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Astarion/Approval
Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
Overview | Approval | Banter | Romance |
Astarion likes displays of power and cruelty, and appreciates snarkiness and mocking. He is inspired when the player gains access to areas/information by deceiving others. The player does not have to be "evil" to gain his approval, however — he approves when the player makes choices that support independence and autonomy, and when the player helps certain characters in need.
Astarion dislikes displays of weakness and does not like acts of kindness or charity that offer no reward. He also disapproves when the player tries to rein him in or restrict him in some way.
The actions and choices listed on this page will raise or lower Astarion's Approval.
For more information about the approval system, see Approval.
Contents
Greetings[edit | edit source]
Depending on his approval rating, Astarion may greet the player with:
Negative (<0):
- “You again.”
- "What do you need now?"
- "You're staring at me again. What do you want?"
Neutral (0 - 19):
- "Well, hello. What can I do for you?"
- “Yes?"
- “Need Something?”
Medium and up (20+):
- "Ah, my favourite travelling companion."
- "Hello, my dear."
- "What can I do for you, my friend?"
When spoken to by someone other than the player character:
- "Sorry, darling, I haven't got time for underlings. If your boss wants to speak with me, I'm all pointy ears."
Romance[edit | edit source]
Flirting:
- "It's always a pleasure to see you sauntering over."
- "Yes, darling?"
- "Hello, beautiful."
- "I did miss that face, you know."
- "Hello, my sweet."
- "Hello, lover."
- "Yes darling, do you need something?"
- "Need something? Or did you just miss me?"
Partnered:
- "Gods, you're beautiful."
- "Is there something you want to talk about, my dear?"
Broken up:
- "Why in the hells are you bothering me now?"
After Completing The Pale Elf[edit | edit source]
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Ascended - Partnered:
- "Look at you, precious thing. You always stare so eagerly."
- "Ask me anything, and it will be yours."
- "Little love, whatever could be the matter?"
- "My consort, we are so close to our triumph, I can almost taste it."
- "Yes, my treasure?"
Spawn - Partnered:
- "Ah, you're so adorable when you're thinking what to say."
- "I hope there's nothing troubling you, my dear?"
- "Yes, love?"
Dark Urge exclusive[edit | edit source]
Spoiler warning! This section reveals interactions with The Dark Urge.
Astarion also has some greetings exclusive to the Dark Urge origin. He will only say these once:
- "You have a manner of irresistible desperation about you. I like it." (first meeting)
- "My dagger-happy friend. What troubles you?" (Act One after killing Alfira or Quil Grootslang)
- "My sweet, conflicted villain. What can I do for you?" (Act Two after killing Isobel)
- "Come to kill me again, darling?" (Act Two if the player character fully refrained from killing him after failing to kill Isobel)
- "Precious little Bhaal-Babe!" (Act Three after the player character learns the truth about their parentage)
- "The child of Bhaal. I'm glad papa has blessed our dirty little plot" (Act Three when romanced, after becoming Bhaal's chosen)
Approval[edit | edit source]
The following story and dialogue choices will cause Astarion to gain approval.
Act One[edit | edit source]
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Speaking with the Tieflings holding Lae'zel in a cage, choose to attack them. +1
- Speaking to Gimblebock near Chapel Entrance, choose to attack the gang. +1
● In the Hollow:
- Refuse to help Zevlor persuade Kagha to let the tieflings stay. +2
- Scold Elegis for being scared of a few goblins OR tell her to get to digging their own graves. +1 (either option)
- While speaking with Arron, say the refugees will be fine due to their devilish powers. +1
- Tell the tiefling kids trained by Asharak that they are going to die. +1
- Make Zorru bow to Lae'zel. +1
- Offer to heal Pandirna for a price but pocket the money and leave. +1
- OR, Playing as The Dark Urge, break Pandirna's legs and kill her. +1
- OR Tell Pandirna to hush or you will snap her neck +1 (the line is available for all classes except Barbarian)
- Let Arka shoot Sazza. +1
- Tell Auntie Ethel about the tadpole in your head. +1
- While talking to/trading with Mattis, either pocket his "lucky ring" straightaway OR tell him you've earned it. +1 (either option)
- Threaten Mol when first meeting her in the Tiefling Hideout. +1
- After successfully stealing the Idol of Silvanus for Mol, tell her that you will keep it for yourself +1
- OR, Playing as a Rogue, advise her not to ask, just take +1
● In the Sacred Pool and druid caves:
- After resolving Arabella's fate, tell Kagha that you would have killed the girl outright. +1
- If Arabella has died, lie to Locke and Komira that Kagha will release her soon. +1
- When confronting Kagha about the Shadow Druids, choose to attack her. +1 (gains approval regardless of whether you've been successful convincing her to go against them or not)
- Attack Kagha after speaking to Zevlor second time (about her demands) +1
- Prod Nettie's bird twice. +1
- After Nettie poisons you, attack her (no need to kill her) +5
- While dealing with Topaz the bird via Speak with Animals:
- Playing as a Bard, talk to the squirrels listening to Alfira and first hush them not to ruin the song, and only afterwards the class-unique line "Sing along…" +1
- Playing as a Rogue, pick Mirkon's pockets while he is charmed by the harpies. +1
- After saving Mirkon, tell him to stop snivelling or the harpies will be back. +1
- Kick Timber the squirrel +1.
- If you miss, try to kick her again +1
- 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 (either option)
● 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 +5
- OR That the horde is coming, led by the drow - and you are with them +5
- OR, Playing as The Dark Urge, tell Zevlor that the goblin horde is yours. +1
- Tell Mirkon you are not going to save him again OR that he's on his own. +1 (the formulation depends on whether you saved Mirkon from the harpies or not).
- If you start attacking the tieflings before Minthara arrives, betray her while speaking to her. +5
- Tell Pandirna that you are here for the show +1
- Playing as an Elf or as a Drow, instigate a fight with Minthara +5
▶ Note: This option is available only after you helped Minthara to slaughter the Grove
- Tell Lakrissa to buy you a drink to be even +1 (this point may be earned either before attack or after defeating goblins)
◎ Forest
- Tell Brynna and Andrick to avenge Edowin. +1
- In the Underground Passage, heal Findal, then tell him you are here to finish the job, and kill him. +1
- While talking to Demir and Johl after Auntie Ethel disappears, tell them they're on their own +1
- Let Astarion kill Gandrel, if you already know the spawn's true nature. +10
- 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)
- Speaking with Auntie Ethel in Riverside Teahouse, tell her about the tadpole (if you haven't done so in the grove). +1
● 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
- When Auntie Ethel surrenders, let her go in exchange for fey hair, with or without Mayrina. +5
● If you killed Ethel:
- If you spared Mask of Regret, speak to her afterwards and choose to attack her +1
- Playing as an evil Cleric or Paladin, speak to Lorin again and tell him that it would be delightful to butcher everyone +1
- Playing as a Duergar, take the Petrification off Efrin and laugh at him +1
- Gain entrance to the village:
- Through the southern gate - by Persuading the goblin guard, OR, Playing as a Bard, performing for him, OR starting a fight +1
- Through the eastern gate - by attacking or picking a fight with the goblin guards +1
- Intimidate the Ornate Mirror in the Apothecary's Cellar into letting you pass. +1
- Give Astarion the Necromancy of Thay during the cutscene. +5
- Deliver the final blow to Fezzerk when confronting him near the windmill +1
- Untie Barcus Wroot off the windmill wing and demand a compensation from him +1
- Interrupt the bugbear and ogre couple in the barn +1
▶ Note: The latter option is available only if neither Shadowheart nor Wyll are in the party, otherwise one of them would interfere and try to stop the player
- After summoning Lump the Enlightened and telling him your deal is done, let him have one lick. +1
◎ Goblin Camp
● At the front gate:
- Fling worg dung at Sentinel Olak +1 (requires DC 10 Athletics check and triggers a fight with gate guards)
● At the outer camp:
- Yell "Boo, get off the stage!" at Volo as he performs. +1
- Stir the Owlbear Cub against the goblins through Animal Handling or Persuasion +1
- OR Playing as a Barbarian, do it through class-based check +1.
