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Halsin/Approval
Overview | Approval | Banter | Location Remarks | Romance |
Halsin is devoted to protect nature order in any possible way.
Halsin approves any choices that help and defend any living being, considering them a part of nature. He also approves of showing compassion and mercy for those in need. However, should nature protection demand a battle, Halsin is not above avoiding it, and appreciates fighting in the name of justice.
Halsin dislikes any decisions that might involve hurting the natural world, including unnecessary cruelties or kills. Leaving intact or letting thrive things that already defile the nature in any possible way (like supporting the existence and corruption of the shadow lands) also upsets him. Finally, Halsin despises any acts of injustice or betrayal, more so if they are meant to bring profit.
The actions and choices listed on this page raise or lower Halsin's Approval.
For more information about the approval system, see Approval.
Approval[edit | edit source]
As a Companion character, the interactions listed below will cause Halsin to gain approval.
Act Two[edit | edit source]
- If Lae'zel is using the zaith'isk, convince her that the device kills instead of curing +1 (requires DC 21 Persuasion check, or DC 21 Wisdom check, or DC 30 Deception check)
Ruined Battlefield
If entering the Shadow-Cursed Lands from Grymforge:
- Playing as a , a , a , a , a , a or an , use a class-based answer when Harper Lassandra orders you to come closer +1
- When the Shadows warp Harper Yonas, tell Harper Meygan, "Move. I'll take care of this." +1
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 check and then or check)
- Traversing Shadow-Cursed Lands with the convoy, betray them and side with the ambushing Harpers +1
At the House in Deep Shadows:
- Tell Oliver you know who he really is +1
- Let Halsin persuade Oliver +10 (Comes +5 points when you ask Halsin and +5 more after he succeeds)
- Convince Oliver to reunite with Thaniel +40
Note: If Halsin is in the party while talking to Oliver, it will gain +5 additional points of approval
When dealing with He Who Was:
- Agree to find Madeline's Ledger for He Who Was +1
- After ordering Madeline to hurt herself as Ben and Marc did -1, stop her, saying she had done enough +1
Elsewhere:
- After saving Rolan from the Shadows, tell him not to be hard on himself for trying to save his family +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
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 :
Talking to Councellor Florrick:
Talking to His Majesty via :
Speaking to Cerys:
- When she tell 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 or )
- 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
Talking to Alfira:
- After Marcus's assault, when she asks whether they cannot trust anyone:
- 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
- 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
- Take the reward from Alfira for rescuing the tieflings +1 (If Lakrissa survived, talking to her starts the same cutscene)
- Before trying to save captured refugees:
- If Danis survived and reunited with Bex:
Dealing with Rolan, Cal and Lia:
- Speaking to drunken Rolan before trying to save captured refugees:
- 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:
- If both siblings survived, after they thank you, ask Rolan whether he has something to add +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 +1
Note: This line appears only if Astarion is not in the party, otherwise Raphael will turn the talk to the spawn's scars
Elsewhere in the inn:
- When Manip Vidor says you are meant to be heading towards Moonrise, answer "doing your job, you mean" +1
- Pay Mattis extra gold for the Tower-Shaped Key +1
- Talking to Harper Meygan mourning Yonas, give her his sword (if you looted his body) +1
- Talking to the Strange Ox via , call him a rare breed +1
Reithwin Town
At 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 cemetery:
- Agree to help Arabella find her parents. +1
- OR, If you've already found Locke and Komira's bodies, tell Arabella they are dead and succeed or roll to take her to your camp +1 ( character will have a unique lines and only option)
- Safely drink with Thisobald Thorm (rolling , either general or class-based lines) +1(gains approval after first and second rounds)
- Successfully entertain the brewer with your stories (through roll) +1 (gains approval each time).
Note: If roll failed, successful subsequent 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
Moonrise Towers
At the Moonrise Towers Prison:
- Speaking to the Warden for the first time, tell her that her face is bland, too +1
- Use to convince the Warden that you are Balthazar's closest confidante, and then:
- Talking to Lia, promise to help the tieflings escape +1
- Talking to Lakrissa, when she accuses you of serving the cult, succeed a or an 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
- 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
- Meeting Squire in Ketheric's room, tame it by any means, then reach out to pet her (without ) +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 friend +1
- At the Moonrise Towers Rooftop, tell Ketheric Thorm that you can help, OR that it isn't too late, OR to come quietly +1 (either option)
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:
- Speak to Nessa via and her that her love to the orthon is caused by dosed meat +1 (Available if the party have investigated the dead spider or detected thoughts of the Hoarding Merregon)
- Without Animal Handling check and give the beast a scratch behind the ears +1 , pass the DC 16
- Speak to Yurgir again, ask him about Nessa, then say it is wrong to treat her like this +1
Dealing with Lyrthindor:
- After killing any three rats in the temple, speak with any other rat:
Near Pedestal of Reckoning:
- When Shadowheart speaks of her need to go through the Shar's trials:
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 , say you do not blunder +1
- OR, Playing as Shadowheart origin, say you belong in this place far more than some bone pile +1
- Agree to clear the way for the necromancer, and then:
- Having Mother Dearest in your inventory, ask Balthazar what happened to his mother. Then, tell him you took the urn, and finally agree to return it +1
- Refuse to help the necromancer and choose to attack him +1
