Shadowheart likes finding pragmatic and efficient solutions to problems.
She appreciates discretion and respecting one's privacy. Shadowheart may respond well to an act of heroism or helping the weak, but again, counts its usefulness. However, she also has occasional cruel tendencies and may look favourably on torture and manipulation others to achieve the needed results. Lastly, she approves open-minded approach to her serving the goddess Shar.
Shadowheart dislikes those who speak poorly of her worship. She disapproves pressing her for answers or details, unless she wishes to reveal some of them herself. She does not like needless cruelty or violence and can respond unfavorably to taking straightforward decisions or being too open with untrustworthy or unknown individuals. Finally, she disapproves those who doubt in decisions or opinions taken previously.
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):
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
Ravaged Beach
Note: Available if you saved her from the pod on the Nautiloid. If the party is already full, these points will not be acquired
Roadside cliffs
Note: Taking this course makes you to ultimately choose between losing a companion and gaining disapproval
Emerald Grove
In The Hollow:
- Convince Aradin and Zevlor to stop arguing without punching either of them (using
Persuasion or
Intimidation)
+1
- OR Stand back and watch their argument heat up
+1
- Refuse to help Zevlor persuade Kagha to let the tieflings stay
+1
- Convince Nadira to give you her Soul Coin after saving her from the bugbear assassin
+1
- Tell Arka to seek vengeance and spill some goblin blood over Kanon's death
+1
- Recruit Shadowheart, if you didn't do so on the Ravaged Beach or near the Chapel Entrance
+5
- Tell Rolan, Lia and Cal to leave the grove while they still can
+1
- OR, Playing as a
Githyanki or an Evil
Cleric, use corresponding unique line
+1 (either option)
- Order Lae'zel to stand down when talking to Zorru
+1 (does not bring approval for
The Dark Urge characters)
- Afterwards, berate the gith for being so rough
+1 (Unique lines for
Halfling and
Tiefling)
- OR, Playing as a Good
Cleric or a
Paladin, call Lae'zel cruel and cold after she threatens you
+1
- Playing as a
Paladin,
Druid,
Cleric or
Bard, offer to heal Pandirna for a price
+1
- Assist Guex in training (using
Athletics,
Insight,
Detect Thoughts or unique
Githyanki,
Barbarian,
Monk lines)
+1
- Playing as Wyll origin, distract kids trained by Asharak, reciting one of your adventures (either with a yeti, a croc or an owlbear)
+1
- Convince Arka to spare Sazza (using
Detect Thoughts or any skill-based or class-based option)
+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
- 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
- OR, Playing as a
Rogue, advise her not to ask, just take
+1
In the Sacred Pool and druid caves:
- Persuade Kagha to free Arabella
+5
- OR, Playing as
The Dark Urge, choose to do nothing when Kagha is threatening Arabella
+1
- After resolving Arabella's fate, talk to Kagha and praise her for protecting her own
+5
- If Arabella 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 dealing with Topaz the bird via
Speak with Animals:
- Tell him that the key in its nest is dull
+1
- OR, Playing as a
Dwarf, that the metal is of bad quality
+1
- OR Playing as a
Bard, choose the class-specific option about a song
+1
While the Emerald Grove is preparing for the goblin attack
- Convince Memnos to join the fight against the goblins
+1
- Tell Lakrissa to buy you a drink to be even
+1 (this point may be earned either before attack or after defeating goblins)
- Convince Wyll not to attack you, using
Intimidation or
Persuasion
+1
Note: This scene appears only if Wyll left the party due to your choices in dialogue with Minthara, after you have revealed the Grove's location to the drow
- Successfully defend the Grove and then talk to Zevlor
+1
Forest
- Tell Andrick and Brynna to forget the owlbear and go away
+1
- OR, If you killed the owlbear already, tell them to go because you've avenged Edowin
+1
- Tell Scratch to follow your scent to the camp, using
Speak with Animals.
+1
Owlbear Nest
- Convince the Mother Owlbear to let you go without fighting
+1
- Spare the Owlbear Cub after killing the Mother Owlbear
+1
- Agree not to loot the Selûnite chest
+5
Sunlit Wetlands/Putrid Bog
- 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)
- OR While talking to Demir]] and Johl after Ethel disappears, tell the brothers that they're on their own
+5
- OR Playing as a
Ranger, a
Sorcerer or a
Wizard, tell Demir and Johl to "trust a more experienced soul"
+5
- 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)
- If Astarion is in your party, don't rat him out to Gandrel, but further in the dialogue don't allow him to kill the hunter.
+1
- If Astarion kills Gandrel himself, say afterwards that the hunter need not to die OR That you cannot trust him after that
+1 (either option)
Note: Available only if you don't know yet that Astarion is a vampire
In the Overgrown Tunnel:
- Chasing after Auntie Ethel in her lair, speak to Lorin and ROAR at him.
+1
Intimidate the Gnarled Door to let you in
+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 Say that the best solution is a dead hag
+5
- If you killed Ethel and spared Mask of Regret, speak to the latter afterwards and choose to attack her
+1
- Accept Mayrina's locket as a reward for saving her
+1
Blighted Village
- Gain entrance to the village:
- Through the southern gate - by
Intimidating the goblin guard
+1
- Through the eastern gate - by successfully using any check-based line on the booyang guard OR by showing them Brand of the Absolute
+1 (either option)
- Persuade Fezzerk at the windmill to leave peacefully
+5
- OR Attack the gang, and when Fezzerk begs for mercy, deliver the final blow
+1
- 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
Note: This approval can be gained the same way, too, if the ogres come to your camp to resolve the deal
Goblin Camp
At the front gate and in the outer camp:
Note: These options are available if you have killed the Owlbear Cub in its nest
- Invite the Owlbear Cub to your camp
+1
- Then speak to Krolla and convince her to let the cub go with you, using any check-based option
+1
- OR Start a tour of chicken-chasing and prompt the cub to run to the finish posts, using
Speak with Animals or
Animal Handling
+1
- When Krolla tries to scam you after you won in a tour of chicken-chasing, demand your gold back and also all of hers, using illithid powers
+1
Talking to Crusher:
- When he orders you to kiss his foot, obey
+1, then start licking it
+1
- OR Give his foot a long lick straightaway
+1
- Steal the ring from Crusher's toe after you kneel in front of him.
+1
- Successfully use
Detect Thoughts on Crusher and say you'll let his boss know of his plans
+1
- Make Crusher kneel and kiss your foot, using
Intimidation OR Illithid powers.
+1
- If Crusher starts a fight, make him kiss your foot after defeating.
+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
- OR Use
Detect Thoughts on him and then tease him about his secret appreciation of poetry
+1
Inside the Shattered Sanctum:
- Pick a fight with Priestess Gut or in her chambers.
+1
- Don't object Dror Ragzlin's orders to report to Minthara
+1
- Promise Minthara to get information from the captive
+1
- Tell Torturer Spike to let you put the prisoner through paces.
+1
- OR, Playing as
The Dark Urge, propose to show Spike how it's done
+1
- OR, Playing as a
Drow, tell him that you don't try, you get results
+1
- Tell Minthara that the prisoner escaped and then pass an
Intelligence check to withhold the grove's location
+1
- OR Tell her that Liam told you everything and pass the
Deception check
+1
Note: These options are available only if you spoke to Minthara before interrogating and freeing Liam
- Tell Minthara that Sazza was too stupid to understand you prior
+1
- OR, Playing as a
Lolth-Sworn Drow, tell Sazza she should have see a superior in you at once
+1
Note: Sazza must be freed from the cage in Emerald Grove
- Provoke a fight with Minthara by any available option
+1
- Agree to endure Abdirak's teachings on Loviatar's doctrine.
+1
- Convince the spiders in the pit that goblins taste better than you
+1
In Worg Pens:
- After freeing Halsin, agree to kill goblin leaders to save the grove (either with or without him in bear form)
+1
- If agreed, tell him to stay at pens (if you first asked Halsin to come with you, change your mind)
+1
The Risen Road
Waukeen's Rest & Zhentarim Hideout
- Tell Benryn you'll keep the dowry as a payment for his saving
+1
- Successfully
Intimidate the guard Salazon to let you go through the hatch to the hideout
+1
- OR, Playing as a
Rogue, show him single-hand sign "profit"
+5
- Purchasing Oskar Fevras, make Brem lower the price through
Intimidation or
Persuasion
+1
- OR Make him let Oskar go for free, using any check-based option
+1
Underdark
- When entering the myconid colony, tell Sovereign Spaw the truth about the parasite
+1
- Steal the Boots of Speed from Thulla
+1
- Obtain the Ring of Mind-Shielding from Omeluum (either through
Intimidation,
Persuasion, or providing it with the description of the Nautiloid structure)
+1
- Tell Derryth Bonecloak you're going to keep the Noblestalk for yourself
+1
- OR Successfully
Intimidate her into giving you reward for the finding, then take the reward and keep the mushroom
+1
- In Festering Cove, tell BOOOAL he is a fake god and tell him you will kill him and take his power
+1
- OR Tell BOOOAL you won't let him enslave the Kuo-toa any longer
+1
- ** If you find out that BOOOAL is a Redcap, bait him with a tale of bloodshed instead of sacrifice
+1
Grymforge
- 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 to attack the duergar
+1 (either option)
- Convince Elder Brithvar to free the deep gnomes after the fight with Nere
+1
- If you killed the duergar (both rebels and Absolutists) before freeing Nere, plant a thought in Nere's mind about freeing the gnome slaves
+1
- Give Shadowheart the Idol of Shar and tell her that you'll try to find anything else
+5
Mountain Pass
- Playing as a
Githyanki, tell Ellyka that githyanki patrol means nothing to you, getting her to stand down.
