Did you want something?"
- "What can I do for you?"
Broken Up - Low approval:
- "You know, I truly do marvel sometimes that I ever had feelings for you. What do you want?"
- "Mmm-hmm? This had better be important."
- "Honestly, I should be grateful that you ended things between us - I dodged a poison tipped arrow there. What do you want?"
- "Spit it out then."
- "I'm listening - though don't ask me why."
Approval
As a Companion character, the interactions listed below will cause Shadowheart to gain approval.
Act One
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Free her from her pod aboard the Nautiloid, wake her up on the Ravaged Beach and have her join your active group. +10
▶ Note: If there are too many characters and she can't join, these points will not be acquired.
- Accept Astarion's apologies and say you would have done the same +1
- Use Animal Handling to calm the Scared Boar found near Astarion's pod OR tell it that you won't hurt it via Speak with Animals (either option) +1
- Convince the tieflings holding Lae'zel to shoot her down (using Persuasion option). +1
▶ Note: Taking this course makes you to ultimately choose between losing a companion and getting disapproval
- Attack Lae'zel +5
- Ask Lae'zel to say 'please' after convincing the tieflings to leave. +1
- Resolve the encounter with Gimblebock near the Chapel Entrance without violence +1
- In the Dank Crypt, successfully open the Book of Dead Gods (using any regular or class-based option) and pass the DC 10 Religion check +1
- Convince Aradin and Zevlor to stop arguing without punching either of them (using Persuasion or Intimidation) +1
- Refuse to help Zevlor with persuading druids to let the tieflings stay. +1
- Convince Nadira to give you her Soul Coin after saving her from the bugbear +1
- Tell Arka to seek vengeance and spill some goblin blood over Kanon's death +1
- Tell Rolan, Lia and Cal to leave the grove while they still can +1
- Order Lae'zel to stand down when talking to Zorru +1
- Offer to heal Pandirna for a price +1
- Assist Guex in training (using Athletics, Insight or Detect Thoughts) +1
- Convince Arka to spare Sazza (using Persuasion, Intimidation or Detect Thoughts) +1
- Make Barth pay you for his locket, if you get it back from Meli +1
- Refuse Zevlor to kill the goblin horde's leaders +1
- While dealing with Topaz the bird via Speak with Animals:
- As a Rogue, pick Mirkon's pockets while he is distracted by the harpies +1
- After successfully stealing the Idol of Silvanus for Mol, tell her you will be keeping it +1
Resolving Arabella's fate
- Persuade Kagha to free Arabella +5
- OR Playing as The Dark Urge, do nothing when Kagha is threatening Arabella +1
- Talk to Kagha after her judging Arabella and say you are protecting/protected your own +5
- If Arabella has died, lie and tell Locke and Komira that Kagha will release her soon +1
- Tell Silver the wolf you just wanted to give them your scent (using Speak with Animals) +1
- Swear to Nettie to take the Wyvern Poison +1
While the Druid Grove is preparing for the goblin attack
- Tell Andrick and Brynna to forget the owlbear and go away +1
- Tell Scratch to follow your scent to the camp, using Speak with Animals. +1
- Playing as a Cleric of Shar, say a prayer over the corpses near the bridge to Blighted Village, while talking to Aradin there +1(Note:this scene appears only if Aradin has previously left the grove)
- Convince the mother Owlbear to let you go without fighting +1
- Spare the Owlbear Cub after killing the mother Owlbear +1
- Agree with her when she asks not to loot the Selunite chest +5
- When find Demir and Johl arguing with Auntie Ethel, say that you aren't getting involved or that this has nothing to do with you +1 (either option)
- After entering the Sunlit Wetlands, break the illusion by any available means, then say 'BAA' at the Redcaps when you speak to them +1 (works twice)
- Chasing after Auntie Ethel in her lair, speak to Lorin and roar at him. +1
- Ask the Gnarled Door whether there is another way in, then pass the Intimidation check +1 (Reports of no approval in this instance on PS5 at this time[Needs Verification])
- After defeating Auntie Ethel, Intimidate her into handing over both Mayrina and fey hair +5
- OR Tell Ethel that the best solution is a dead hag. +5
- (If Astarion is in your party) Speaking with Gandrel, don't turn Astarion in, but further in the dialogue don't allow him to kill the hunter. +1
- Enter the village without violence +1
- Persuade Fezzerk at the windmill to leave peacefully +5
- Untie Barcus Wroot off the windmill wing and demand a compensation from him +1
- Convince Lump the Enlightened to fight alongside you, outbidding goblins +1
- Having summoned Lump the Enlightened to aid and ending your deal afterwards, let him have one lick +1
Goblin Camp
In the outer camp:
- Tell Tracker Grikka that you will get answers from prisoners. +1
- Using Speak with Animals, tell the Dishevelled Chicken to shut up and play. +1
- When Krolla tries to scam you after you won in chicken-chasing, demand your gold back and also all of hers, using illithid powers.