- When Krolla tries to scam you after you won in chicken-chasing, demand your gold back and also all of hers, using illithid powers. +1
- Tell Tracker Grikka that you will get answers from prisoners. +1
- Playing as a Dwarf, ask Grikka to save a piece of dwarf meat for you. +1
● Talking with Crusher:
- When he orders you to kiss his foot, obey, then start licking it +5
- 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 Illithid powers. +1
- If Crusher starts a fight, make him kiss your foot after defeating. +1
● Inside the Shattered Sanctum:
- If Warrior Trinzas questions you about the ruckus outside, tell her that it was the sound of her friends dying. +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
- Tell Roah Moonglow that you killed her friends in the Zhentarim Hideout. +1
- Agree to endure Abdirak's teachings on Loviatar's doctrine. +5
- Pick a fight with Priestess Gut in the throne room or in her chambers. +1
- 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: These options are available if you have previously freed Sazza from the cage in Emerald Grove
● In the Worg Pens:
- Tell goblin children to keep at the bear, OR to aim for his eye, OR to use sharper stones. +1 (either option)
- Refuse Halsin to help him save the Grove. +1
- Side with Karlach during Wyll's confrontation with her and recruit Karlach. +2
- At the tollhouse, tell the merchant Cyrel that you'll take the supplies and everything else she owns. +1 (triggers a fight with false paladins of Tyr)
- Talk with non-bloated Hyena via Speak with Animals and pass the Deception check to convince her that you are a god in mortal flesh +1
- Order Flind to attack the survivors in the cave instead of you. +1
▶ Note: These options are not mutually exclusive and can be used one after another subsequently, in given order, which allows to gain all three points
- Tell Rugan that you are here for the cargo, not to rescue him. +1
- Save Rugan, then tell him to give the cargo to you, using Intimidation or provoking a fight +1
- If you fail to intimidate Rugan into surrendering the cargo to you, say you can harm him no less worse than gnolls would have +1 (makes him hostile)
- Tell Councellor Florrick that she needs to find someone else to rescue Duke Ravengard. +1
- Leave Benryn to die under the wreckage +1
- Kill Rugan on Zarys's order. +1
- Kill Rugan, if he survived Zarys's torture and your fight against other Zhentarim. +1
- After purchasing Oskar Fevras from Brem, speak to the artist and call him a slave twice +1
- Agree to Defeat the Duergar Intruders for Sovereign Spaw +1
- When speaking with Glut after defeating the duergar:
- Steal Boots of Speed from Thulla while she's helpless. +1
- Ask Baelen Bonecloak for compensation before throwing him a Misty Step scroll to escape the Bibberbang field. +1
- In Festering Cove, tell BOOOAL he is a fake god and tell him you will kill him and take his power +5
- OR Tell Kuo-toa priest to bow before BOOOAL's Chosen +1
- Push Corsair Greymon off of the boat on your first voyage to Grymforge. +1
- 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)
● When dealing with Ward Magmar:
- Ask Magmar how to get a slave of your own. +1
- When attempting to take the elevator, tell Magmar that saving Nere is a distraction +1
- When talking about travelling to Moonrise Towers, say that Moonrise holds the answers you need. +1
- Playing as a Drow or as a Githyanki, tell Magmar that he is squandering his slave on mundane tasks. +1
- After killing Magmar and Pistle, tell Skickpit to use the elevator to surface. +1 (further options to convince the gnome won't bring more approval)
● Freeing Nere from the cave-in:
- When Lunkbug tells you where to find Philomeen, answer that you'll take her head for a trophy. +1
- After finding Philomeen (and letting her go away), talk to Lunkbug and mention she wants Laridda to move on, OR tell this to Laridda directly. +1 (either option)
- 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
- After rescuing Nere, tell him to finish the slaves, OR choose to say nothing +1 (either option)
- After killing Nere, tell Brithvar that you think slaves are a valuable asset, OR tell him you won't interfere. +1 (either option)
- 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 Kith'rak Voss, pass the Arcana check to find out he's using Detect Thoughts on you, and then attack him +1
- 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
- Vandalise the portrait of Vlaakith. +1
● In the Infirmary:
- If Lae'zel is chosen to use the zaith'isk, either
- Save her from the device during the first phase +1 (to do this, succeed a passive DC 14 Perception check, then succeed a DC 30 Wisdom check or DC 30 Persuasion check).
- Let her proceed to the second phase, then stop the purification +1 (succeed a DC 21 Wisdom check or DC 21 Persuasion check or DC 30 Deception check)
▶ Note: This choice will permanently lower Lae'zel's INT by 2.
● In the Hatchery:
- Tell Varsh Ko'kuu that the last githyanki egg is clearly a dud +1
- Tell Ko'kuu that if he gives you the egg, you'll sell it at best price OR make yourself an omelette +1 (either choise brings equal approval and immediately starts the fight with Ko'kuu and hatchery guards)
● In the Classroom:
- Offer to fight Youth Varrl when Sa'varsh Kethk asks for a challenger, and then indeed kill him +1.
● At the 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)
- Ask Ch'r'ai W'wargaz how he knows so much about you. +1
- Ask W'wargaz what you'll get in return for surrendering the weapon +1, and then:
- Refuse to hand over the artefact to W'wargaz, then 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 (either option)
● Steal the Blood of Lathander from the Secret Chamber +1
◎ Camp/Conversation
- At the very first long rest, when he says he'll keep watch, answer that you'll sleep better for it +3
- At the very first long rest, tell Shadowheart to remain cautious on unfamiliar territory +1
- When he asks how you'd like him to kill you, choose any way he proposes (decapitation, stabbing, or poison) +5
▶ Note: These options are not available if playing as Gale origin
▶ Note: This dialogue is available only after using 'illithid' dialogue line for the first time in your walkthrough.
- After Astarion prompts you to call him beautiful, choose any option (including the line about 'shallow praise' ) +1
- Feed the Owlbear Cub when it first comes to the camp +1
- 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)
- Threaten to kill Mizora during her first appearance in the camp +1
- Agree to sleep with Astarion. +5 (starts romance with the spawn)[1]
▶ Note: Astarion might propose to spend a night together anytime in regular dialogue once his approval rate has come up to 40+, otherwise this option will be triggered in a prompted dialogue at the camp celebration
- Playing as The Dark Urge, confess to murdering the bard +1
◎ Raphael's deal
- When Raphael briefly takes you to the House of Hope, tell the devil:
▶ Note: If playing as Wyll origin, this line will run as "a deal with another devil"
- Discussing with Astarion the cambion's offer, say that you are not Raphael's plaything. +1
- OR Playing as a Warlock, when Astarion says you understand how dangerous the wrong deal can be, reply that you can't fall into Raphael's trap. +1
- At the Long Rest, when Astarion's true nature comes out, say you trust him. +5
- On the next morning, when other companions, too, realize that Astarion is a vampire:
- When discussing Astarion's future diet, agree that him feeding on your enemies sounds good. +5
- When he asks whose blood you'd hypothetically drink, name any other companion (including himself, too). +1
- While speaking about Cazador, tell him that you'll watch his back OR promise you'll keep him safe if he does the same. +5 (either option)
Act Two[edit | edit source]
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
● If entering the Shadow-Cursed Lands from the Grymforge:
- Playing as a Barbarian, a Vengeance Paladin or a Sorcerer, use a class-based answer when Harper Lassandra orders you to come closer. +1
- OR Answer that you're a nightmare in the dark. +1
- OR, Playing as The Dark Urge, call yourself an escaped lunatic +1
- When the Shadows warp Harper Yonas, choose to run from the fight +1
▶ Note: The Dark Urge option to "Abandon them" does not bring approval.
● If entering the Shadow-Cursed Lands from the Rosymorn Monastery Trail:
- Convince the cowardly hyena in the convoy that it doesn't belong to goblins and should leave them. +1 (requires sequentive Persuasion check, and then either Persuasion or Intimidation check)
- Order Warrior Gronag to fetch the bone, after he orders the hyena to do the same. +1
- Playing as The Dark Urge, stop Gronag. Then, when Kar'niss the drider comes, ask him about his lantern and what is there in the shadows. After the drider butchers the goblin who "fed the shadows", say it was amazing +1
- Convince the drider not to attack you if you killed the convoy before summoning him, using Deception OR Intimidation. +1 (either option)
- Traversing Shadow-Cursed Lands with the convoy, protect them from Harpers, thus maintaining your cover as a True Soul +1
- OR Side with the ambushing Harpers. Then, after defeating the convoy, tell the Harpers' leader you're going to kill them and keep the Moonlantern. +1 (Immediately starts the fight with remaining Harpers).
▶Note: Works, too, if you managed to pick the lantern up during the battle.