+1
- OR, Being
disguised as a githyanki, tell her you're actually not them OR that she is safe
+1
- Speak with Kith'rak Voss yourself instead of letting Lae'zel do it
+1 (any option of two available)
- OR Attack him straightaway
+1
- Speaking to Voss, succeed the passive
Deception check to resolve the encounter peacefully
+5
Crèche Y'llek
- Upon entering the Créche, first tell Gish Far'aag that Voss sent you; then pretend to be an avatar of Vlaakith and succeed a
DC 30 Performance check.
+1
- OR, Playing as a
Ranger,
Intimidate Far'aag, saying you're hunting either mind flayers or the gith
+1
- Vandalise the portrait of Vlaakith
+1
In the Infirmary:
- If Lae'zel is using the zaith'isk:
- Convince her that the device kills instead of curing
+1
- Save her from the device during the first phase
+1
Note: 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 Note: 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:
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 Ch'r'ai 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 or say you're actually going to free the person inside
+1
Raphael's Deal
- When Raphael briefly takes you to the House of Hope, choose lines:
- "I need to think this over."
+1
- "You're mad if you think I'll make a deal with a devil."
+5 (If playing as Wyll origin: "... another devil")
- Upon returning, talk to Shadowheart and say the devil cannot be trusted, then confirm it
+5
- OR Say you might consider his help, then change your mind into distrust
+5
Camp & Conversations
Camp interactions
- At the very first long rest, agree with her that finding a healer is your first priority
+5
- OR Express the hope that you will get lucky
+5
Note: This option appears only if you spoke to her prior to any other companion
- 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 very first time in a conversation
- At the second long rest, when she asks what would you do if she turns, answer you'd kill her on spot
+1
- After learning about any path to a cure, tell Shadowheart this could be your last night together, probe her thoughts using illithid
Wisdom, and suggest to find a tavern and celebrate
+5
- When Shadowheart comes to the camp all not herself, succeed
Perception roll to detect a knife in her belt, and then
persuade her to have a rest at the camp
+10
Note: This scene occurs only if you have missed all opportunities to recruit the cleric at the beginning of the game
- On the next morning, suggest Shadowheart to join the party
+5
- When you catch her trying to handle with the Mysterious Artefact, successfully pass a
Wisdom check, and then:
- Say you like darkness beacuse it's peaceful
+1
- Ask her to admit that there's a cure inside
+5
- OR Say that your lives are intertwined, and then that you won't insist on discussing the matter further
+5
- If you have a rate of approval <0 (Negative) from her, choose to leave her alone
+1
Other companions and camp followers
- When Astarion tries to bite you, either stake him or chase him off the camp. In the morning, tell others that bringing him to the camp was a mistake
+1
- Playing as Astarion origin, if you have approval rate <10 from her, speak to Shadowheart about herself. Then ask what does she mean calling you "the type", and finally say this all is a bit new for you
+1
- Playing as Astarion origin, confess to her of being a vampire and succeed a
Charisma roll
+10
Note: If Shadowheart initiates the discussion herself, successful
Charisma check will bring only
+1 approval
- Talking to Lae'zel about the crèche as the only path to a cure, say that total understanding is nonsense
+1
- When Lae'zel intends to kill everyone before turning into mind flayers, talk her out of it
+5
- OR Ask her to give you the knife to end her, then say you all still have time
+5
- OR Ask Lae'zel to give you the knife and indeed slit her throat
+10
- When Lae'zel and Shadowheart have an argument over the Mysterious Artefact
- If Lae'zel attacks sneakily at night,
persuade her to stop
+10
- OR, Playing as a
Half-Orc,
intimidate her
+10
- OR Choose to defend Shadowheart or side with her if it somes to the duel
+10 (either option)
- If Shadowheart attacks sneakily at night, choose to do nothing
+10 (Lae'zel dies)
- After Shadowheart kills Lae'zel, talk to her and tell her you trust she had reasons to do it
+10
- If you are recruiting Karlach after raiding the Emerald Grove, convince her it was a necessary decision
+1
- When Wyll comes to the camp with the intent to kill Karlach, call the warlock stubborn
+1
- OR Order him to stand down
+1
- OR Say that Karlach does not pose any threat to the Sword Coast
+1
- Tell Mizora she's not leaving your camp alive during her first appearance there
+1
- OR Tell Mizora not to lay a finger on Karlach
+1
- Playing as Karlach origin, ask Mizora why doesn't she f*ck off
+1
- When talking to Halsin on the morning after the camp celebration, say that you prefer to take the route through Underdark
+1
- When Kith'rak Voss wakes you up at the camp during long rest to discuss the Mysterious Artefact, encourage Lae'zel to trust him
+1
- OR Tell Lae'zel you have her back in any choice of hers
+1
- Pet Scratch when he first comes to the camp
+1
- Feed the Owlbear Cub when it first comes to the camp
+1
- At the second appearing, successfully tend to the cub's paw
+1
- Pet the cub first time after he becomes a camp follower
+1
- Pet both animals when the Owlbear cub sees a nightmare
+1
Romance
- During camp romance scene near the waterfall, succeed the passive
Insight check and then choose to kiss her
+5
- OR Say that if she wants something, she should take it
+5
- When talking to her half-drunk at the goblins' party, offer her "a better distraction", then suggest to sit by the fire OR to tell what's on her mind
+10 (either)
Note: Any of three options above starts romance with her
- OR, Playing as a
Githyanki or as a
Duergar, tell her you've never done anything comforting
+10
Companion quest
- Say you won't pry when she rebuffs your attempts to know each other better
+1
- When it comes out that Shadowheart is a follower of
Shar, tell her that you don't care who she worships, because you all have bigger problems
+5
- Discussing Shadowheart's fear of wolves, promise to avoid them in 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.
Druid characters have an unique line
- Talk about her missing memories, and make her promise to point out Night Orchids
+1
- After she agrees to discuss
Shar wih you:
- Tell her to continue
+1
Persuade her to explain tenets of her faith to you
+5
- Then say it sounds convincing OR That you won't judge her beliefs
+5 (either option)
- OR Ask her to recite a prayer to Shar
+5 (unique line for an Evil
Cleric)
- 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
- After her wound manifests itself for the first time, ask her if there's anything you can do to help her
+1
- When she has odd magical flare-up in the camp, choose to turn the blind eye and leave
+5 (gains approval on any stage of conversation)
Note: This camp dialogue occurs only if you haven't ever seen her wound manifesting itself prior
- When she tells you about her dream of becoming a Dark Justiciar, agree to hear her out
+1
- Ask if Mother Superior would ever relent, and then thank her for sharing
+1
- After reaching Grymforge, when Shadowheart says that there are signs of Dark Justiciars' presence, answers that you'll keep an eye about other signs in the future
+1
- Give her the Idol of Shar which can be found in Grymforge
+5 (unique line for a
Cleric of
Selûne)
Act Two
Ruined Battlefield
If entering the Shadow-Cursed Lands from the Rosymorn Monastery Trail:
- Order Warrior Gronag to fetch the bone, after he orders the hyena to do the same.
+1
- Convince Kar'niss the drider not to attack you if you killed the convoy before summoning him, using
Deception or
Intimidation.
+1 (either option)
- If ambushing the convoy with the Harpers, start the dialogue with the drider and
deceive it into giving you the Moonlantern
+1
When dealing with He Who Was:
- Speaking to He Who Was, say you doubt that he is here for the goodness of his heart
+1
- 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:
Last Light Inn
Speaking to Jaheira:
- When talking to Jaheira inside the inn, refuse to drink spiked wine
+1
Dealing with Isobel and Marcus:
- When Isobel mocks Shadowheart about
Shar not protecting her, answer that the Dark Lady's works aren't for you to question
+1
- Playing as an Evil
Cleric, after Isobel casts protecting spell on the party, say that you hope it is worth its sickly radiance
+1
- If Marcus vouched for you at the entrance (in this case he will wait in Isobel's room):
- Agree to help him kidnap Isobel OR say that you are going to take the cleric yourself
+1 (either option)
- OR Speak to Isobel and warn her, revealing Marcus as a True Soul
+1
- If Marcus assaults the inn (happens if you gained entrance with Mol's help):
- After speaking to Marcus telepathically, explain to Isobel that he is going to kidnap her
+1
- Playing as
The Dark Urge:
- Tell Isobel that your blood orders you to kill her, then chase off the Urge, and finally choose any line to explain your behavior
+1 (available after the kidnap attempt AND if you haven't threatened her)
Talking to Councellor Florrick:
- Ask whether the Flaming Fist are just going to stay around
+1
- If Wyll is in the party, tell Florrick it's your business what had happened to him
+1
- OR, Playing as Wyll origin, say it was a devil deal that has gone terribly wrong
+1
Talking to His Majesty via
Speak with Animals:
- Say you only wanted to admire him close
+2, and then indeed choose to quietly admire him
+2
- OR, Playing as a
Ranger, say you do not seek his territory
+2
Speaking to Cerys:
- When she tell you about their misfortunes and says they ran until found the inn, say:
- Ask her what they are doing here, if they headed for Baldur's Gate, and then:
- Tell her not to lose hope to see others alive
+1 (starts the quest, if you don't have it already)
- OR Say she did the right mess of things.