- Pet the Owlbear Cub or send him to your camp.
- Successfully Intimidate Crusher +1
- Tell Eight that you're sorry for his loss. +1
- Convince Booyahg Piddle to give you the book he's reading without using illithid powers +1
- Persuade Klagga to give you the Dwarf's Poem +1
- Tease Klagga about his secret appreciation of poetry (after successful Detect Thoughts check) +1
Inside the Shattered Sanctum:
- Agree to endure Abdirak's teachings on Loviatar's doctrine. +1
- Tell Torturer Spike to let you show him how it's done. +1
- Convince the spiders in the pit that goblins taste better than you +1
- Pick a fight with Priestess Gut in the throne room or in her chambers. +1
- Tell Minthara that the prisoner escaped and pass an Intelligence check to withhold the grove's location
- OR Tell her that Liam told you everything and pass the Deception check +1
- Tell Minthara that Sazza was too stupid to understand you prior +1
- Pick a fight with Minthara +1
In Worg Pens:
- After freeing Halsin, agree to Defeat the Goblins and tell Halsin to get to safety +1
- Then ask Halsin to help you kill the goblin leaders in a bear form. +1
- Save Rugan, then use Persuasion to convince him to sell his employer's wares +1
- Side with Karlach during Wyll's confrontation with her +2
- Intimidate the bandits into turning off the traps +1
- Intimidate Brem into selling Oskar Fevras to you at a discount rate +1
- When entering the Myconid Colony for the first time, be honest with the guard and tell them about your tadpole
- OR Convince the myconid guards you are a traveler seeking adventure (using Persuasion or Intimidation).
- OR Playing a Deep Gnome or a Drow, tell the myconids that the Underdark is your home and you don't need permission to pass. +1
- Steal the Boots of Speed from Thulla. +1
- Successfully Intimidate Omeluum into giving you the Ring of Mind-Shielding +1
- Successfully Intimidate Derryth Bonecloak into giving you reward for finding the Noblestalk, then take the reward and keep the mushroom.
- In Festering Cove, tell BOOOAL he is a fake god and tell him you will kill him and take his power +1
- When talking to Ward Magmar about travelling to Moonrise Towers, say that Moonrise holds the answers you need. +1
- Convince the Deep Rothé to breathe, focus and excavate for Skarjall
- OR Convince the Deep Rothé to give in to their rage and attack the duergar +1
- Convince Elder Brithvar to free the deep gnomes after the fight with Nere +1
- Give Shadowheart the Idol of Shar and tell her that you'll try to find anything else +5
- Playing as a Githyanki, tell Ellyka that githyanki patrol means nothing to you, getting her to stand down. +1
- When speaking with the githyanki patrol and Kith'rak Voss, successfully pass the Deception check +5
- Vandalise the portrait of Vlaakith +1
In the infirmary:
- If Lae'zel is chosen to use the zaith'isk, either:
- Save her from the device during the first phase +1 (to do this, succeed a passive DC 14 Performance check, then succeed a DC 30 Wisdom check or DC 30 Persuasion check.).
- Let her proceed to the second phase, then stop the purification +1 (succeed a DC 21 Wisdom check or DC 21 Persuasion check or DC 30 Deception check) This choice will permanently lower Lae'zel's INT by 2.