- If ambushing the convoy with the Harpers, start the dialogue with Kar'niss and deceive it into giving you the lantern +1
- Then use Deception again to convince the drider to walk away into the shadows +1
- OR, Starting the dialogue, reveal the ambush to the drider and turn yourself on Harpers +1
- Talking to the drider after defeating Harpers, convince it that you have infiltrated their ranks to gather information +1
- OR, Playing as a Drow, snap on it and call it abomination +1
● 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 hide-and-seek with him. Once Oliver explains the rules, tell him that you've changed your mind. +1 (Immediately starts the fight with Oliver's "family")
● When dealing with He Who Was:
- Agree to find Madeline's Ledger for He Who Was +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 +2 (either option)
- Finally succeed a Persuasion roll to keep her going +5
● Elsewhere:
- When talking to Dolly Thrice, ignore her pleads two times and keep the Moonlantern. +1
- After saving Rolan from the Shadows, tell him to shut up and be grateful +1
◎ Last Light Inn
● Speaking to Jaheira:
- Talking to Jaheira for the first time, tell her that you are here on holiday. +1
- When talking to Jaheira inside the inn, refuse to drink spiked wine +3
● Dealing with Isobel and Marcus:
- If Marcus vouched for you at the entrance (in this case he will wait in Isobel's room):
- If Marcus assaults the inn (happens if you gained entrance with Mol's help):
- Playing as The Dark Urge:
● Speaking to Councellor Florrick:
- Ask whether the Flaming Fist are just going to stay around +1
- OR Tell Florrick that you have no intentions to go into Moonrise Towers +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:
● Speaking to Cerys:
- When she tells you about their misfortunes and says they ran until found the inn, conclude that she abandoned others +1 (use basic line or class-based one for Barbarian, Fighter, Monk or Paladin (except Oathbreaker))
- 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:
- 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)
- OR Say you imagine the cultists are torturing them right now +1
- Talk to Alfira after rescuing the tieflings from Moonrise Towers and take the reward +1 (If Lakrissa survived, talking to her starts the same cutscene)
● Speaking with Bex and Danis:
- Before trying to save captured refugees:
- 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 (a Cleric character will have a unique line)
● Dealing with Rolan, Cal and Lia:
- Speaking to drunken Rolan before trying to saving captured refugees:
- 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 saving attempt:
- If both siblings survived:
- 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":
- 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)
● Dealing with Raphael and Mol:
- Help Mol win the game against Raphael using the Sleight of Hand, Bard, Monk, or Wizard options +1 (either option)
▶ Note: The cutscene continues towards this course only if you haven't ever seen his scars prior. If you haven't come to the inn at all, this option will occur in the dialogue with Raphael near the Thorm Mausoleum entrance
- After Mol is taken during the assault, tell Mattis she's probably dead already. +1
● Talking to Harper Meygan mourning Yonas:
- Say that Yonas was better at jokes than at keeping himself alive +1
- If you looted Yonas's body, ask Meygan whether she would like to take Yonas's sword, then say you were kidding and keep it +1
● Talking to the Strange Ox via Speak with Animals:
- Promise to keep its secret. +1
- OR Tell the ox that it takes worse than a bit of gore to turn your gullet. +1
- OR, Playing as The Dark Urge, give in to your urge to kill the ox. +1
● Elsewhere in the inn:
- When Manip Vidor says you are meant to be heading towards Moonrise, answer "doing your job, you mean" +1
- Call Wulbren a prick when Barcus Wroot talks to him after you rescue him. +1
◎ Reithwin Town
● In the Reithwin Tollhouse:
- Convince Gerringothe Thorm to end herself by any available option. +1 (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
- OR Convince Malus Thorm to take the place of his patient and submit to sisters' curing. +2 (comes one point by another subsequently).
● At The Waning Moon:
- Safely drink with Thisobald Thorm (rolling Saving Throw, either general or class-based) up to three times total +1(each time)
- OR successfully imitate drinking (rolling Sleight of Hand) +1 (gains approval only in first round)
- Successfully entertain the brewer with your stories (through Performance roll) +1 .(each time)
▶ Note: If Performance roll failed, successful subsequent Deception roll earns a point of approval, nonetheless.
- By any means make the Thisobald Thorm drink his 'elixir' three times in a row, thus leading him to burst +1
● 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, intervene and say you can make Minthara's passing much more creative +1
- When Disciple Z'rell orders you to decide the goblins' fate, kill them through illithid powers +1
▶ Note: A The Dark Urge character will have several options, all gaining points
● Talking to Z'rell after the trial:
- If you killed the goblins:
▶ Note: This option is available only if you're romancing the spawn
- Then ask her to show something real of the power that Absolute gifted her +1
● At the Moonrise Towers Prison:
- When approaching Minthara being tortured and erased by Jasin and Sumera:
- Say you expected to see her dismembered +1
- 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
- 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
- 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 (either option)
- Provide Wulbren with any tool capable of destroying a wall +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
● Elsewhere in Moonrise Towers:
- Sever the connection between Linsella and Barnabus +1
- Tell Araj Oblodra that Astarion is his own person +5
- At the Moonrise Towers docks, use illithid Wisdom check on Acolyte Marls, and then tell him to wash the worms off. +1
● Final fight at the Moonrise:
- If you haven't come to Last Light Inn at all, before final fight for Moonrise Towers tell Jaheira you are a foe. +1
- At the rooftop, tell Ketheric that seeing your enemies cowed never gets old +1
▶ Note: This option requires first DC 21 Intimidation check or DC 18 Persuasion check, and any of subsequent DC 30 checks, OR a DC 10 Persuasion check if you have found and read Melodia's Letter to Ketheric
◎ Gauntlet of Shar
● Dealing with Yurgir and his retinue:
- When speaking to the orthon initially, choose to attack him straightaway. +5
- OR Talk to Yurgir about his pact, succeed a passive Insight check and three subsequent Persuasion checks to make him kill the Merregons, shoot his Displacer Beast Nessa, and finally off himself. +5
▶ Note: The Insight check is not needed when playing as a Bard or a Warlock
- If you agreed to help Yurgir:
- Successfully Detect Thoughts of the Hoarding Merregon and ask for the potions used to charm Nessa. +1
- Speak to Nessa via Speak with Animals and convince her that her love to the orthon is caused by dosed meat +1
▶ Note: This option is available if the party has earlier investigated the dead spider carcass or detected thoughts of the merregon
- OR, Playing as The Dark Urge, tell Nessa you didn't think the displacer beasts were slaves. Then discuss her love to the orthon and finally say that love is a disease like any other +1
- Without Speak with Animals, pass the Animal Handling check and give the beast a scratch behind the ears +1
● Near Pedestal of Reckoning and through Shar's trials:
- When Shadowheart speaks of her destiny to go through the trials and become a Dark Justiciar:
● Dealing with Balthazar in his outpost:
- Agree to clear the way for the necromancer, 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)
● In the Shadowfell:
- If you have defeated Balthazar, choose to kill Aylin +1
◎ Mind Flayer Colony
● In the Necrotic Laboratory:
- Talking to the Waking Mind via the Slack-Skinned Head, succeed the passive Insight check and choose to consume her mind +1
- 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
◎ After the final fight with Apostle of Myrkul
● Talking to Halsin:
- If you still haven't helped him with lifting the Shadow Curse, say the curse was always his burden, not yours +1
● Speaking to Jaheira:
● Speaking to Minthara:
- If you haven't recruited her earlier, she will be intent to go to Baldur's Gate with you. Answer that you two make a good team +1
- When she says she will never tire of sitting on dead men's thrones, answer you'll never tire of killing previous occupants +1
- When Minthara tells you she is going to kill Orin, mention the cult might need a new leadership afterwards +5
- Then tell her you are with her +5 (A Rogue character will have an additional unique line)
- 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 earn her trust +1
- OR Say you did it to impress her +1
- OR Say you wanted to watch them suffer +1
- OR, Playing as The Dark Urge, say you enjoy killing +1
- ... and asks why you have come to Moonrise:
● Talking to Aylin, if you let Balthazar take her from Shadowfell:
● 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
- Say you couldn't have done it without Jaheira's help, then ask her not to speak ill of the dead (i.e. Zevlor) +1
- Tell her that people get paid for doing jobs +1 (A Rogue character has a unique line here)
● Talking to Ide, Umi and Mattis:
- Tell any of them about Mol's eyepatch you have found down in the colony, and then:
● Speaking to others:
- Playing as a Bard, talk to Alfira and decline her proposal to play together for the tiefling kids +1
- Speak to Art Cullagh and ask whether the curse is everything he bothers about. +1 (Option is available if you haven't eliminated the curse yet)
- Speaking to Wulbren, when he tells you about Sarevok, answer you pity that the man never succeeded +1
◎ Camp/Conversation
- Tell Arabella that her parents are dead. +1
- In the nighttime cutscene tell Astarion that you care about him, then choose to hug him OR open your mind to show your true feelings +3 (either option)
▶ Note: This scene appears only if you are romancing the spawn, EITHER after you defended him from Araj Oblodra's molestations in Moonrise OR after you have killed Yurgir without talking to Araj first. Both these choices advance your relations into partnered stage
▶ Note: This choice ends the romance without approval loss
Act Three[edit | edit source]
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
◎ 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, 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
- Be rude to the girl:
- Report to Commander Lightfeather that his soldiers died horrible, painful deaths OR that you've found what was left of them. +1 (formulation varies depending on whether you have met Tara on the roof or not)
- OR Tell him that his soldiers were eaten by a flying cat. +1
- OR, Playing as Gale origin, tell him that the enemy responsible is your tressym +1
- Get more money out of Danzo Arkwright in return for the Zhentarim letters, using Persuasion or Intimidation. +1
- In the kennels, say "Woof" to Angry Mar'hyah twice. +1
- Agree to Wulbren's proposal to blow up the Steel Watch Foundry and take the Runepowder Bomb +1
▶Note: Druid, Rogue and Sorcerer characters will have unique lines for this option
- Talking to Brother Bill and Brother Clements, say that if Father Lorgan had been pickier, he might still be alive. +1
- Agree to bear Monk Manifestation's curse and withstand its madness. +3
◎ Around and inside the Requisitioned Barn
- Tell Manip Nestor you'll take a donation. +1
- Speak to the pig inside the barn without Speak with Animals and call her bacon +1
- 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
- Talk to Fist Broadhorn inside the barn and say you were just looking for anything worth stealing +1
- OR, Playing as a Rogue, if you are caught inside the barn by Fist Madigan, tell him this is the only place around worth stealing from +1
◎ The smugglers' cave
- After defeating Caïros and his thugs, if Farlin survived, tell her that you were happy to help and ask who did you just kill. +1
- Then ask her about the Stone Lord and say you're ruthless, too, OR that you don't play nice +1 (either option)
- OR Continue asking about, and after Farlin says Stone Lord is trouble, answer that so are you, too. +1
◎ Circus of the Last Days
● At the entrance:
- Convince Klaus to let you in, bribing him, using Persuasion, Intimidation, Deception or any class-based option +1
- OR, Playing as The Dark Urge, say you used to be a murderer +1
- OR, Playing as an Archfey Warlock, first say that you never pass up a faerie mischief +1
- Speaking with Zara the mummy, say you don't understand her, and then mime her grunting +1
● Dealing with Akabi the djinni:
- Tell him that he is VERY LOUD. +1
- Play the game and accuse the djinni of rigging the wheel +1
- If successful, play again and try to distract Akabi, letting out a loud fart +2
- 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: ★ "When he's elbow deep in gore" +1
- Second question: ★ "Revenge" +1 OR ★ "Me" +2 (the latter is available if you're romancing the spawn)
- Third question: ★ "Breaking a nail" +2 OR "Most things" +1
▶ 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
- OR Say she's not your type +1
● Dealing with Popper the kobold trader:
- Grab Dribbles's' hand from his counter, and then:
- Persuade him to give you the hand for free +1
- Intimidate him to let you go with the hand +1
- Use Deception to make him lower the price +1
▶ Note: Unique Deception lines for Wizard, Warlock or Sorcerer do not give approval [Needs Verification]
● Dealing with caged beasts:
- Talking to Shadow-Whiskers with Speak with Animals, 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, give him some meat OR promise to bring it later (if you don't have any in inventory) +1 (either option)
- After defeating false Dribbles, talk to Crimson again and scold the circus staff for starving him OR propose to open his cage up. +1 (either option)
● Watching Dribbles's show:
- Say "What a corny joke" 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 Astarion himself and Minsc +1
▶ Note: If you volunteer Minsc to the stage, you'll get +2 instead of [+1] each time
- 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
- When you deliver her Dribbles's remains, say it was pleasure to meet her +1
◎ Elsewhere in Rivington:
- Agree to chase refugees out from Arfur's Mansion for half-price, and punch Zenovia Dawg when she tries to extort the full sum from you +1 (Requires failing Persuasion roll against her first)
- OR, Playing as The Dark Urge, offer Arfur Gregorio to chase them out for free and explain that you just enjoy brutalizing the poor +1
- Playing as a Baldurian character, tell Saer Grotpoll that his own accent is Rivingtonian +1
- Tell the Strange Ox that it takes worse than a bit of gore to turn your gullet. +1
- OR Tell the ox you will keep its secret. +1
- OR, Playing as The Dark Urge, give in to your urge to kill the ox. +1
▶ Note: These options are available if you haven't resolved interactions with the Ox in the Act Two
- Speaking to Biscotti without Speak with Animals, choose to bare your teeth and growl +1 (works only the first time you speak to him)
- Playing as a Barbarian, in the Abandoned Windmill basement yell "WAKE UP, SQUIDFACE!" at the newborn mind flayer +1
- At the Gur Camp, agree with Astarion when he tells Ulma that the tribe's children are already dead +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 line will have an unique formulation
- OR, Playing as The Dark Urge, say that you have already done it +1
▶ Note: 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 Dying Stone Lord Thug:
- Playing as an evil Cleric, choose to make him suffer +1
- OR, Playing as The Dark Urge, choose to prod his wound OR to spin the blade +1 (either option)
- If you succeeded a passive DC 20 Perception check, choose to make him scream +1
- OR, Playing as The Dark Urge, say that you'll enjoy watching him die slowly +1
- When trying to hire both Sorn Orlith and Nym Orlith:
▶ Note: This option appears only if you are partnered with the spawn, but the third romantic scene hasn't occured yet
- Agree to invite Halsin, too, if the druid is in the party +1
- Agree to sleep with Astarion on the drow twins' offer, if you haven't slept with him earlier in the walkthrough +1
- Tell Sauceman Chorizo that you can show him pleasures his husband never could. +1
◎ Elsewhere in Wyrm's Crossing
- Agree to deliver the gnome leader's head to Manip Falcäo +1
- After killing Wulbren, provide his head to Falcäo +1
- At Fraygo's Flophouse, tell Adventurer Drim that the word "adventurer" means nothing anymore. +1
- Pass the Investigation check to find Ffion's body in Fraygo's Flophouse +1
- At Carm's Garm, when Naaber pretends to be a dog, say "Correct. But nobody likes Naaber". +1
▶ Note: It may take several sequential attempts to speak with Naaber to get to these lines
- At The Velveteen Elixir, talking to Stylin' Horst, choose lines about "heady top notes" OR "burning rothé shit" +1 (either option)
- Get access into Wyrm's Rock Fortress +1 by either of following options:
- Showing the Admission Pass
- Showing Lower City Pass obtained from Valeria
- Using Nashkellan's report
- Bribing Blaze Elin
- Passing any of class-based checks
● 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, find out that he needs gold, and then:
- Tell him to get a grip +1
- OR Intimidate or blackmail him into giving you his stash +1
● Speaking to Manip Bakshi:
- Successfully use Detect Thoughts on him and pretend to be a new recruit +1
- Tell him you've spotted another guard on stealing +1 (requires DC 10 Persuasion check if you have spotted Reynash's lockpick or DC 15 Persuasion check if you didn't)
● In the Audience Hall:
- Speaking to Lord Amber's Bodyguard and attendants of Lady Durinbold and Lord Shattershield about the Steel Watch, say that the Steel Watchers will eventually turn on everyone. +1
- OR, playing as a Druid, say that there's nothing natural about him +1
- Pass the Steel Watcher that confronts you at the coronation. +1
▶ Note: This dialogue appears only if Karlach is not in the party
- Playing as The Dark Urge, when Gortash explains your previous dealings:
- Agree to become allies with Gortash and slay Orin +1
- OR Refuse to make an alliance with him and confirm your decision +1
- OR, Playing as The Dark Urge, say that you'll possess both the brain and the crown and won't share +1
- Agree to witness the ceremony of Gortash's ordaining, saying "All right", OR "I'd never dream of missing it", OR "Let's get over" +1 (either option)
- After killing Orin, speak to Gortash and say you two can be allies, but you'll keep Ketheric's and Orin's Netherstones +1
● Talking to Duke Ravengard after the ceremony:
- Ask him whether the "new dawn" is what they call tyranny now +1
- OR Tell the Duke that Florrick sent you, then probe Ravengard's mind to discover councellor's location, and tell him that Gortash is a tyrant +1
- OR Ask Ravengard whether he knows that he is infected +1
● In the Wyrm's Rock Prison:
- After escorting Counsellor Florrick out, tell her she's proven to be a vital ally +1
- Talking to the Unusual Skull, ask him to speak plainly +1 (Requires DC 18 Persuasion check)
▶ Note: These options are available only if you were arrested, not if you entered the prison by any other means
- Talking to Fist Murphy, ask why he is standing on one leg, and then:
- Pretend to push him off his balance +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 tell her to let it slide, just for once +1
- Talking to Fist 'Edge' Arensen at the gallows, ask him why don't he wait with threats until you commit a crime +1
- Talking to Fist Miller after Florrick had been executed, say "Good riddance" +1
- Talking to Thrastle Muria, ask if everyone in her neighbourhood is as friendly as she is +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
- Promise to help Lora find her daughter +1 (A Paladin character will have a unique line here)
- If you already know that Vanra died, tell this to Lora, then say you did your best +1
◎ The Blushing Mermaid
● Talking to Bosun Gannet:
- When he instructs you about the tavern rules, ask what to do if you want to use the latrine +1
- Ask Gannet about the missing kid, and then:
● Talking to the hag masking as Captain Grisly:
- Inquire her about Vanra, and then ask how do you know she's not lying +1
- When looking for a decision, suggest to pay Lora +1
- OR Say you want to get to the bottom to the story of the 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 her dirty work +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 +2
- Agree to kill Lora, then return and 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:
- If you have already killed Lora, tell Ethel to thank you +2
- 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)
- After using Hag's Bane on Auntie Ethel, say “That’s it – cough her up, hag.” +1
● 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
● Other patrons of the tavern:
- Talking to Nesha Leesha, warn her about the serial killer, then say you've probably mistaken her for someone else +1
- Speaking to Zena, tell her that if a child was in this dump, they deserve to be 'nabbed' +1
◎ 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
▶ 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:
- Talking to Mayrina without Speak with Animals, ask how did she get herself turned into a sheep +1
- Talking to Adrielle, say her that if they have pissed off a hag, they're screwed +1
- OR Tell her you hate dolls +1
- Talking to Kled, say Mayrina is more sour, not sweet +1
- Talking to Jatlo (before removing his hex), tell him "Less complaining, more searching" +1
● Speaking to Jatlo after you have removed his hex:
- Playing as a Rogue, tell him 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
- Tell Mayrina she was an adorable sheep +1
- Say you're helping her for the last time +1
- Tell Mayrina they will have to deal with this themselves +1
- Talking to Kled, tell him you aren't getting mixed up in this +1
- Say the dragonborn was only pretending to be a friend +1
- Talking to Adrielle, tell her to get out there and kill the hag, not act like cowards +1
- After Adrielle says she has discovered an ultimate way to kill a hag, say the hag is their problem +1
● If you have met Auntie Ethel, but haven’t dealt with her yet:
● If you have killed Ethel:
- Talking with Mayrina, persuade her to let Connor go +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, 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 Lora's House:
- If you still haven't resolved the quest:
- After you have saved Vanra:
◎ At the Baldur's Mouth and dealing with its employees
- 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, muddle her count +1
- Talking to Estra Stir after you have defeated Gortash, say you'd rather never hear that prick's name again +1
◎ The Crimson Draughts
- If you are partnered with Astarion and he is in the party, decline Araj Oblodra's invitation to come in, saying you saw how Araj made him feel +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.
- Persuade Helsik to give you first piece of information for free +1
- Bargain with Helsik to provide you a free passage in to the House of Hope in exchange for a 'souvenir' +1 (A Rogue character will have a unique line here)
- After returning from the House of Hope, refuse to give her the promised item, saying that you have just killed a devil in his own home +1
◎ 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)
● Talking to Lakrissa and Alfira:
- In the hall, remind Lakrissa about your bet in the druid's grove, then ask for a kiss instead +1
- Speaking to them both 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 the first round:
- Joke about 'Wizard and shatter' +1
- OR, Playing as a Barbarian, say "Laugh. Now" to the listeners +1
- In the second round:
- 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 the Dead Three +1
- Joke about 'Cleric and ham' +1
- Intimidate the public +1 (Requires successful DC 25 Intimidation check)
● Talking to Dez Kanshaw:
- Say he has enough left to buy a drink +1
- When Dez tells you about the job offered to his son by Three-Piece:
- 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
◎ The Facemaker's Boutique
● Dealing with serial killer:
- Interrupt Dolor when he’s about to kill Figaro Pennygood, saying "Back off. That’s my kill." +1
▶ Note: This option is available if you have found and read at least one copy of Dolor’s list of victims
- OR Choose to stay in the shadows and watch Dolor killing Figaro Pennygood +1 (Requires DC 15 Stealth check; a Rogue character will have a unique line here)
● Talking to Devella Fountainhead:
- Playing as The Dark Urge, tell Devella you are here to sacrifice her +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
● Dealing with Bugthimble at the "M.Kurwin" grave:
- Ask what he was doing in your father's grave +1 (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 him 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, ask who she wants to raise, then help her by any means or by using any available class-based options +2
- Report Nina's attempts to Mortarch Gracie Scyre and then:
- 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 grieving parents:
- Suggest Anita and Elias Fischer 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 character +1
● Other:
- Speaking to Maude, ask what use do the dead have with flowers +1
- Playing as a Rogue, tell Gothric Rillyn 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
● Talking to Big Huido:
- Successfully the deceive him and pretend to be a representative of The Guild +1 (A Bard and Rogue characters will have unique lines here)
- OR Intimidate him into surrendering the Guild shipment +1 (A Barbarian and Fighter characters will have unique lines here)
- Then Intimidate him again to turn out his pockets, too +1 (A Barbarian and Rogue characters will have unique lines here)
- Ask him what if you just kill him and take everything +1
● At the Iron Throne:
- Escape the Iron Throne with Ulder Ravengard alive. +1
● At Flymm Cargo:
- After returning from the Iron Throne, surrender Redhammer to Allandra Grey +1
◎ The Heapside Prison
- Talking to Skittle via Speak with Animals:
- Ask him whether his business is rat-ified by the local merchant's league +1
- If you successfully detected poisoned wine at the Wine Festival, refuse to drink but tell Roger and Cora Highberry you hope they enjoy it +1
▶ Note: This option requires successful passive DC 18 Medicine check, or DC 10 Perception check for a Barbarian character
- Ask Molly the Orphan whether she knows her father is dead +1
- Tell Timmy the Orphan that there are bigger problems at the city now +1
◎ The House of Grief
- In front of the House of Grief, deceive Arves into giving you money (with or without using Detect Thoughts on him first) +1
▶ Note: Both options require DC 20 Deception check
- If Shadowheart remained loyal to Shar, deceive Mirie into giving you the box of collections +1
- Without talking to Mirie first, speak to Morann and convince him to let you proceed inside the Mapping Chamber through Persuasion, Intimidation or Deception +1
- When given the choice over Viconia's fate, choose to kill her +1
◎ The House of Hope
● Speaking to Hope's spirit upon arriving to the House:
- When her projection flickers, say the last thing you needed was a mad apparition +1
- When she says she needs you to ask a single question, answer you won’t tell her anything +1
Speaking to Hope’s spirit in front of the Archive:
After freeing Hope from her chains:
Speaking to Hope after defeating Raphael:
- If Korilla was knocked out, tell Hope you should have killed her +1
● Talking to the Archivist:
- If you have signed the contract with Raphael, ask whether he'd like you to break bits of him until he gives it to you +1 (Requires DC 25 Intimidation check)
- If you rejected Raphael’s deal, ask whether he'd like you to break bits of him until he changes his mind about the Orphic Hammer +1 (Requires DC 25 Intimidation check)
● In the Boudoir:
- Provoke the fight with Haarlep +1 by either way of listed below:
- When Haarlep asks you why you are here, answer you’ve come to kill them
- OR Refuse to undress for Haarlep
- OR Choose to attack the incubus
▶ Note: This option is available either before you shed your clothes or when they prompt you to lie on the bed
- OR Agree to lie down, then fail a Wisdom or Performance check to resist the incubus and choose to fight your way out
- OR Plead to gods to get you out of here when the incubus approaches you
- OR Refuse to vow your body to the incubus at the climax of the sexual intercourse