+1
Talking to Alfira:
- After Marcus's assault, when she asks whether they cannot trust anyone:
- Tell her to stop whining
+1
- OR, Playing as a
Half-Orc, tell her to use her anger
+1
- Ask her about others, and then say that running was right call
+1
- When Alfira asks you how do you keep going, answer:
- That you take one step at a time
+1
- OR That danger is your life
+1
- OR That you don't complain constantly
+1
- OR, Playing as a
Bard, a
Fighter, a
Druid, a
Ranger, or a
Rogue, use a class-based line
+1
- OR, Playing as a
Drow, a
Deep Gnome or a
Duergar, say that only the strong survive
+1
- When Alfira supposes that surviving tieflings were taken to the Moonrise Towers, promise you will find them
+1 (starts the quest, if you don't have it already)
- If you successfully rescued the tieflings, speak to Alfira again. When she asks how did you do it, answer that you were being a hero
+1
- Take the reward from Alfira for rescuing the tieflings
+1
Note: If Lakrissa survived, talking to her starts the same cutscene
Speaking with Bex and Danis:
- Before trying to save captured refugees:
- Promise Bex to find Danis, using any of two basic options or
Paladin or
Cleric lines
+1 (starts the quest, if you don't have it already)
- OR Tell her that Danis is now goblin chow toy OR that they've probably killed and eaten him
+1 (either option)
- If Danis died while saving attempt, tell Bex that he is better off dead than abandoned in Moonrise
+1
- If Danis survived and reunited with Bex:
- Smile and then say it's wonderful to see them together OR mention that it is all thanks to you
+1 (either option)
- When Bex asks why you helped, answer that you did it because they were in trouble
+1 (Unique line for
Cleric)
Dealing with Rolan, Cal and Lia:
- Speaking to drunken Rolan before trying to save captured refugees:
- Promise to rescue them if they are alive OR say that it is your responsibility to bring them back
+1 (starts the quest, if you don't have it already)
- OR Tell him that his siblings are better off dead than in cult's hands
+1
- OR Tell him to stop whining and do something about it
+1
- OR, Playing as a
Sorcerer, tell him he won't be able to read his spellbook if he keeps drinking
+1
- If you have already saved him from the Shadows, say you're absolutely going to gloat
+1
- If either Cal or Lia (or both) died while rescue attempt:
- Tell Rolan that you wanted to save everyone, but couldn't
+1
- If both siblings survived:
- After they thank you, ask Rolan whether he has something to add
+1
- OR Ask who is going to pay you
+1
- If Rolan died in battle with Shadows, tell either Cal or Lia that he died as he lived - stupidly
+1
Talking to Ide after drunken Rolan has snapped on her:
- Say you're sorry, and then add that he is more immature than she is
+1
- OR Call Rolan a grump, and when Ide complains he called her a "ragged little devil", tell her next time call him one back
+1
- When Ide shows you the book she means to keep for Rolan, convince her to give it to you, using
Deception,
Intimidation or
Persuasion
+1 (either option)
Elsewhere in the inn:
Reithwin Town
In the Reithwin Tollhouse:
Note: Requires sequentive DC 18 and then DC 21 rolls on various skills, dialogue lines include class-based options
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).
At the cemetery:
- Agree to help Arabella find her parents.
+1
- Then offer Arabella shelter at your camp.
+1
- OR, If you've already found Locke and Komira's bodies, tell Arabella they are dead and succeed
Persuasion or
Intimidation roll to take her to your camp
+1
Note:
The Dark Urge character will have a unique lines and only
Persuasion option
At The Waning Moon:
- Safely drink with Thisobald Thorm (rolling
Constitution, either general or class-based lines)
+1(gains approval after first and second rounds)
- OR successfully imitate drinking (rolling
Sleight of Hand)
+1 (gains approval only in the first round)
- Successfully entertain the brewer with your stories (through
Performance roll)
+1 (gains approval each time).
Note: If
Performance roll failed, successful subsequent
Deception roll earns a point of approval, nonetheless
- By any means make Thisobald Thorm drink his 'elixir' three times in a row, thus leading him to burst
+1
In the Sharran Sanctuary under the town square:
- Shed your blood as a sacrifice at the secret altar to Shar
+1
Moonrise Towers
Talking to Disciple Z'rell after Ketheric's trial:
- If you killed the goblins, distract Z'rell with thoughts of your care for Shadowheart
+1
Note: This option is available only if you're romancing the cleric
- If you spared the goblins, use
Deception to explain that they are more useful alive
+1
At the Moonrise Towers Prison:
- When approaching Minthara being tortured and erased by Jasin and Sumera:
- Succeed the
DC 18 Wisdom check to reach out to Minthara's mind, tell her to play along, and then convince the questioners that you have broken her
+1
- OR Say that the only thing you're going to break is them
+1 (starts a fight with the questioners, with Minthara taking your side)
- After the fight, escort Minthara out of Moonrise Towers and tell her where to find your camp
+1
- Speaking to the Warden for the first time, tell her that her face is bland, too
+1
- Use
Deception to convince the Warden that you are Balthazar's closest confidante, and then:
- Try to bribe her, and when she takes the money and does nothing, say that you should have see it coming
+1
- OR, Playing as a
Rogue, say it was so well-played that you are not even mad
+1
- OR Refuse to bribe her
+1
- Talking to Lia, promise to help the tieflings escape
+1
- OR Refuse to help them
+1
- Talking to Lakrissa, when she accuses you of serving the cult, succeed a
Persuasion or an
Intimidation roll, then promise to help the tieflings
+1
- Speaking to Wulbren, say that Barcus Wroot sent you, OR use any of check-based options
+1
- If the party found themselves in a cell, accept Wulbren's offer to break out together
+1
- Provide Wulbren with any tool capable of destroying a wall
+1
- When Wulbren, once freed, takes the boat and sails off without the party:
Elsewhere in Moonrise Towers:
Final fight at the Moonrise:
Note: These lines require
DC 21 Intimidation check or
DC 18 Persuasion 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
- When Nightsong intervenes, tell her to stand down, because Ketheric has surrendered.
+1
Gauntlet of Shar
Dealing with Yurgir and his retinue:
- When speaking to the orthon initially, choose to attack him straightaway.
+1
- OR Talk to Yurgir about his pact, succeed a passive
Insight check and three subsequent
Persuasion checks to make him kill Merregons, shoot his Displacer Beast Nessa, and finally off himself.
+1
Note: The Insight check is not needed when playing as a
Bard or a
Warlock
- If you agreed to help Yurgir:
- Playing as an Evil
Cleric, say you ought to kill him for what he had done in the temple
+1
Note: If Shadowheart has already denied Shar, this option will bring
-1 instead
Dealing with Lyrthindor:
- After killing any three rats in the temple, speak with any other rat:
- When Lyrthindor appears after you continue killing rats, tell him you were trying to humour Yurgir (if you persuaded the orthon to help him)
+1
- OR That there's no need for more violence (if you didn't persuade the orthon)
+1
- OR Say you are sorry for this
+1
Dealing with Balthazar in his outpost:
- Speaking to Balthazar through Reconstituted Duellist, tell it to leave, because you don't answer to a pile of bones
+1
- OR, Playing as a
Rogue, say you do not blunder
+1
- Agree to clear the way for the necromancer, and then
persuade him to assign Flesh to your help
+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 (Makes Balthazar and his minions hostile)
- Refuse to help the necromancer and choose to attack him
+5
Mind Flayer Colony
In the Necrotic Laboratory, talking to Balthazar, successfully pretend to be a thrall
+1
Note: This option is available only if you helped the necromancer reach the Nightsong and let him take her to Ketheric
At the Morgue, speak to Chop and ask why not to send him to all other butchered victims
+1
In the Tadpoling Centre, choose to release pod captives
+5
After the final fight with Apostle of Myrkul
Speaking to Minthara:
- When Minthara tells you she is going to kill Orin and seize the cult leadership, say eradicating the Elder Brain may be wiser
+1
- OR Declare you will be the saviours of Baldur's Gate, and then say her vision of future is shaped by violence
+1
- OR Say that her idea is madness, and you need to eradicate the cult and the brain
+1
Talking to Alfira:
- Playing as a
Bard, agree to play together a show for the tiefling kids
+1
- OR Prompt her to play for them alone
+1
Talking to Aylin, if you let Balthazar take her from Shadowfell:
- If Isobel survived, tell them you must apologize to Aylin
+1
- If Isobel died, tell Aylin your betrayal was a strategic move
+1
Speaking to Cerys:
- Tell her you're glad they are safe, and mention that Zevlor did his best
+1
- OR Say they are better off without Zevlor
+1
- Tell Cerys that other will look up to her
+1
- Say you couldn't have done it without Jaheira's help
+1
- Then ask her not to speak ill of the dead (i.e. Zevlor)
+1
- OR Say "Good riddance"
+1
- Tell her the Nightsong is the real hero
+2
- Say people get paid for doing jobs
+1 (Unique line for
Rogue)
- When she answers that she has no money, say you were joking
+1
Talking to others:
- Talk to Halsin and, if you eliminated the curse, ask him to join you
+1
- Speak to Jaheira and agree to have her in the party (either joining you now or waiting at the camp)
+1
- Tell Mattis about Mol's eyepatch you have found down in the colony, and then say that death happens
+1
Camp & Conversations
- Talking to the Dream Guardian after entering Shadow-Cursed Lands, succeed the passive
Insight check, hug them, then ask not to get used to it
+1
- Give Shadowheart a Night Orchid
+5
- When Shadowheart changes her hairstyle and asks your opinion, tell her:
- If she remained loyal to
Shar, say you love it OR say that it isn’t about you
+1 (either option)
- If she changed to a Selûnite, choose any answer
+1
Note: But a
Cleric of
Selûne do not gain approval on their class-based option
Companion quest
Near Pedestal of Reckoning and through Shar's trials:
- When Shadowheart speaks of her need to go through the trials and become a Dark Justiciar, agree to help her if you can
+5
- At the beginning of each trial let her start it
+5 (Works, too, if you first have pushed her aside but then changed your mind)
- After finishing the trials, agree to search the Spear of Night (if you don’t have it)
+5
- At the Verge of the Shadows suggest to move on
+5
Note: This option gives approval points regardless of result of the player's possible attempt to pry in her mind, while she is praying
In the Shadowfell:
- If Balthazar is present and not hostile to the party AND if Shadowheart is in the party:
- Tell the necromancer to stand down, for your companion has her own plans for this one (i.e. Aylin)
+5
- Resolving Aylin's fate, select the option to not interfere OR tell Shadoheart to do as she must
+10
- When talking to Dame Aylin at the camp, tell Shadowheart you'll help her save her parents
+5
Note: This option is available if Shadowheart denied Shar and you have invited Aylin and Isobel to your camp
Act Three
Hide Spoilers
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Rivington
Talking to Yenna:
- Offer her help:
- Give some coin OR some food
+1 (either option, giving food available for all characters except Druid)
- OR Suggest to find a guard for her
+1 (available for all characters except Cleric)
- Playing as a Druid, conjure some berries and herbs for her
+1
- Playing as a Cleric or a Monk, suggest to find the nearest temple
+1
- Playing as a Ranger, suggest to track her mother down
+1
Note: Offering Yenna food OR promising to look for her mum after using class-based Ranger line brings another
+1 point
At the Open Hand Temple:
- Tell Yannis she should worry more about the temple's safety than about Brilgor
+1
- OR Ask her why Brilgor is a convenient target, and then advise to stick to being a place of worship instead of helping refugees
+1
- Talking to Brother Bill and Brother Clements, say that if Father Lorgan had been pickier, he might still be alive.