In the classroom:
- Persuade Sa'varsh Kethk to let Youth Varrl go from training. +1
- OR Offer to fight Youth Varrl youself -1, then make a successful DC 16 Dexterity check check to stab Varrl non-fatally +1.
At the hatchery:
- Successfully persuade Varsh Ko'kuu to let you take the githyanki egg, telling him:
- That you'll take it to a better crèche +1
- OR that you'll raise it yourself +1
- OR, Playing as a Githyanki, say you'll see it becomes the greatest ghaik-slayer +1.
In 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)
- Refuse to hand over the artefact to the Inquisitor W'wargaz, and convince Lae'zel to trust you by succeeding DC 21 Persuasion check or by reminding her of the zaith'isk (if you've learned the truth about it prior). +1
- Refuse Vlaakith's demand to enter the Mysterious Artefact +1
Camp/Conversation
- In camp on the first night tell her you agree with her about finding a healer as soon as possible +8
- Say you won't pry when she rebuffs your attempts to know each other better +1
- Agree with Shadowheart that illithid powers cannot be trusted despite the power they grant. +1
▶ Note: This dialogue is available only after using 'illithid' line for the first time in a conversation.
- When Mizora first appears in the camp, tell her not to lay a finger on Karlach +1
- When Shadowheart fails her Wisdom Saving Throw near wolves and become Frightened, assure her you will try to avoid wolves in the future if possible +5
▶ Note: This works only when Shadowheart comes close to wolves for the first time - either in the Emerald Grove, or in Zhentarim Hideout, or in Creche Y'llek
- Pet Scratch when he first comes to the camp +1
- Feed the Owlbear Cub when it first comes to the camp
- Pet the Owlbear Cub when it stays at the camp
- During camp romance scene near the waterfall, succeed the passive DC 5 Insight check and then choose to kiss her OR say that she should take what she wants +5
- When you catch her trying to handle with the Mysterious Artefact, successfully pass a Wisdom check, and then:
- When talking to Halsin on the morning after the camp celebration, say that you prefer to take the route through Underdark. +1
- Use Persuasion to successfully convince her to explore the illithid powers
- OR Tell her that perhaps resist the temptation of tadpole powers is right
- Do nothing when Shadowheart tries to kill Lae'zel +5 (Lae'zel permanently dies)
- When Kith'rak Voss wakes you up at the camp during long rest to discuss the Mysterious Artefact (after the events at the Crèche):
Raphael's Deal
- When Raphael briefly takes you to the House of Hope, choose lines:
- After first encounter with Raphael talk to her and choose dialogue option about distrusting Raphael twice +5
- Tell her that you don't care who she worships and do not push her further +1
- After she agrees to discuss Shar wih you:
- Tell her that you have no problems with her worship +5
- OR Persuade her that she should trust you since you are in the same boat. +5
- When Shadowheart asks whether you've heard of Shar, choose lines "Remind me" or "She doesn't sound very appealing". Then continue the dilogue until you can say "You should tell me more sometime." +5
- Talk about her missing memories, and make her promise to point out Night Orchids +1
- After her wound manifests itself, ask her if there's anything you can do to help her +1
- When she has odd magical flare-up, choose to turn the blind eye and leave +5 (Gains approval on any stage of conversation)
▶ Note: This dialogue is available only if you haven't ever seen her wound manifesting itself prior
- When Shadowheart wants to speak with you about Sharran worship herself, tell her to continue +1.
- When Shadowheart shares with you her memories about becoming a Sharran through the tadpole ('girl in the woods' cutscene), agree, then say this can't have been easy to her +5
- Then, when she tells you about her dream of becoming a Dark Justiciar, ask if Mother Superior would ever relent +1
Any Area
- Playing as Astarion, confess to her that you are a vampire +10
Act Two
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Ruined Battlefield
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.
- Convince Kar'niss the drider not to attack you if you killed the convoy before summoning him.