◎ Lady Jannath's Estate
● If Oskar Fevras was not saved in Act One:
- Speaking with Sir Gorran Penghyst and Lord Delwaer Jeth, tell them to stop or you will stick both their heads through the bloody painting +1 (Requires DC 18 Intimidation check roll)
- OR, Playing as a Half-Orc, tell them to solve the matter with blades +1
- OR, Playing as a Fighter, propose to be a second for them both +1
- OR, Playing as a Vengeance Paladin, tell them that such actions demand retribution OR that the duel is the only answer +1 (either option)
● If Oskar Fevras was saved in Act One and the estate is now haunted:
- After initial fight with Poltergeists, speak to Lady Jannath and say you are not one of her servants to order you around +1
- After you have dealt with Kerry Evenfield’s ghost, speak to both Lady Jannath and Oskar Fevras and call their cooing "saccharine nonsense" +1
● Talking to Havkelaag:
- Sell him the Githyanki Egg that you have obtained in the Creche Y'llek +1
● 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 that 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
● Speaking to Omeluum after you have rescued it from the Iron Throne:
- If you failed to save Ulder Ravengard, say the Duke meant nothing to you +1
- If you have failed to save the majority of Gondian prisoners, say they meant nothing to you +1
- 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)
◎ 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’s 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:
● Facing Lorroakan along with Dame Aylin:
● If you have betrayed Dame Aylin to Lorroakan:
- After Aylin is defeated, tell Lorroakan it was pleasure doing business with him +1
- After Lorroakan has caged Aylin, tell him that eternity suits him +1
● In the Sorcerous Vault:
- Speaking to Yafeu once he's escaped the Peculiar lamp:
- Demand to release your 'master' or die +1
- OR Say you didn't like your 'master' anyway +1
- OR Ask the djinni for some gold +1
- OR Ask him politely to release your companion now +1 (The option is available to all characters except Wizard)
◎ 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 +1
- 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, say that killing them all would be a good thing +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:
- Convince Zanner Toobin to move on, using Intimidation or Persuasion +1
● Resolving the conflict between the Gondians and Ironhands after razing down the Foundry:
- Persuade Barcus Wroot to take leadership over the Clan Ironhand +1 (A Deep Gnome, a Bard, a Good Cleric or a Rogue character will have a unique line here)
- OR Intimidate Wulbren Bongle to walk away, using basic or any class-based option +1
▶ 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 (Requires DC 20 Persuasion check) +1
▶ Note: A Deep Gnome, a Good Cleric, a Devotion Paladin will have a unique line here and a DC 18 Ability 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 Wulbren Bongle:
- If you killed both Gondians and Ironhands:
- If you have sided with Gondians:
- If you convinced both factions to make peace:
◎ Other locations in Lower City
● In the Bloomridge Park:
- Speaking to Albert, call him a quitter and tell to get his dog +1
● At the Chromatic Scale:
- Playing as a Bard, discuss with Thomas C. Quirkilious the benefits of using lute strings made of worg hair +1
● At the Counting House:
- Bargain with Rakath Glitterbeard to return him less money than had been stolen +1
● At Flymm's Cobblers:
- Talking to Sally Flymm, choose to "put her out of her misery" +1 (Sally and Dravo turn hostile to the party)
● 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 the Lower City Sewers:
- Talking to Lorna Esthelian, tell her that her boyfriend will show up eventually +1
- In the Abandoned Cistern, agree with the Emperor when it refuses to save Minsc from the Absolute +1
● Meeting Olfaith Olumssdottir for the first time, ask him what you must do to become an avatar of slaughter +1
◎ The Murder Tribunal
● Speaking with Sarevok Anchev:
- Offer either Jaheira or Minsc, or both as a sacrifice to the Tribunal +1
- Tell Sarevok you actually were deciding who should get to kill him +1
- Being judged, say you’ve ended your victim and then cut off their hand +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
- Agree to sacrifice Valeria in Bhaal’s name, on Sarevok’s order +1
▶ Note: The Dark Urge characters will have four different options in this dialogue, all bringing same amount of points
● After becoming an Unholy Assassin:
- Speaking to Echo of Illasera, tell her that she wasn’t quick enough if someone cut her down +1
- Speaking to Echo of Amelyssan, say that every kill is euphoria +1
◎ The Bhaal Temple
- Playing as The Dark Urge, speak to Sceleritas Fel when approaching the temple door. If you have obtained his hat from Helsik and are wearing it, refuse to take it off +1
● Talking to Orin:
● 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
- Accept 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/Conversations
● After the spawn assault:
- Tell Astarion that you are sorry for what happened to him +1
- Say that the world can be a wonderful place if he cares for those who care for him. +1
- Ask whether you're special +1
- Agree that it doesn't matter whether the other spawn have to die in the Rite. +1
● If Astarion has completed the Rite of Profane Ascension
▶ Note: Without sexual intercourse, no approval is gained
- During and after the party is attacked by other Cazador's spawn at night:
- Deceive Leon and Aurelia, telling that they should side with Astarion. +1 (if you know about the Rite)
- Persuade or intimidate them to stand against Cazador +1 (if you haven't learned about the Rite yet).
- In Cazador's Dungeon, when Sebastian asks what happens to them, say you'll set them free, OR ask if he would be able to control his hunger. +1
- Successfully keep Astarion from performing the Rite of Profane Ascension. +3
Disapproval[edit | edit source]
The following story and dialogue choices will cause Astarion to lose approval.
Act One[edit | edit source]
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Promise Zevlor you will talk to Kagha about stopping the ritual -1
- After Lae'zel interrogates Zorru:
- If you are confronted about stealing the Idol of Silvanus return the idol and apologise -1
- Tell Locke and Komira (Arabella's parents) that the druids are overreacting and that you will talk to them -1
- Swear to Nettie to take the Wyvern Poison -1
- Convince Kagha to fight against the Shadow Druids (if uncovered her conspiring with them) -1
- Agree to kill the goblin horde's leaders for Zevlor -1
- While talking to/trading with Mattis, catch Silfy trying to pickpocket you (passive DC 10 Perception check), and tell her to relax (either straightaway or after successful Insight check). -1
- When talking to Auntie Ethel and Mayrina at the Riverside Teahouse:
- After defeating Ethel, reject the offer to spare her in exchange for fey hair -5
- OR, Order her to let Mayrina go. -5
- Reject Mayrina's reward for saving her -1
Dealing with Gandrel:
- Reveal his identity to Gandrel -10
- OR, Don't turn Astarion in, but later in the dialogue don't allow him to kill Gandrel -5
- After Astarion kills Gandrel himself, say that the hunter need not to die -1
▶ Note: This option is available only if you don't know that Astarion is a vampire
- Drop and prepare to destroy the Necromancy of Thay in the Apothecary's Cellar -5
- Read the Necromancy of Thay yourself -1
- Pay Fezzerk a lot of gold to let you pass -1
- Untie Barcus Wroot off the windmill wing and tell him that he owes you nothing -1
Goblin Camp
At the front gate and in the outer camp:
- Smear the dung over your face on Sentinel Olak's demand. -1
- Tell Eight that you are sorry for the loss of his parents. -1
Inside the Shattered Sanctum:
- Tell Priestess Gut you are ready to clear your head. -1
- Accept the Brand of the Absolute from Priestess Gut. -1
- OR, Speaking to Warlock Greez, ask him to brand you -1
- Convince Minthara to spare Sazza, saying the latter didn't know who you were. -1
▶ Note: This option is available if you have previously freed Sazza from the cage in Emerald Grove In the Worg Pens:
- After freeing Halsin, agree to kill goblin leaders to save the grove (either with or without him in bear form). -1
- Agree to fight the gnolls to save Rugan -1
- Find and return Benryn the dowry -1
- Purchase Oskar Fevras from Brem for the price he asks initially -1
- Give Oskar Fevras additional 200 gold after freeing him -1
- In Festering Cove, tell BOOOAL you won't let him enslave the Kuo-toa any longer -1
- Tell Ward Magmar that he disgusts you -1
- When attempting to take the elevator, tell Magmar that you need to save Nere to obtain a Moonlantern -1
- Convince Skickpit you're going to help him, then ask if he really wants you to kill his slavers (using Persuasion line) -1
- Pay your respect to the corpes of dead deep gnomes after killing or deceiving Brathwen and Viss. -1
- Agree to help Lunkbug find Philomeen. -1
- Stand up for the deep gnome slaves when Nere, once freed, is going to kill them -1
- Convince Elder Brithvar to free the deep gnomes after the fight with Nere -1
Crèche Y'llek
At the hatchery:
- 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 the training room:
- Playing as a Fighter, save Youth Varrl by whatever means, and then tell him:
In the captain's quarters and Inquisitor's chamber:
- When speaking with Kith'rak Therezzyn, surrender the Mysterious Artefact to her -1
- Talking to Vlaakith, say you're a friend who brought the artefact to her -1
Raphael's Deal