+1
- Refuse to bear the madness curse instilled by Monk's Manifestation. (starts a fight with crypt corpses)
+1
At the Sword Coast Couriers:
In the kennels:
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
In the Circus of the Last Days:
- At the entrance, convince Klaus to let you in, bribing him, using Persuasion, Intimidation, or pretending to be a friend of Gortash's
+1
- OR Use Deception check on any class-based option
+2
- 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:
- 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.
- 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:
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)
- OR, Say you'd have killed him before he hurts anyone else
+1
Watching Dribbles's show:
- Say "What a corny joke" OR yell "Boo! Get off the stage!"
+1 (either option)
- OR, Playing as a Bard, interrupt him with your own pun
+1
- Volunteer any companion to the stage as Dribbles's assistant, except Shadowheart herself and Lae'zel
+1
- Then insist on your choice and cheer them
+1 (including unique lines for Minthara and Jaheira)
Note: If you volunteer Lae'zel to the stage, you'll get
+2 instead of [+1] each time
- OR Choose to cross your arms and glare.
+1
- OR Just answer "No."
+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
Talking to Lucretious:
- After defeating false Dribbles, tell her that killing clowns is a rare treat
+1
- When Lucretious asks you to find real Dribbles, answer that you are expensive
+1
- Then say that Dribbles is probably dead now
+1
- When you deliver her Dribbles's remains, say it was pleasure to meet her
+1
- OR Ask whether she is hiring personnel
+1
In the Angleiron's Cellar:
Note: Druid, Rogue and Sorcerer characters will have unique lines for this option
- OR Tell him that you'll take the bomb but use it only as a last resort.
+1
- OR Refuse, saying that his plan is too messy and you're out.
+1
Elsewhere in Rivington:
Note: This option is available only if tiefling kids survived in Acts One and Two
- Talk to Fist Rowan outside, and when he asks you to give him "one good reason", answer "Barn".
+1
Note: This option is available only if Orin is not impersonating Rowan
Note: These options are available only if Orin is not impersonating the Thug
Wyrm's Crossing
- 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 Carm's Garm, when Naaber pretends to be a dog, choose "Correct. But nobody likes Naaber" line.
+1
- When he tries to imitate a bard, ask him to never sing again
+1
Note: It may take several sequential attempts to speak with Naaber to get to these lines
Wyrm's Rock Fortress'
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, wake other guards
+1
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
- OR 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)
- Then ask a reward for turning Reynash in
+1
- 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 you have seen the army of the Absolute and no where's safe.
+1
- That the Steel Watchers will eventually turn on everyone.
+1
- OR, playing as a Druid, say that there's nothing natural about him
+1
- Agree to become allies with Gortash and slay Orin
+1
- OR Refuse to make an alliance with him and confirm your decision
+1
- Agree to witness the ceremony of Gortash's ordain, saying "All right" OR "Let's get over"
+1 (either option)
- OR 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
+2
- 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
+2
- OR Ask Ravengard whether he knows that he is infected
+2
- As a Baldurian character, ask what has happened to the city's great hero
+1
In the Wyrm's Rock Prison:
- Convince Counsellor Florrick to escape the prison
+1
- After escorting Florrick out, tell her she's proven to be a vital ally
+1
Lower City
At the Basilisk Gate Barracks:
- Talking to Fist Murphy, ask why he is standing on one leg, and then:
- Outrage at him for stealing from people he is supposed to protect
+1
- OR Pretend to push him off his balance
+1
- OR, Playing as a
Half-Orc, say is he was truly sorry, he'd be willing to die for forgiveness
+1
- OR, Playing as a
Drow, tell him you'd make you cut off his hand were you his master
+1
- OR, Playing as a
Barbarian, tell him to prove Liara Portyr he is not a weakling
+1
- OR, Playing as a
Monk, praise him for a good discipline for a guard
+1
- Playing as a
Fighter, talk to Gauntlet Thunder about proper punishment for two soldiers who screwed up, and say:
- That you'd do exactly what she is doing
+1
- OR Advise her to double their shifts and dock their pay
+1
- Talking to Fist 'Edge' Arensen at the gallows, ask him why don't he wait with threats until you commit a crime
+1
- OR Say a big guy like him makes an easy target
+1
- Talking to Fist Miller after Florrick had been executed, say "Good riddance"
+1
- OR Say she didn't deserve to die
+1
- OR Say it's a cruel way of talking about her
+1
- Talking to Thrastle Muria, ask if everyone in her neighbourhood is as friendly as she is
+1
- OR Say that you are no builder but still are handy with a hammer
+1
Speaking to Liara Portyr and Lora Bergauz:
- Tell Lora to calm down and let Liara alone, then call Liara a typical Fist who never listens
+1
- OR Tell Lora it wasn't very responsible to take a kid to a tavern
+1
- Promise to help Lora find her daughter
+1 (A
Paladin character will have a unique line here)
- OR Propose to help Lora find her daughter for a certain price
+1
- If you already know that Vanra died, tell this to Lora, then say you did your best
+1
- OR Say Vanra is dead, no matter Lora believes you or not
+1
At The Blushing Mermaid:
- Talking to Bosun Gannet, when he instructs you about the tavern rules, say you'll keep to them
+1
- Ask Gannet what to do if you want to use the latrine
+1
- Ask Gannet about Vanra, and then:
- Say you didn't think a tough guy would be scared of a little knife
+1
- Tell him you'd love to see him try to kick you out
+1
- After dealing with the hag, if real Captain Grisly died, tell Gannet you are sorry for not saving her
+1
- When Talking to the hag masking as Captain Grisly, inquire her about Vanra, and then ask how do you know she's not lying
+2
- OR, Playing as a
Rogue or a
Fighter, ask whether a little knife caused such trouble
+1
- When looking for a decision, propose to talk to Lora and calm her down
+1
- OR Suggest to pay Lora off
+1
- OR Say you want to get to the bottom to the story of a missing child
+1
- OR, Playing as a
Half-Orc, say Lora acted out of fear and anger
+1
- OR, Playing as a
Vengeance Paladin, say the punishment is in order
+1
- OR, Playing as a
The Dark Urge, mention that killing Lora sounds like the best way
+1
- When the hag offers you money for killing Lora, agree to do it
+1
- OR Refuse to do the dirty work for her
+1 (A
Devotion Paladin character will have a unique line here)
- OR, Playing as a
Rogue, agree to do it if she doubles the price
+1
- Agree to kill Lora for disguised hag, but then return and say you can't do it
+1
- OR Tell the hag you've changed your mind and she should surrender Vanra
+1
- After Auntie Ethel reveals herself and confesses that she actually ate Vanra, call her a monster, and then:
- Tell her to surrender the child immediately.