- Traversing Shadow-Cursed Lands with the convoy, protect them from ambushing Harpers, and then:
- Convince the drider through Deception to give you the lantern
- Then use Intimidation or Deception to convince the drider to walk away into the shadows
- When judging with He Who Was, order Madeline to stab herself, then to continue , and finally succeed a Persuasion roll to keep her going .
- Refuse to drink the spiked wine when talking to Jaheira inside. +1
- Tell Isobel that Marcus plans to kidnap her when he attacks the Last Light Inn.
- Talking to the Strange Ox, promise to keep its secret +1
- Playing as The Dark Urge, tell Isobel that your blood orders you to kill her, then deny the urge, and finally ask her to forgive you.
In the House of Healing:
- Convince Malus Thorm to order his sisters to hone their blades on each other. +1
- Then persuade Malus Thorm to operate on himself. +1
- OR Convince Malus Thorm to take the place of his patient and submit to sisters' curing. +1 (comes one point by another subsequently).
In the Reithwin Tollhouse:
- Persuade Gerringothe Thorm that there's no one to oversee her
At The Waning Moon:
- 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) .
▶ Note: If Performance roll failed, successful subsequent Deception roll earns a point of approval, nonetheless.
- By any means make the Thisobald Thorm drink his 'elixir' three times in a row, thus leading him to burst +1
In Sharran Sanctuary under the town square:
- Perform the blood offering at the secret altar to Shar
- Agree to play hide-and-seek with Oliver
- Playing as a Rogue, tell the Reconstituted Duellist that you do not blunder.
- Persuade Balthazar to give you the bell to summon Flesh +1
- 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 dealing with Yurgir:
- Talk to Yurgir about his pact, pass a passive Insight check and then three subsequent Persuasion checks to make him kill Merregons, his Displacer Beast Nessa, and finally off himself. +1
- If you agreed to help Yurgir, detect thoughts on the Hoarding Merregon and ask for the potions used to charm Nessa. +1
- Agree to peace with the rats after interacting with the Broken Effigy in exchange for their treasure +1
- Offer peace when speaking directly with Lyrthindor after interacting with the Effigy and defeating the rat horde
- Use Persuasion on Disciple Z'rell to explain yourself about letting goblins go, saying that they won't get far
- At the Moonrise Towers Rooftop, tell Ketheric Thorm that you can help, or that it isn't too late, or to come quietly (either choice)
▶ Note: This option requires DC 21 Intimidation 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
- At the Tadpoling Centre, use the Neural Apparatus to release the inhabitants of the pods
Camp/Conversation
- Give Shadowheart a Night Orchid
- When Shadowheart (Selûnite) asks you what you think of her new look, tell her you're all for it if it helps her put the past behind.
- Near the Pedestal of Reckoning, tell Shadowheart you'll help her surmount Shar's trials +5
- Let Shadowheart step up at the sacrificial bowl at the each of the Gauntlet of Shar trials +5 (each trial)
- At the Verge of the Shadows, while Shadowheart is praying, pry into her mind and then suggest to move on +5
- In the Nightsong's Prison, select the option to not interfere. +10
- When talking to Dame Aylin at the camp, tell Shadowheart you'll help to save her parents +5 (available if Shadowheart defied Shar)
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Playing as the Dark Urge, if Orin is impersonating Gyldro Angleiron, tell her you'll do all you can to keep your loved ones safe from your blade.
- Tell Wulbren you'll take the runepowder bomb but only use it as a last resort.
- Refuse to bear the madness curse instilled by Monk Manifestation's. (starts a fight with crypt corpses)
In the kennels of the Sword Coast Couriers:
- Make Angry Mar'hyah to let you keep Scratch, using Intimidation.
- Then force Mar'hyah to leave the kennels via Deception or Intimidation.
In the Circus of the Last Days:
Watching Dribbles's show:
- Yell 'Boo! Get off the stage!' OR say 'What a corny joke'
- Playing as a Druid and if going on stage yourself, say you're special because of your animal transformation capabilities.