- When Raphael briefly takes you to the House of Hope, say that you'll do anything to get rid of the tadpole -5
- After first encounter with Raphael, tell Astarion that he might not be able to outfox the devil, but you will. -1
- Playing as a Warlock, say that Raphael is "only a cambion" and that you can handle him. -1
Camp/Conversation
- At the very first long rest, when Astarion says he'll keep watch, answer that you're not ready to turn your back on a stranger -1
- When he asks how you'd like to be killed, say you don't have to choose, OR that you would prefer one of the others to do it -1 (either option)
▶ Note: If you haven't recruited any companion but him, the line will run as "someone else to do it"
- Give the Necromancy of Thay to Gale, or destroy it. -5
- After Astarion fails to read through Necromancy of Thay, suggest that he give the book to Gale or tell him to stop reading it -1
- Shoo the Owlbear Cub out of the camp when it comes wounded -1
- Refuse when he offers to sleep with him. -1
▶ Note: If you agreed, turning him down during any part of the romance cutscene itself does not bring any disapproval
- If you have spent a night with Lae'zel, when Astarion wants to gossip about it, answer that it's none of his business. -1
- When he tries to feel through his scars with fingers, offer your help, then mock him about 'cleric of Gond' -1
- Allow Volo to follow through with his attempt to remove the parasite
- If Astarion died from the Lathander's Lance blast in Rosymorn Monastery, resurrect him, then talk to him and choose any line except the promise to be more careful next time -5
During camp celebration:
- When arranging to spend a night together, fail the DC 15 Persuasion check to make Astarion say 'please' . -1
▶ Note: This whole dialogue occurs only if you haven't slept with him earlier
- If you already have a partner, tell Astarion that you're "looking forward to it" OR ask the spawn if he's feeling jealous. -1
- Refuse to sleep with him, the speak to him again and try to arrange a romp anew -1
- Speak to him, end the conversation without agreeing to sleep with him, then make arrangements with another companion. After that, talk to Astarion again and tell him you're spending the night with someone else. -1
- At the Long Rest, when Astarion's true nature comes out:
- When discussing Astarion's future 'diet', forbid him to drink human blood -5
- While speaking about Cazador, tell him that he is on his own -5
- When he asks whose blood you'd hypothetically drink, ask him back if he really means eating others, then choose the line 'We're done talking'. -1
Act Two[edit | edit source]
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
- Stop Warrior Gronag from killing the hyena. Then, when Kar'niss the drider comes, ask him about his lantern and what is there in the shadows. After that, stop the drider from butchering Brawler Vez by any means. -1
If entering the Shadow-Cursed Lands from the Grymforge:
- Playing as a Bard, a Druid or a Wizard, use a class-based answer when Harper Lassandra orders you to come closer. -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 -2
Elsewhere:
- At the House in Deep Shadows, lose when playing hide-and-seek with Oliver. -1
- Free Dolly Thrice from the Moonlantern carried by Kar'niss. -1
- After saving Rolan from the Shadows, tell him not to be hard on himself for trying to save his family -1
- OR, Playing as a Fighter, say that there's no shame in being outmatched in the fight -1
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
Speaking to Isobel:
- During Marcus's assault, explain to Isobel that he is going to kidnap her -5
Speaking to Cerys:
- When she tells you about their misfortunes and says they ran until found the inn, say that she did the right thing -1 (use basic line or unique for Cleric or Oathbreaker Paladin)
Talking to Alfira:
- Ask her about others, and then say that it was a cowardly move -1
- If you successfully Rescue the Tieflings, speak to Alfira again. When she asks how did you do it, answer that you were being a hero -1
Elsewhere in the inn:
- Playing as The Dark Urge, curb your yearn to tear the Strange Ox apart. -1
- Speaking to drunken Rolan before trying to saving captured refugees, promise to rescue his siblings 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)
- After saving the refugees, when Bex asks why you helped, answer that you did it because they were in trouble -1 (a Cleric character will have a unique line)
At the Reithwin Tollhouse
- Agree to give up all your gold to Gerringothe Thorm. -1
Witnessing Ketheric's trial (at the very first visit to Moonrise):
- When Z'rell orders you to decide the goblins' fate:
- Offer them a fair fight to death, using basic or unique Barbarian, Berserker, Paladin or Oathbreaker options -1
▶ Note: This option will not bring any points for The Dark Urge character
- OR Set them free (basic or The Dark Urge option) -1
At the Moonrise Towers Prison:
- When approaching Minthara being tortured and erased by Jasin and Sumera:
- Defeat the questioners, escort Minthara out of Moonrise Towers, and then 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 her that you are Balthazar's closest confidante -1
- Speaking to Wulbren, say they can die in prison for all you care -1
- Refuse to find tools for Wulbren -1
Elsewhere in Moonrise Towers:
- Tell Araj Oblodra that Astarion does what you tell him to do -3
Dealing with Yurgir and his retinue:
- When speaking to the orthon initially, propose to help him finish the contract -1
- If you agreed to help Yurgir:
- Suggest to search the temple for him -3
- Speak to Nessa via Speak with Animals and convince her that the orthon sold her to the party -1
Dealing with Lyrthindor:
- After killing any three rats in the temple, speak with any other rat:
- Using Speak with Animals, bargain their lives for a treasure -1
- Without Speak with Animals, choose to hold your hands up in peace -1
In the Tadpoling Centre, choose to release pod captives -1
After the final fight with Apostle of Myrkul
Speaking to Minthara:
- When Minthara tells you she is going to kill Orin and proposes to lead the cult afterwards, answer that eradicating the Elder Brain may be wiser -1
- OR Declare you will be the saviours of Baldur's Gate. When Minthara objects, say the future she's planning is shaped by violence -1
- OR Say that her idea is madness, and you need to eradicate the cult and the brain -1
Speaking to Cerys:
- Tell Cerys that other will look up to her -1
- Say you couldn't have done it without Jaheira's help -1
- Tell her the Nightsong is the real hero -1
Talking to Ide, Umi and Mattis:
- Tell any of them about Mol's eyepatch you have found down in the colony, and then:
Speaking to others:
- Talking to Halsin, if you still haven't helped him with lifting the curse, promise to find Thaniel's cursed half (i.e. Oliver) -1
- Playing as a Bard, talk to Alfira and agree to play together a show for the tiefling kids -1
Camp/Conversation
- After defending Astarion from Araj Oblodra's molestations, at the long rest (the cutscene appears only if you romance him):
- Tell him twice that you're not interested in his confessions -5 (this choice breaks your relationship)
- OR Tell him you regret stopping him from drinking Araj's blood -15
- OR Tell him you slept with him only because you wanted some fun -15
- OR Convince him to sleep with you tonight (using any line), then, when the cutscene continues, prompt him to say what he wants to say OR ask whether it was bad for him -15 (either choice brings equal disapproval and breaks your relationship)
- When he tries to feel through his scars with fingers, offer your help, then mock him about 'cleric of Gond' -1
▶ Note: This cutscene will show up only if it hasn't occured in Act One
Act Three[edit | edit source]
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Talk to Brother Bill and Brother Clements and say that their god would be proud of Father Lorgan -1
- OR, Playing as a Monk, say that offering alms to those in need is a sign of a noble soul -1
- On the temple roof, tell Tara to stop eating the carrier pigeons. -1
In the Angleiron's Cellar:
- Talking to Wulbren, refuse to take the Runepowder Bomb but promise you'll destroy the Steel Watch Foundry your way. -1
- OR Refuse, saying that the real enemy is Gortash, not the Gondians, and you'll find another way -1
- Dealing with Akabi the djinni, successfully catch him on rigging the wheel, but apologise and say you were mistaken -1
When passing Zethino's trial, choose answers:
- First question: 'He hasn't ever been happy' OR 'Right now' -1 (either)
- Second question: ★ 'Freedom' OR 'Tasty rat' -1 (either)
- Third question: 'Wooden sticks' OR ★ 'Feeling a slave' -1 (either)
▶ Note: The ★ sign here marks the answers considered 'correct' for the purposes of the test, even if they bring disapproval. Dealing with Popper the kobold trader:
- 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
- Talk to Lucretious before approaching Dribbles's show (when she's training up skeletons) and tell her that she is being a little harsh -1
Dealing with caged beasts:
- Talking to Shadow-Whiskers with Speak with Animals, note that her cage looks comfy. -1
- Break the lock on her cage -1 (works with or without Speak with Animals)
- Talking to Crimson, refuse to feed him via Speak with Animals or mock him for being hungry (without the spell) -1 (either option)
- After defeating false Dribbles, talk to Crimson again and say you'd have killed him before he hurts anyone else -1
- Volunteer Astarion to the stage as an assistant to Dribbles -1, and then cheer him, telling "Go on!" -1.