+1
- OR Say you'll leave now
+1
- If you have already killed Lora, tell Ethel to thank you
+2
- OR Say you don't like being used
+1
- When Ethel offers you to let her go in exchange of being an ally in your crusade, decline her deal, choosing either "Not a chance" or "Time to die" lines
+1 (either option)
- OR, Playing as a
Warlock, tell her to make a better offer or die
+1
- OR, Playing as a
Paladin, say you will find glory in spilling the guts of a monster
+1 (This option is available for
Oathbreakers, too)
Speaking to Svend and Siggy:
- Ask whether Svend is really worried about a date when the army of the Absolute can attack any moment
+1
- OR Say Siggy clearly loves him and worries about him
+1
- OR Persuade Svend he would leave the city at the first chance
+1
- OR, Playing as a
Halfling, tell Svend to skip the date for a free drinks
+1
- OR, Playing as a
Rogue, convince Svend to stay, asking what's life without a little danger
+1
- OR, Playing as a
Monk, tell him to forego the date
+1
- OR, PLaying as a
Bard, tell Svend to save the angst for romance novels
+1
- OR Choose to stay out of their debate and do not meddle in
+1
Other patrons:
- Speaking to Zena, tell her that if a child was in this dump, they deserve to be 'nabbed'
+1
At the Old Garlow's Place:
First time visiting the place:
- If you found the group without reading any of their posters, ask Adrielle to calm down
+1
- After the Hag Survivors attacked the party, tell Hydrangea Wubb that all you care about is killing the hag
+1
- OR Say you are not getting mixed up in this
+1
Note: Hydrangea will be present only if you knocked her out (as the Mask of Regret) in the Overgrown Tunnel AND killed the hag in Act One
Dealing with hexed Mayrina:
- Speaking to Mayrina in the sheep form via
Speak with Animals:
- Tell her to SPIT IT OUT
+1
- Tell her you are here to help her
+1
- OR Call her condition hilarious
+1
- Talking to Mayrina without
Speak with Animals, ask how did she get herself turned into a sheep
+1
- Talking to Adrielle, offer to have a look at the hex
+1
- OR Say her that if they have pissed off a hag, they're screwed
+1
- OR Say that she protected Mayrina until now, and that's worth something
+1
- OR Tell her you hate dolls
+1
- Talking to Kled, say Mayrina is sour, not sweet
+1
- Talking to Jatlo (before removing his hex), tell him "Less complaining, more searching"
+1
- When he accuses you of showing up at the convenient moment, call Mayrina an old friend
+1
- OR Tell him to say if they don't want your help
+1
Speaking to Jatlo after you have removed his hex:
- Tell him he has been charmed by hag
+1
- OR, Playing as a
Rogue, say you know ten ways to kill him before he blinks
+1
- OR, Playing as a
Ranger, a
Druid or an
Ancients Paladin, say he is serving a perversion of nature
+1
- OR, Playing as a
Fighter, say he is outnumbered and outmatched
+1
- OR, Playing as
The Dark Urge, say that true cruelty rules with fear alone
+1
- OR Ask him to tell the hag you're coming for her
+1 (The option is not available for the Fighter characters)
After removing the hex and killing Jatlo:
- Speaking to Mayrina, ask her how is her husband's condition
+1
- OR Wonder why has she been still dragging this corpse around
+1
- Tell Mayrina she was an adorable sheep
+1
- Say you're helping her for the last time
+1
- Offer Mayrina help with the hag
+1 (A
Devotion Paladin character will have a unique line here)
- OR Say they will have to deal with this themselves
+1
- Tell Hydrangea Wubb she coudn't have known him in disguise
+1
- OR Say they need to do a better job protecting Mayrina
+1
- Talking to Kled, tell him that they are safe now
+1
- OR Say you aren't getting mixed up in this
+1
- Say the dragonborn was only pretending to be a friend
+1
- OR Say that Mayrina can be very annoying
+1
- Talking to Adrielle, tell her to get out there and kill the hag, not act like cowards
+1
- OR Say you are not getting mixed up in this
+1
- OR Say that hags and their agents are liars and cheats
+1
- OR Tell her that her actions were moronic and she endangered everyone
+1
- After Adrielle says she has discovered an ultimate way to kill a hag, offer to deal with the hag OR say you won't let the hag harm her
+1 (either option)
- OR Say the hag is their problem
+1
‘’If you have met Auntie Ethel, but haven’t dealt with her yet:’’
- After telling Mayrina that Auntie Ethel is back, tell her to just let Connor die
+1
If you have killed Ethel:
- Talking with Mayrina, persuade her to let Connor go
+1
- OR Tell her to take time and celebrate
+1
- OR Tell her you killed Ethel and expect a reward
+1
- If you haven't raised Connor from dead in Act One, tell Mayrina that killing the hag was even more amazing than revenge
+1
- OR Say you prefer thank-yous of a coin variety
+1
- OR Say it wasn't so amazing when the hag was vomiting a child
+1
- OR, If Vanra died, say you don't feel amazing because of it
+1
- When Mayrina asks you whether you have saved Vanra, answer that of course you did it
+1
- Playing as a
Ranger or a
Druid, tell EITHER Mayrina OR Kled that you killed a perversion of everything natural
+1
At Crimson Draughts:
- If you are partnered with Astarion and he is in the party, refuse Araj Oblodra's invitation to come in, saying you saw how Araj made him feel
+1
- OR Tell Astarion that you all can leave if he doesn't want to be around Araj
+1
Note: This option is available and brings approval if you did not convince the spawn to drink Araj's blood in Act Two AND if his personal quest is not finished yet.
At the Baldur's Mouth and dealing with its employees:
- Talking to Ettvard Needle, threaten him with the blackmail letters from Gortash
+1
- Speaking to Jelliwig in the Baldur's Mouth basement, ask it wouldn't changing the article be delightfully naughty
+1
- Talking to Falael outside Baldur's Mouth, help her to keep on counting
+1
At the Flymm Cargo:
- At the Flaming Fist cordon near the Upper City gate, when the Emperor warns you about becoming a thrall, choose to turn back
+1
Note: This dialogue will occur if you come close to the gate without having all three Netherstones
In Cazador's Dungeon:
- Talk to Sebastian and say you have no intention of freeing a bunch of ravenous spawn
+1
- Talking to Gur children, promise Chessa to set them free once you have Cazador's staff
+1
At Devil's Fee:
- Persuade Helsik to give you first piece of information for free
+1
At the Elfsong Tavern:
- Playing as a
Barbarian, a
Bard, a
Sorcerer, a
Rogue or a
Wizard, convince Alan Alyth to lower the room price or to rent you it for free, using any available class-based option
+1 (Requires various skill checks with DC from 18 to 20)
- Meeting Lakrissa in the tavern hall, remind her about your bet in the druid's grovw, then say she owes you nothing
+1
- Tell Lakrissa you never pictured her as a barmaid, then say she should never call herself cheap
+1
- OR Say you missed her
+1
- Speaking to Alfira and Lakrissa on the tavern's roof, say the two of them are very cute together
+1
- Say you are shocked she hasn't been arrested for making noise
+1
- When Alfira tells you about her plans of opening a bard school, say you're proud of her
+1
- Talking to Doora Thumbfoot, ask her what's her 'good cause'
+1 (A
Bard and
Rogue characters will have a unique lines here)
- Then agree to buy the necklace from her
+1
- OR Give her some money and tell to keep the necklace, too
+1
- Speaking to Harvard Willoughby, agree to participate in Laff Riot, and then, in first round:
- Joke about 'Wizard and shatter'
+1
- Playing as a
Barbarian, say "Laugh. Now" to the listeners
+1
- In the second round:
- Joke about 'Vampires'
+1
- Joke about 'Sleeping with a dragonborn'
+1
- Joke about 'Zombie reanimator'
+1
- Intimidate the public
+1 (Requires successful
DC 20 Intimidation check)
- In the third round:
- Joke about 'A cleric and ham'
+1
- Intimidate the public
+1 (Requires successful
DC 25 Intimidation check)
- Talking to Dez Kanshaw, say he won't find courage on the bottom of a bottle
+1
- OR Say he has enough left to buy a drink
+1
- OR, Playing as a
Halfling, say the answer is always yes.