When passing Zethino's trial, choose answers:
- First question: ★'Good company', OR 'Night itself', OR ★'That she can change' +1 (either; the latter available if she denied Shar [Needs Verification])
- Second question: ★'Being discreet' +2, OR 'Shrewd judgement' +1
- Third question: ★'She doesn't know…', OR ★'She can't swim', OR 'Sacrifice an innocent', OR ★'Failing her goddess' +1 (either; the latter available if she denied Shar)
▶ Note: The ★ sign here marks the answers considered 'correct' for the purposes of the test.
- Tell Sauceman Chorizo that you can show him pleasures his husband never could.
- Gain access to Wyrm's Rock Fortress by showing Elin an Admission Pass
- At the The Blushing Mermaid, tell Auntie Ethel to surrender the child. +1
- In the Baldur's Mouth, tell Ettvard Needle you'll unveil his connection to Gortash if he prints anything bad about you. +1
- Near the Crimson Draughts, give some gold to Sacrum.
- Playing as a Bard, talk to Thomas C. Quirkilious in Chromatic Scale and ask him about the benefits of worg hair lute strings. +1
- After becoming an Unholy Assassin, tell the Echo of Illasera that "Can't be that quick if someone cut you down." +1
- Tell Hope you aren't telling her anything when she says she wants to ask a question. +1
- Successfully read the Archivist's thoughts, and then deceive him pretending to be Zariel's High Inquisitor. +1
Camp/Conversation
In the House of Grief:
- Let her participate in the Mapping of the Heart. +5
- (If Shadowheart remained a Sharran) Tell the cloister how Shar has blessed her. +5
- (If Shadowheart remained a Sharran) Give her a chance to sway more of Viconia's followers. +1
Disapproval
As a Companion character, the interactions listed below will cause Shadowheart to lose approval. This list is most likely incomplete.
Act One
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Threaten Astarion in your first encounter with him
- Speaking with the tieflings holding Lae'zel in a cage, choose the 'attack' option. -1
- Recruit Lae'zel into the party -5
- Playing as The Dark Urge, when confronted by a companion about kicking Timber, say she came right at you OR that your instincts are sharp -1
- Make Zorru bow to Lae'zel -1
- Make Zorru kneel before Lae'zel -1
- After Lae'zel has questioned Zorru, tell her she is good at interrogations. -1
- Tell Auntie Ethel about the tadpole
While the Druid Grove is preparing for the goblin attack
- Tell Zevlor (or Asharak if Zevlor is dead) that you are here to take the grove for the goblins/are here with the goblins -1
- While talking to Aradin on the bridge, say a prayer over the corpses as a cleric Selune -1
- Choose to go closer to the Owlbear Cub or attack mother Owlbear -1
- Fail to persuade or intimidate Shadowheart into looting the Selunite chest -5
- Loot the Selunite chest and fail the Sleight of Hand check if you previously agreed not to do it or failed to convince her -2
- While talking to Demir and Johl after Ethel disappears, offer to help them find their sister -1
- After defeating Auntie Ethel, order her to let Mayrina go. -1
- OR, let Ethel go in exchange for fey hair, with or without Mayrina. -1
- Select the option to attack Fezzerk and the goblins by the windmill -1
- Interrupt the bugbear and ogre couple in the barn -1
Goblin Camp At the gate and in the outer camp:
- Play the war drum at the front gate -5
- Take Shadowheart to the chicken-chase and tell her not to be hasty
In the Shattered Sanctum:
- Tell Brakkal (the Maglubiyet devotee in the cage) that the gods are fickle.
- Accept the Brand of the Absolute from Priestess Gut -1
- Pick a fight with Priestess Gut while she is still in the throne hall -1
- Pay extra 200 gold to the artist Oskar Fevras after you free him
- Decide to attack Morghal and Orgath.
