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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.
- Tell Oliver you know who he really is +1
- Let Halsin persuade Oliver. +10
- Convince Oliver to reunite with Thaniel. +40
At the Reithwin Tollhouse
- Persuade Gerringothe Thorm that there's no one to oversee her
- 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
- 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. +20
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Give Yenna coins. +1
- Offer to find a guard for her. +1
- After selecting a different option, give her gold +1 (giving food will not gain approval)
- Playing as a Ranger, offer to track down Yenna's mother.
At the Sword Coast Couriers and in the kennels:
- Tell Commander Lightfeather that you found the enemy and that his pigeons fought bravely against it.
- Make Angry Mar'hyah to let you keep Scratch, using Persuasion or Intimidation. +1
- Then force Mar'hyah to leave the kennels via Deception or Intimidation. +1
In the Angleiron's Cellar:
- 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
Dealing with Orin's guises:
- If Orin is impersonating Fist Rowan, tell her that one can't just kill innocent people +1
- 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 Gyldro Angleiron, tell her you would never kill someone you care about. +1
▶ Note: When playing as Karlach or Wyll origin, this option will have an unique formulation, but still take its place (line 3)
- Playing as The Dark Urge, tell her that you'll do all you can to keep your loved ones safe from your blade. +1
- Try to help Dying Stone Lord Thug +1
▶ Note: This option is available only if Orin is not impersonating the Thug
Near Requisitioned Barn:
- Tell Mattis to watch himself when he remarks how big Baldur's Gate is. +1
- Donate gold to Manip Nestor. +1
- Compliment the pig within the requisitioned barn. +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
- Agree to bear the curse +1 and withstand Monk Manifestation's madness. +3
Watching Dribbles's show:
- Reassure Halsin after choosing him to go on stage with Dribbles the Clown ("Go on, Halsin!"). +1
- When passing Zethino's trial, choose answers:[Needs Verification]
▶ Note: The ★ sign here marks the answers considered 'correct' for the purposes of the test.
Elsewhere:
- * Tell Saer Grotpoll that his own accent sounds more Rivingtonian than Baldurian +1
▶ Note: This option is available only if your character is a Baldurian themselves, or has successfully deceived Grotpoll into believing so, if they're not
- Tell Biscotti he's a good dog the first time you meet him. +1
- Playing as a Ranger, tell Fortuno to relax for Biscotti.
- Tell Tinker Nayzeem that the way people treat refugees is terrible. +1
- Consent to arrest when the Steel Watcher at the South Span checkpoint. +1
- Refuse to deliver the gnome leader's head to Manip Falcäo +1
- Agree with Adventurer Drim at the Fraygo's Flophouse that people don't respect adventurers anymore.
- 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
- 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.
- Call Wulbren a prick when Barcus Wroot talks to him after you rescue him.
- Agree to play 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 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.
- 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
Dealing with Orin's guises:
- If Orin is impersonating Fist Rowan, tell her that both sides need a lesson -1
- OR, Playing as The Dark Urge, propose to kill and kill again -1
- If Orin is impersonating Gyldro Angleiron, tell her 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)
- 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