+1
- OR, Playing as a
Half-Orc, tell him that deep courage comes from a full belly
+1
- When Dez tells you about the job offered to his son by Three-Piece:
- Playing as a
Drow, say if the boy can't find his place, he doesn't deserve one
+1
- OR, Playing as a
Half-Orc, say that the boy must find his own path, as you did
+1
Talking to Enforcer Skoona:
- Playing as a
Barbarian, say you approve her arms
+1
- OR, Playing as a
Monk, say it is she who decides her fate, no one else
+1
At Lora's House:
- If you haven't resolved the quest yet:
- Ask Lora whether she really did threaten the tavern staff with a knife
+1
- After you have saved Vanra:
- Say the hag was you problem to deal with
+1
- OR Tell her to keep a closer eye on her daughter
+1
- OR Say she is damn lucky you found Vanra
+1
- OR Say you have come to collect the reward for saving Vanra
+1
- OR Tell Lora it isn't her fault that she couldn't protect Vanra
+1
Talking to Golbraith Stredivas:
- Ask him whether his son needs any help
+1 (A
Duergar character will have a unique line here)
- OR, Playing as a
Drow, say you're almost impressed by a surface dweller who hunts illithids
+1
- OR, Playing as a
Ranger, tell Golbraith you see the mark of a true hunter about him
+1
- OR, Playing as a
Fighter or a
Barbarian, tell Golbraith you see the mark of a true warrior about him
+1
- OR, Playing as a
Wizard, say you've read his book on psionics
+1
- Say that mind flayers are dangerous, and then add that you'll take it from here
+1
- OR Say that if his son is half a hunter as Golbraith himself, he'll be fine
+1
- OR, Playing as a Good/Neutral
Cleric, say you'll pray for his son swift return
+1
- OR, Playing as an Evil
Cleric, say you'll pray that her son murdered the mind flayer brutally and swiftly
+1
Talking to Big Huido at the docks:
- Succeed the
DC 15 Deception check to pretend a Guild representative
+1 (
Bard and
Rogue characters will have unique lines here)
- Then say you'll just loot his corpse instead
+1
- OR Intimidate him into surrendering the Guild shipment
+1 (
Barbarian and
Fighter characters will have unique lines here)
- Then Intimidate him again to turn out his pockets, too
+1 (
Barbarian and
Rogue characters will have unique lines here)
- Ask him what if you just kill him and take everything
+1
At Highberry's Home:
The Graveyard:
- Speaking to Gothric Rillyn, say that burying alive is an apt punishment for thievery
+1
- OR, Playing as a
Rogue, say he should have learned the signs of a dangerous mark
+1
- OR, If you have already recruited Minsc, say you'll tell the Stone Lord how Gothric called him
+1
Dealing with Bugthimble at the "M.Kurwin" grave:
- Ask what he was doing in your father's grave
+1 Use (Requires
DC 25 Deception check
- Playing as a
Dragonborn, say you and he are practically kin
+1
- Say "Thank goodness, you can keep it", and then:
- Use Deception to convince him the treasure is cursed
+1
- Say the crate was promised for Nine-Fingers, then use Intimidation to convince him to pay the fee for not breaking his snout
+1
- Intimidate him into surrendering the loot to you
+1
- OR, Playing as a
Dragonborn, ask her whether he would loot the corpse despite their shared blood
+1
- OR, Playing as a
Draconic Sorcerer, warn him not to test the dragon's blood in your veins
+1
Dealing with Nina Dortmell and Mortarch Gracie Scyre:
- Speaking with Nina for the first time, tell her to stop, because magic isn't a game
+1
- Ask who she wants to raise, then help her by any means or by using any available class-based options
+1
- OR Say she must never do it again
+1
- OR Tell Nina to let her brother rest in peace
+1 (A
Monk character will have a unique line here)
- Report Nina's attempts to Mortarch Gracie Scyre
+1 and then:
- Tell Nina the Mortarch is right
+1
- OR Advise the girl to practice for a decade, then try again
+1
- OR, Playing as
The Dark Urge, offer Nina to join her brother instead of raising him
+1
Talking to Valmorba:
- Ask her to give you a shovel (if you don't have one)
+1
- OR, Playing as
The Dark Urge, tell her there's usually not much left once you're done with the body
+1
- Speaking to Anita and Elias Fischer, suggest a "much cheaper" solution to their problem
+1
- Talking to Ulkov Sully, pay him for making a coffin for Lily Fischer
+1
- OR Convince him to make it for free and out of turn, using Persuasion, Intimidation or class-based lines for a
Barbarian, a Good
Cleric, a
Devotion Paladin or a
Monk characters
+1
- Speaking to Maude, ask what use do the dead have with flowers
+1
At the Chromatic Scale:
In the Abandoned Cistern:
- Convince the Emperor to extend his mental defences onto Minsc
+1
At the Murder Tribunal:
In the Lady Jannath's Estate:
If Oskar Fevras was not saved in Act One:
At the Heapside Prison:
- Talking to Skittle via
Speak with Animals:
- Call him a "rat-ical mercantile rodent"
+1
- OR Ask what does obtaining goods in the prison en-tail
+1
- OR Ask to have a squeak at what he’s got
+1
- Ask him whether his business is rat-ified by the local merchant's league
+1
At the Facemaker's Boutique:
In the Lower City Sewers, talking to Lorna Esthelian:
- Tell her that her date was a vampire
+1
At the Sorcerous Sundries:
Talking to Aradin near the entrance:
- Successfully deceive him, saying you haven’t found the Nightsong
+1
- If you let slip to Aradin that you’ve found the Nightsong, tell him that she is immortal and tough
+1
- OR Deceive Aradin, saying that you have let the Nightsong go
+1
- OR Use Intimidation or Persuasion to make him stop pursuing the Nightsong
+1
Note: Good/Neutral/Evil
Cleric characters will all have unique lines here. The Persuasion option is available for
Monk characters only
Talking to Lorroakan before resolving Dame Aylin’s fate:
- Tell Lorroakan you’ll ask Nightsong to come to the tower, so that she ripped him to shreds
+1
- OR Use Deception to convince Lorroakan that Aylin is dead
+1
Note: A
Wizard, a
Warlock or a
Sorcerer characters will have a common unique line here
- OR, Playing as a
Bard or a
Sorcerer, use a class-based line to mock Lorroakan over his plan
+1
Facing Lorroakan along with Dame Aylin:
- Tell the wizard you’ve come to stop him
+1
- Tell Lorroakan that Ketheric Thorm already tried to steal Aylin’s immortality and is dead now
+1
- OR Tell Lorroakan that one more word about catching Aylin will be his last
+1
- OR, PLaying as Gale origin, ask him to reconsider his position
+1
If you have betrayed Dame Aylin to Lorroakan:
- Say that this feels wrong
+1
In the Sorcerous Vault:
- Speaking to Yafeu once he's escaped the Peculiar lamp:
- Demand to release your 'master' or die
+1
- Say you didn't like your 'master' anyway
+1
- Ask the djinni for some gold
+1
- Ask him politely to release your companion now
+1 (The option is available to all characters except
Wizard)
At the Grey Harbour Docks:
- Convince Captain Sleam to take aboard the whole Brislen family via Intimidation, Persuasion, or simply paying the sum they’re lacking
+1
In the Stormshore Tabernacle:
- Make an offering to
Shar, the Lady of Loss
+1 (Granted only if Shadowheart remained loyal to Shar)
Note: Any approval benefits here will be gained only if the offering is enough to receive the blessing
At the Water Queen's House:
- Attending the funeral of Holli Dylford, tell Allandra Grey you’ve brought gold as an offering
+1
- OR Say you’ve brought a prayer
+1 (This option is not available for
Barbarian and
Monk characters)
- OR, Playing as a
Cleric, answer Allandra with a class-based line
+1
Note: Using this option, the players may choose either a "general" line or a line reflecting exactly the deity their character is allied to
- OR, Playing as a
Monk, say you wish her soul the stillness of a calmed ocean.
+1
At the Society of Brilliance Lodge:
Talking to Havkelaag:
Talking to Ptaris:
Note: These options are available only if you have sold the Githyanki Egg from the Creche Y’llek to Lady Esther in Act One
- When Ptaris asks you whether you are good or bad person, answer you think yourself good, and then:
- Tell Ptaris you are good at being bad
+1
- OR, Playing as a
Rogue, answer him that right and wrong don't matter so long as you get the job done
+1
Talking to Blurg:
- Advise him to stick to reading books as a safer thing
+1 (This option is available to all characters except
Ranger)
At the Steel Watch Foundry
Talking to Tamia Holzt, if she spotted you in the Foundry:
- Succeed a
DC 7 Religion check and pretend to be a relief crew for Banite guards
+2
- OR Say you’ve come to bathe in Banites’ blood
+1
- OR Use any of class-based options to inspire Gondians to rebel
+1 (Requires
DC 18 Intimidation check or
DC 18 Persuasion check, depending on character class)
Talking to Zanner Toobin once you have reached the laboratory wing:
- When Toobin says that Gondians are being subjugated through the collars, ask whether they will fight if you save their families
+1
- If you have killed Banites in the workroom, tell Toobin about it
+1
If you failed to switch off an activated Motivator while assaulting the Foundry:
Resolving the conflict between the Gondians and Ironhands after razing down the Foundry:
Note: According to game files, a
Vengeance Paladin character will have a
DC 18 Persuasion check instead of Intimidation for all others
- Take Zanner Toobin’s side and tell Wulbren you won’t let hurt them
+1 (Wulbren and other Ironhands become hostile)
- OR, Convince Wulbren to let the Gondians go away
+1 (Requires
DC 20 Persuasion check)
Note: A
Deep Gnome, a Good
Cleric, a
Devotion Paladin will have a unique line here and a
DC 18 Persuasion check instead of basic one.
Deep Gnome characters roll Performance instead of Persuasion
Talking to Barcus Wroot after resolving the conflict:
- If you have sided with Gondians:
- Tell Barcus that Wulbren was past saving
+1
- OR Say that Wulbren deserved to die
+1
- If you convinced both factions to make peace:
- Tell Barcus you’re impressed how he stood up to Wulbren OR that he’ll make a great leader of the Clan Ironhand
+1 (either option)
- Say he should have killed Wulbren
+1
The Iron Throne
- Escape the Iron Throne with Ulder Ravengard alive
+1
In the House of Hope
Speaking to Hope’s spirit upon arriving to the House:
- When she says she needs you to ask a single question, answer you won’t tell her anything
+1
- After freeing Hope from her chains, tell her she is beautiful
+1
Talking to the Archivist:
- If you have signed the contract with Raphael, tell the Archivist you’ll leave once you have the paper
+1 (Requires
DC 25 Persuasion check)
- If you rejected Raphael’s deal, tell the Archivist you want to admire the craftsmanship of the Orphic Hammer
+1 (Requires
DC 25 Deception check)
- OR Say you could save the world with it
+1 (Requires
DC 25 Persuasion check)
- Playing as Karlach origin, tell the Archivist you represent your Mistress Zariel
+1
- Pretend to be Zariel’s High Inquisitor, if you found out his name while speaking to Hope’s spirit or through
Detect Thoughts
+1
Talking to Raphael, when he comes to prevent you from leaving his yield:
- Ask him to let you leave
+1
The Bhaal Temple
Speaking to Avatar of Bhaal after defeating Orin:
Note: These options are available to
The Dark Urge characters only.