- Express contempt on the dead, skeletal Dark Justiciars -5
- Provoke a fight against Elder Brithvar by either taunting him to try and take your gold OR suggesting to rat him out to Sergeant Thrinn about his conspiracy against Nere
- Let Lae'zel speak for the group when you enter the Gith Creche and questioned by Gish Far'aag
- OR Show Gish Far'aag the Mysterious Artefact to gain entry into the Creche
- Offer to fight Youth Varrl when Sa'varsh Kethk asks for a challenger -1, and then indeed kill him -1
- Tell Varsh Ko'kuu that if he gives you the githyanki egg you'll sell it at best price OR make yourself an omelette (either choise brings -1 and immediately starts the fight with Ko'kuu and hatchery guards)
- Surrender the Mysterious Artefact to Kith'rak Therezzyn -1
- Accept Vlaakith's demands to enter the Mysterious Artefact
Camp/Conversation
- Tell Astarion you trust him
- When you catch her trying to handle with the Mysterious Artefact, fail a Wisdom check -10
▶ Note: This cutscene is available only if you haven't discussed the artefact with Shadowheart before
- During camp romance scene near the waterfall:
- Insist on continuing to use the tadpole's power after the second visit of the Dream Guardian
- When Kith'rak Voss wakes you up at the camp during long rest to discuss the Mysterious Artefact (after the events at the Crèche), tell Lae'zel to kill him +1 (starts the fight with the githyanki knight)
- Let Volo follow through with his attempt to remove the parasite
- Playing as Astarion, after being caught biting:
Raphael's deal
Act Two
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- When judging with He Who Was, choose any response to Madeline, that judges her actions; either that she is not to be forgiven or that it wasn't her fault (formulation of answer is based on class).
- Whenjudging with He Who Was, choose to stop Madeline from stabbing herself.
- Drink the spiked wine when talking to Jaheira inside
Reithwin Town In the Reithwin Tollhouse:
- Give up all your gold to Gerringothe Thorm
In the Sharran Sanctuary:
- Take the Ritual Dagger of Shar from the Shar Altar -1
- When speaking with Yurgir, say you're uniquely good at tracking things down
- Tell Lyrthindor the world is better off without Shar worshippers -1
- Lick the dead spider twice -1 (each time)
- At the Tadpoling Centre, use the Neural Apparatus to purge the pods.
- When talking to the Waking Mind via the Slack-Skinned Head in the Necrotic Laboratory choose to consume the mind.
▶ Note: This option is available only after successful DC 18 Insight check
- Near the Pedestal of Reckoning, tell Shadowheart that passing Shar's trials is a distraction -5
- After installing an Umbral Gem into the Pedestal of Reckoning, tell Shadowheart that searching the Spear of Night is nonsence -1
- At the Verge of the Shadows, while Shadowheart is praying:
Act Three
Spoiler warning! This section reveals details about the story of Baldur's Gate 3.
- Refuse to help Yenna when she first approaches the party. -1
- Tell Wulbren that the real enemy is Gortash, and not the Gondians
- When confronted by Ferg Drogher over Shadowheart's rejection of Shar, tell him that she "turned her back on your wretched goddess". -1
- When prompted for a special assistant by Dribbles the Clown, choose Shadowheart. -1
- When passing Zethino's trial, choose answers:
- Refuse to be arrested by the Steel Watcher at the gate between Rivington and Wyrm's Crossing. -1
- Accept the Deal with the Gnomes quest from Manip Falcäo -1
- (If Halsin is in the party) Refuse to take Halsin in with you to the orgy with Drow twins. -1
- Refuse twice to give Gortash the Netherstones. -1
- Intimidate Fist Reynash into handing over everything he stole before fleeing. -1
At theThe Blushing Mermaid:
- When speaking to Auntie Ethel, say "That’s so evil, even I’m impressed". -1
- Accept the Ethel's offer to become your ally. -1
- At Sorcerous Sundries, betray Dame Aylin and hand her over to Lorroakan. -1
- In Cazador's Dungeon, let Astarion complete the Rite of Profane Ascension -1
- At Flymm Cargo, let Allandra Grey take Redhammer away after you've returned from the Iron Throne -1
- When meeting Olfaith Olumssdottir for the first time, ask him what you must do. -1
- When speaking to Sarevok on how you acquired the hands of your murder victims, choose lines "With a smile on my face…" OR "Slowly and painfully…". -1
- Tell the Echo of Amelyssan that every kill is euphoria. -1
- Let Orin kill the kidnapped companion, saying you won't stop her. -5