Dealing with Orin's guises:
- If Orin is impersonating Fist Rowan, tell her that one can't just kill innocent people -1
▶ Note: These are lines for the Custom origin (Tav). If playing as any of other Origins, except Dark Urge, these lines 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
- OR, Playing as The Dark Urge, propose to kill and kill again -1
Elsewhere in Rivington:
- Near Requisitioned Barn, donate some gold to Manip Nestor. -1
- Talking to Mattis outside the barn, tell him to watch himself because Baldur's Gate is big and dangerous. -1
▶ Note: This option is available only if tiefling kids survived in Acts One and Two
- Stand for Saer Grotpoll protesting against refugees, saying "Out with these interlopers!" -1
- Playing as a Cleric, tell Tinker Nayzeem that Divine works in mysterious ways. -1
- Ask newspaper seller Lilly Beanbottom whether she knows that a murder is not a good thing -1
- At the Gur Camp, promise Ulma to save their children after Astarion said that they're already dead. -1
- Playing as the Dark Urge, resist the yearn to tear the Strange Ox apart. -1
- In the smugglers' cave, defeat Caïros and his thugs, and if Farlin survived, say you don't want gratitude from criminals -1
- At the entrance gate, refuse to be arrested by the Steel Watcher and prepare to fight. -1
- OR Threaten Gauntlet Edwynna -1
- OR Attack Edwynna -1
At Sharess' Caress:
- When trying to hire both Sorn Orlith and Nym Orlith:
- Refuse to invite Halsin, too, if the druid is in the party -1
- Refuse to sleep with Astarion on the drow twins' offer, if you haven't slept with him earlier in the walkthrough -1
- Speaking to Valeria, say you're here just to have a drink, and then propose a toast to ADVENTURE! -1 (The option is available only after you've started Solve the Open Hand Temple Murders quest)
- After defeating a mind flayer in Naoise Nallinto's private room, tell her that her arousal towards the creature is disgusting -1 (requires a successful passive DC 10 Insight check roll)
At the Flaming Fist barracks:
- When you spot Fist Reynash trying to open a chest, give him 300 gold to take the ferry -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
- Speaking to Gortash after killing Orin, surrender two your Netherstones to him -1
At the Basilisk Gate Barracks:
- Talking to Fist Murphy, ask why he is standing on one leg, and then:
- 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
- Talking to Fist 'Edge' Arensen at the gallows, say you'll stay out of trouble -1
- Talking to Fist Miller after Florrick had been executed, say she didn't deserve to die -1
Speaking to Liara Portyr and Lora Bergauz:
- Talking to Bosun Gannet, when he instructs you about the tavern rules, say you'll keep to them -1
- After dealing with the hag, if real Captain Grisly died, tell Gannet you are sorry for not saving her -1
- Talking to the hag masking as Captain Grisly:
- When looking for a decision, propose to talk to Lora and calm her down -1
- When the hag offers you money for killing Lora, agree, but then return and say you can't do it -1
- After Auntie Ethel reveals herself and 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)
Other patrons:
- Talking to Nesha Leesha, warn her about the serial killer, then use Persuasion to insist on it -1
At the Old Garlow's Place:
‘’Dealing with hexed Mayrina:’’
- Speaking to Mayrina in the sheep form via Speak with Animals, tell her you are here to help her -1
- Talking to Adrielle, offer to have a look at the hex -1
- Speaking to Jatlo after you have removed his hex, tell him he has been charmed by hag -1
- After removing the hex and killing Jatlo, offer Mayrina help with the hag -1 (A Devotion Paladin character will have a unique line here)
- Talking to Kled, tell him that they are safe now -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)
If you have killed Auntie Ethel:
- If you haven't raised Connor Vinderblad from dead in Act One, tell Mayrina it wasn't so amazing when the hag was vomiting a child -1
- Talking to Adrielle, say the hag is finally dead, thanks to you -1
- At Crimson Draughts, when Araj Oblodra invites you to come in, agree to follow her -1
At the Flymm Cargo:
- After returning from the Iron Throne, tell Allandra Grey you won't let her execute Redhammer -1
- 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
At the Counting House:
- At the bridge leading to the entrance, give Rags Deelarma a handful of coins -1
At the Elfsong Tavern:
- Meeting Lakrissa in the tavern hall, say you missed her -1
- Speaking to Harvard Willoughby, agree to participate in Laff Riot, and then, in first round:
- In the second round:
- In the third round:
- Talking to Dez Kanshaw, say he won't find courage on the bottom of a bottle -1
- Agree to follow the trail of the murders for Devella Fountainhead. -1
▶ Note: If Devella has already left the Elfsong, this dialogue (with all approval points) may trigger at the Facemaker's Boutique
Talking to Golbraith Stredivas:
At Highberry's Home:
- Donate some gold to Roger and Cora Highberry for their orphanage -1
The Graveyard:
- Speaking to Gothric Rillyn, say that burying alive is an apt punishment for thievery -1
Dealing with Bugthimble at the "M.Kurwin" grave:
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 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
- Near the Crimson Draughts, give Strange Beggar Sacrum any amount of gold -1
At the Heapside Prison:
- Talking to Skittle via Speak with Animals, say you don’t want more puns -1
At the Facemaker's Boutique:
- Interrupt Dolor when he’s about to kill Figaro Pennygood, saying "Stop right there!", using any of class-based lines or unique Half-Orc line -1
In the Lower City Sewers, talking to Lorna Esthelian:
At the Sorcerous Sundries
Talking to Aradin near the entrance:
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
- Outside The Singing Lute, give Manip Leythim a healing potion -1
In the Stormshore Tabernacle:
At the Society of Brilliance Lodge:
Talking to Havkelaag:
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 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 Bongle 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 (and hence killed Gondians), ask whether he wants to die, too -1
The Iron Throne
- After docking at the prison, when Omeluum approaches your mind:
- Convince him that other prisoners must be saved, too -1 (Requires DC 20 Persuasion check)
In the House of Hope
Talking to the Archivist:
- Fail the Intimidation check on the Archivist -1 (Works either with the contract or with the Orphic Hammer)
In the Boudoir:
- Tell Haarlep they can have your body, but not your mind -1
The Bhaal Temple
- Playing as The Dark Urge, speak to Sceleritas Fel when approaching the temple door. If you have obtained his hat from Helsik and are wearing it, agree to take it off -1
- Tell Orin that her vision of the fate of Baldur’s Gate is exquisite -1
Camp/Conversation
After Astarion has completed the Rite of Profane Ascension (within nighttime cutscene that appears only if the player character is partnered with him):
- Tell him he had to learn how not to become Cazador himself -15
- OR, When he asks what do you desire, answer you wanted him to be free, but he never will -15
- OR Discuss his proposal of becoming his spawn, then turn him down -15
- OR Agree to be transformed (with or without sexual intercourse), then refuse to kneel before him -15
▶ Note: Choosing any of these options will lead Astarion to break the relationship. Certain dialogue options within the cutscene or when speaking to him on the next morning might lead him to leave the party permanently.
Personal quest
The night assault of the other Cazador's spawn in the camp:
Notes[edit | edit source]
- ↑ Choosing sequence of options "Knowing you, it probably is", -> "Maybe, if you say please", -> "No, it's not happening" at the Tiefling celebration brings both +5 and -1. The equivalent dialogue path in the Goblin party gives -1 approval only, as of game version 4.1.1.6072089