- Tell Bhaal that you have no desire to harm anyone else
+1
- OR Tell him that every night he possesses you your friends are in danger, and you won’t stand it
+1
- Reject your Father’s gift and blessings
+1
Note: Through the dialogue, there are several potential points where the final yes/no decision might be taken, but the result will be the same
Camp/Conversation
- When Lae'zel is threatened by Vlaakith, tell her to stand her ground and not to fall for Vlaakith's lies.
- After Aylin leaves to meet and fight Lorroakan, tell Isobel that you’re going to help the aasimar
+1
Personal quest
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
Hide Spoilers
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Ravaged Beach
- Demand more than apologies from Astarion after the spawn tries to attack you
-1
Roadside Cliffs
- Speaking with the tieflings holding Lae'zel in a cage, choose the 'attack' option.
-1
- OR Persuade the tieflings to shoot open the cage
+1 and then attack them
-5
- Recruit Lae'zel into the party
-5
Emerald Grove/The Hollow
- Playing as
The Dark Urge, when confronted by a companion about kicking Timber, answer that it 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 in your head
-1
While the Emerald Grove is preparing for the goblin attack
- Tell Zevlor (or Asharak if Zevlor is dead) that it was you who led the horde to the grove, and then that this place belongs to the Absolute
-1
- OR That the horde is coming, led by the drow - and you are with them
-1
Forest
Note: This scene appears only if Aradin has previously left the grove
Owlbear Nest
- Choose to go closer to the Owlbear Cub or attack mother Owlbear
-1
- After killing mother Owlbear, kill its cub as well
-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
Sunlit Wetlands/Putrid Bog
- While talking to Demir and Johl after Ethel disappears, offer to help them find their sister
-1
- Drink from the well outside the Riverside Teahouse after the illusion has been dispelled
-1
- Agree to give Auntie Ethel your eye in exchange for ridding you of the tadpole
-5
- After defeating Auntie Ethel, order her to let Mayrina go.
-1
- OR, let Ethel go and take Mayrina in exchange for fey hair.
-1
Blighted Village
- Attack Fezzerk and his gang
-1
- When Fezzerk begs for mercy, spare him
-1
- Interrupt the bugbear and ogre couple in the barn
-1
- OR let Astarion interrupt them (if he is in party).
-1
Goblin Camp
At the gate and in the outer camp:
- Play the war drum at the front gate
-5
- If Crusher attacks you, defeat him, then say you've made a point and help him up.
-1
In the Shattered Sanctum:
- Tell Brakkal (the Maglubiyet devotee in the cage) that the gods are fickle.
-1
- OR, Playing as a
Githyanki, say that your people build cities on the corpses of gods
-1
Note: These options are available to all avatars except
Cleric
In the Worg Pens:
- Make Brawler Birka release the bear and then attack the animal
-1
- Refuse Halsin to help him save the grove after freeing him.
-1
The Risen Road
- Agree to hunt the monster (i.e. Karlach) for Anders
-1
- Agree to fight the gnolls to save Rugan
-1
Zhentarim Hideout
- If you have conspired with Rugan about the shipment, refuse to kill him on Zarys's order.
-1
- Promise Oskar Fevras to speak to his captors
-1
- Give Oskar an additional 200 gold after freeing him
-1
Underdark
On successful completion of Find the Mushroom Picker
- With the Noblestalk in your inventory, intimidate or persuade Shadowheart into consuming it with the intention of restoring some of her memories wiped as a commitment to her mission to Shar
-1
Grymforge
- Tell Morghal and Orgarth that them keeping slaves is not a problem for you, and that you'll just kill them
-1 (immediately starts a fight with the duergar, both Clan Flameshade and Absolute followers)
- Looking at skeletal remains of Dark Justiciars, say "Better off dead" OR "Die in filth"
-5 (either)
- 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
-1 (either option)
Mountain Pass
- Attack Ellyka near the point of encounter with githyanki squad
-1
- OR, Being disguised as a gith, provoke her to attack you.
-1
- Speaking to Voss, pass the Arcana check to find out he's trying to Detect Thoughts and then attack him
-5
Crèche Y'llek
Camp/Conversation
- At the very first long rest:
- When she says to be careful with Lae'zel, say she's the one who has you concerned
-1
- Tell her not to question your decisions
-1
- 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:
- Choose to drink the wine and leave
-5
- Suggest to return to the camp, and then insist on it
-5
- After succeeding the passive
DC 5 Insight check, choose to let the moment pass.
-5
- When talking to her half-drunk at the goblins' party, fail the
DC 5 Wisdom check (illithid) to push into her mind
-10
- OR, Playing as a
Githyanki, tell her to pull herself together
-5
- 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:
- Fail the check to explain why you didn't reveal your true nature to Shadowheart
-1
- Tell her that holding secrets keeps you safe
-5
- Swear that you are not a vampire after being caught biting
-10
Raphael's deal
- Tell her you trust Raphael
-5
Personal quest
- Fail to read her mind on why she is against Selûne
-5
- Tell her to leave after she tells of her worship of Shar
-5 (Shadowheart permanently leaves the party)
Act Two
Hide Spoilers
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:
- Fail to convince the cowardly hyena in the convoy that it do not belong to the goblins.
-1
- OR Tell it to obey the goblins and stay
-1
- When Kar'niss the drider comes to take the convoy to Moonrise Towers, choose to attack it (straightaway or after speaking with it)
-1
When dealing with He Who Was:
- After ordering Madeline to hurt herself as Ben and Marc did, stop her, saying she had done enough
-1
- OR Say her willing to hurt herself was enough
-1
- OR Accuse her of cowardice, using basic or unique
Barbarian,
Bard,
Monk lines
-1
- OR Say that it wasn't her fault, using basic or unique
Bard, Good
Cleric or
Monk lines
-1
Elsewhere:
- At the House in Deep Shadows, ask Oliver whether he doesn't have anyone else to play with, then about his parents' names, and agree to play with him. Once Oliver explains the rules, tell him that you've changed your mind.
-1 (Following this course immediately starts the fight with Oliver's "family")
Last Light Inn
Speaking to Jaheira:
- When talking to Jaheira inside the inn, drink the spiked wine
-1
- If you have talked to Marcus already and know his mission, try to convince Jaheira that he is a spy
-1
Talking to His Majesty via
Speak with Animals:
- Hiss back at him, say that he is in your territory, and order to get out
-2
Talking to Alfira:
- Ask her about others, and then say that it was a cowardly move
-1
- When Alfira supposes that surviving tieflings were taken to the Moonrise Towers, say you imagine the cultists are torturing them right now
-1
Talking to Ide after drunken Rolan has snapped on her:
- Call Rolan a grump, and when Ide complains he called her a "ragged little devil", say that he was observant for it's what she really is.
-1
Elsewhere in the inn:
- If you looted Yonas's body, ask Harper Meygan whether she would like to take his sword, then say you were kidding and keep it
-1
- Talking to Councellor Florrick, tell her you have no intentions to go to Moonrise Towers
-1
- Let Mol lose the game of lanceboard against Raphael by giving the wrong advice, failing the
Sleight of Hand roll or not helping her at all
-1
- If either Cal or Lia (or both) died while rescue attempt, speak to Rolan, garble their names and say you don't know them
-1
Reithwin Town
At the cemetery:
- Refuse to help Arabella find her parents.
-1
- If you agreed, refuse to take Arabella in at your camp.
-1
- OR, If you've already found Locke and Komira's bodies, tell Arabella they are dead and fail Persuasion or Intimidation roll to take her to your camp
-1 (
The Dark Urge character will have unique lines and Persuasion option only)
In the Sharran Sanctuary:
Moonrise Towers
Witnessing Ketheric's trial (at the very first visit to Moonrise):
- If Minthara is judged:
- Playing as
The Dark Urge, after Ketheric declares the sentence, tell Z'rell to make her suffer until pain is all she knows
-1
Talking to Disciple Z'rell after the trial:
- If you spared the goblins, fail the Deception roll to explain it, and then say you will free the rest of the prisoners
-1
- If you have helped Balthazar to retrieve Nightsong:
- Refuse to kidnap Isobel
-1
- OR Say you have yet to kill Z'rell and other vermin at the Moonrise
-1
At the Moonrise Towers Prison:
- When approaching Minthara being tortured and erased by Jasin and Sumera:
- Playing as
The Dark Urge, if you failed a Wisdom check to reach out to Minthara's mind, tell the questioners to carve her mind apart
-1
- If you defeated questioners, escort Minthara out of Moonrise Towers and tell her you have saved her only for the pleasure of killing her yourself
-1
- Speaking to the Warden for the first time, use Deception to convince the Warden that you are Balthazar's closest confidante
-1
- Then try to bribe her
-1
- Talking to Lakrissa, when she accuses you of serving the cult, succeed a Persuasion or an Intimidation roll, then refuse to help them
-1
- Speaking to Wulbren, say that they can die in prison for all you care
-1
- Refuse to find tools for Wulbren
-1
- When Wulbren, once freed, takes the boat and sails off without the party, let him go
-1
- If the jailbreak was successful and your participation went unnoticed, tell the Warden it was you who snuck the prisoners
-1
Gauntlet of Shar
Dealing with Yurgir and his retinue:
- Lick the dead spider meat
-2 (Comes point by point for each lick)
- If you agreed to help Yurgir:
- Suggest to search the temple for him
-1
- OR, Playing as an Evil
Cleric or as
Shar worshipper, say you ought to kill him for what he had done in the temple
-1 (Only if Shadowheart has already denied Shar)
- Talking to Lyrthindor, say you were glad to kill the rats, because the world is better without Shar worshippers
-1
- Speaking with Balthazar in his outpost, agree to clear the way for him
-1
Mind Flayer Colony
In the Necrotic Laboratory:
- Talking to the Waking Mind, succeed the passive Insight check and choose to consume her mind
-1
In the Tadpoling Centre:
- Choose to purge the pods
-5
After the final fight with Apostle of Myrkul
- Playing as a
Bard, talk to Alfira and decline her proposal to play together a show for the tiefling kids
-1
- Tell Mattis that Mol will already be at Baldur's Gate when they arrive
-1
Speaking to Minthara:
- When Minthara tells you she is going to kill Orin, mention the cult might need a new leadership afterwards
-1
- Then tell her you are with her
-1 (A
Rogue character will have an additional unique line)
- OR Declare you will be the saviours of Baldur's Gate, then agree with Minthara that reshaping world would be glorious
-1
- When Minthara enquires about one more thing to explain and asks why you slayed the tieflings in the Emerald Grove, say you did it to impress her
-1
Personal quest
Near Pedestal of Reckoning and through Shar's trials:
- When Shadowheart speaks of her need to go through the trials:
- Answer that this is a distraction OR that you are actually here to gain Ketheric's trust
-5
- OR, Playing as a
Selûne worshipper, say you have no intention of letting her prove her fanaticism
-5
- At the beginning of each trial tell her step aside instead of letting her start it
-1
- 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:
- Successfully pry inside Shadowheart's mind
-1 (requires a
DC 16 Wisdom check)
- OR Fail the Wisdom check to pry inside her mind
-5
- When she angers, tell her to forget about whatever she's going to do in Shadowfell
-5
- In the Shadowfell, let Balthazar take Aylin to Ketheric
-10 (Shadowheart leaves the party permanently)
Act Three
Hide Spoilers
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Rivington
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
In the Angleiron's Cellar:
- When confronted by Ferg Drogher over Shadowheart's rejection of Shar, tell him that she "turned her back on your wretched goddess".
-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
- OR Tell him to stop whining
-1
- In the smugglers' cave, defeat Caïros and his thugs, and if Farlin survived, say you don't want gratitude from criminals
-1
- Playing as Astarion origin, at the Gur Camp tell Ulma you won't sacfirice yourself for her cause
-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
Circus of the Last Days
- Dealing with Akabi the djinni, 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
- Talk to Lucretious before approaching Dribbles's show (when she's training up skeletons), and say that she is being a little harsh
-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)
- Volunteer Shadowheart to the stage as an assistant to Dribbles
-1, and then cheer her, telling "Go on!"
-1.
When passing Zethino's trial, choose answers:
- First question: 'Judging others' OR 'A blanket'
-1 (either option)
- Second question: 'Fart on a Selûnite'
-1
- Third question: 'Her hair'
-1
Wyrm's Crossing
Wyrm's Rock Fortress
At the Flaming Fist barracks, when you spot Fist Reynash trying to open a chest:
- Intimidate OR blackmail him into giving you his stash
-1 (either option)
- OR Fail the Intimidation check to make him surrender his stash
-1 (make him hostile)
- OR Attack Reynash straightaway
-1
- Speaking to Manip Bakshi afterwards (regardless of whether you succeeded a check to discover Reynash's thievery or not), let him arrest you
-1
At the Audience Hall:
In the Wyrm's Rock Prison:
- Talking to Counsellor Florrick, when she sinks into despair, say you don't need her
-1
- OR, Convince Florrick to get her bearing, then refuse to help her escape
-1
Lower City
At the Basilisk Gate Barracks:
- Playing as a
Fighter, talk to Gauntlet Thunder about proper punishment for two soldiers who screwed up, and tell her to let it slide, just for once
-1
Speaking to Liara Portyr and Lora Bergauz:
- Tell Lora to calm down and let Liara alone
-1
At The Blushing Mermaid:
- After Auntie Ethel reveals herself and confesses that she actually ate Vanra, call her a monster, and then say "That’s so evil, even I’m impressed."
-1
- When Ethel offers you to let her go in exchange of being an ally in your crusade, agree to have a deal
-1 (An
Oathbreaker Paladin character will have a unique line here)
At the Old Garlow's Place:
First time visiting the place:
- If you found the group without reading any of their posters, taunt Adrielle, saying you will "EAT THEIR SOULS, RAAAGH"
-1
If you have killed Auntie Ethel:
- Talking to Adrielle, say the hag is finally dead, thanks to you
-1
At the Baldur's Mouth and dealing with its employees:
- Talking to News Hawker Luan at X: 122 Y: -69, tell him that his salesmanship is terrible
-1
- Then say you don't care about he's only six
-1
At the Flymm Cargo:
- At the Flaming Fist cordon near the Upper City gate, when the Emperor warns you about becoming a thrall, say you don't care, let's go through
-1
Note: This dialogue will occur if you come close to the gate without having all three Netherstones
In Cazador's Dungeon:
- Talk to Sebastian and promise to set him and other spawn free
-1
- Let Astarion complete the Rite of Profane Ascension
-1
At the Sorcerous Sundries:
At the Elfsong Tavern:
- Meeting Lakrissa in the tavern hall, spur her to work instead of talking
-1
- Speaking to Alfira and Lakrissa on the tavern's roof, tell Lakrissa to get back to work, or you will tell Alan about it
-1
- Speaking to Harvard Willoughby, agree to participate in Laff Riot, and then, in first round:
- Joke about Harvard smelling funny
-1
- Joke about 'Dwarf and bulette'
-1
- In the third round:
- Joke about the Dead Three
-1
- Joke about 'Mind flayer and duergar'
-1
Talking to Golbraith Stredivas:
- Say that mind flayers are dangerous, and then tell him to leave the city
-1
- OR Tell Golbraith that he should be fighting, hot hiding
-1
At Highberry's Home:
The Graveyard:
Dealing with Bugthimble at the "M.Kurwin" grave:
- Ask whether he was buried here, and then pay him the "fee" he demands
-1
At the Murder Tribunal:
- Being judged, say you’ve ended your victim and then cut off their hand
-1
- OR Say you killed them with a smile on your face and pleasure in your heart
-1
- OR Say you killed them slowly and painfully
-1
Note: All these options bring approval only if the victim is indeed your kill. Successful Deception rolls on corresponding options do not give approval points
In the Lady Jannath's Estate:
If Oskar Fevras was saved in Act One and the estate is now haunted:
In the Heapside Prison:
- Meeting Olfaith Olumssdottir for the first time, ask him what you must do to become an avatar of slaughter
-1
In the Stormshore Tabernacle:
- Make an offering to
Shar, the Lady of Loss
-1 (If she rejected Shar)
At the Society of Brilliance Lodge:
Talking to Havkelaag:
- Sell him the Githyanki Egg that you have obtained in the Creche Y'llek
-1
- OR Donate it for free when Havkelaag says he hasn’t got any money
-1
Speaking to Omeluum after you have rescued it from the Iron Throne:
- If the rest of the Lodge members had been massacred while Omeluum was imprisoned, tell it you came to finish the job
-1 (Omeluum becomes hostile to the party)
At the Steel Watch Foundry
Talking to Zanner Toobin once you have reached the laboratory wing:
- When Toobin says that Gondians are being subjugated through the collars, say that killing them all would be a good thing
-1
- OR Say it is selfish to value their families more than an entire city
-1
Resolving the conflict between the Gondians and Ironhands after razing down the Foundry:
- Side with Wulbren and Ironhands and tell Toobin they have to die for the city OR tell Toobin that the gnomes came for him
-1 (either option)
Talking to Barcus Wroot after resolving the conflict:
- If you have sided with Wulbren Bongle:
- Tell Barcus that there was no other way
-1
- OR Ask whether he wants to die, too
-1
- If you killed both Gondians and Ironhands:
- Tell Barcus you did what you could
-1
- OR Say that it is for the best if no one of them takes Baldur’s Gate
-1
The Bhaal Temple
Talking to Orin:
- Tell her that you’re not interested in abducted companion’s fate
-5
- OR Tell her you won’t stop her to kill the abductee
-5
Speaking to Avatar of Bhaal after defeating Orin:
Note: These options are available to
The Dark Urge characters only.
- Accept your Father’s gift and blessings
-1
Note: Throughout the dialogue, there are several potential points where the final yes/no decision might be taken, but the result will be the same
Camp/Conversation
- When Mizora proposes new pact choice to Wyll, tell him to break the pact or to let his father die.
-1