In the Shadowfell:
- Before the Verge of Shadows, tell Shadowheart you don't care about the Spear of Night, then confirm it +1 (Shadowheart turns hostile to the party)
- If you have the spear, tell Shadowheart to find a new purpose for herself, then provoke a fight with her +1
- If you have defeated Balthazar:
- Free Aylin +1
- If Shadowheart is in the party, tell her that she should spare Aylin because the aasimar may know something about her +1
- OR, Playing as Shadowheart origin, spare Aylin yourself +1
- If Balthazar is present and not hostile to the party:
- In the Necrotic Laboratory, talking to the Fresh Mind via the Slack-Skinned Head, wish them good night +1
At the Morgue:
- Speak to Chop and ask why not to send him to all other butchered victims +1
- If Us survived the Nautiloid and is kept in the cage, free it. When Chop speaks to you about it, order him to stand aside or die +1
- If you killed Us, when Chop speaks to you, answer that you will send him to join it +1
- In the Tadpoling Centre, choose to release pod captives +1
After the final fight with Apostle of Myrkul
Talking to Halsin:
- If you still haven't helped him with lifting the curse, promise to find Thaniel's cursed half (i.e. Oliver) +10
Talking to Alfira:
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
- 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
- Say people get paid for doing jobs, and when she answers that she has no money, say you were joking +1 (A 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:
- Thank Art Cullagh for his help. +1
- Speaking to Jaheira, agree to have her in the party (either joining you now or waiting at the camp) +1
Camp & Conversations
Camp interactions
- After Halsin finds Thaniel, ask him what happens once the curse is lifted, then say you wished he joined your party earlier +1
- After recruiting Halsin, tell him you don’t know him properly, then say you're sorry for the loss of his family +1
Note: Basic Tav's line runs about "fear of krakens", but any playable origin AND a custom character will have their unique option. characters do not gain any approval here
Other companions and camp followers
- Playing as Shadowheart origin, if it is still not known about your worshipping , confess to Halsin and succeed the roll +5
If Halsin's approval rate is < 30, a DC 10 Charisma check is needed. If the rate is < 20, successful roll brings only +1 approval
- Tell Arabella that her parents are dead +1 (Unique lines for , , (basic) or of )
- Talk to Thaniel after defeating Ketheric Thorm and say your work here is done +20
Act Three[edit | edit source]
Talking to Yenna
- Offer her help:
Note: Giving Yenna food does not bring approval from Halsin. Promising to look for her mum after using class-based line brings another +1 point
- Talking to Wulbren, refuse to take 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
- OR Suggest to contact the Gondians first, so that they might see reason +1
- OR, if Barcus Wroot is nearby and butts in, agree and say it sounds like a mass murder +1
Circus of the Last Days
At the entrance:
- Convince Klaus to let you in, using or on any class-based option except pretending to be a friend of Gortash's +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
- 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:
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
Dealing with Popper the kobold trader:
- Grab Dribbles's hand from his counter, and then:
Note: Class-based lines for , or do not give approval [ Needs Verification]
- Playing as a or a , 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 )
- Talking to Crimson, give him some meat OR promise to bring it later (if you don't have any in inventory) +1 (either option)
Watching Dribbles's show:
- Say "What a corny joke." +1
- Volunteer any companion to the stage as Dribbles's assistant, except Halsin himself +1
- If going on stage yourself, suggest any available explanation on why you're special, except "something about my brain" and unique line for +1
Talking to Lucretious:
- When she's training up skeletons (before fighting doppelgangers), tell her that she is being a little harsh +1
- After defeating false Dribbles, tell her that killing clowns is a rare treat +1
- When you deliver her Dribbles's remains, say it was pleasure to meet her +1
- Offer Sister Yannis help with investigating the double murder and proving Brilgor's innocence +1
- Talk to Brother Bill and Brother Clements and say that their god would be proud of Father Lorgan +1
- Agree to bear Monk Manifestation's curse +1 and then withstand its madness +3
- On the temple roof, having Gale in the party, ask him to tell Tara to stop eating the carrier pigeons +1
- OR, Playing as Gale origin, tell Tara that other aviary in the city is much better +1
Around and inside the Requisitioned Barn
- 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 previous Acts
- Donate some gold to Manip Nestor +1
- Make a compliment to the pig inside the barn +1 (works with or without )
- Report to Commander Lightfeather that his soldiers fought to the last feather OR that you've found the enemy and pigeons fought bravely against it +1 (formulation varies depending on whether you have met Tara on the Open Hand Temple roof or not)
- Playing as a , tell Mar'hyah that Scratch is not a "property" +1
- Make Angry Mar'hyah to let you keep Scratch, using , or class-based , or options +1
Elsewhere in Rivington:
- Playing as a , tell Fortuno Dibbs to relax, because dogs are sensitive to emotions +1
- Speak to Biscotti via and call him a good dog +1 (works only the first time you speak to him)
- Playing as a , threaten Arfur Gregorio to raze his mansion and reclaim the land for nature, if he doesn't come to an agreement with refugees +1
- Playing as a Baldurian character, tell Saer Grotpoll that his own accent is Rivingtonian +1
- Tell Tinker Nayzeem that the way people treat refugees is terrible. +1
- Try and help Dying Stone Lord Thug +1
Note: These options are available only if Orin is not impersonating the Thug
- Playing as a , in the Abandoned Windmill basement yell "WAKE UP, SQUIDFACE!" at the newborn mind flayer +1
- Playing as Astarion origin, at the Gur Camp tell Ulma you will do what you can for her tribe's children +1
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 line will run differently
- 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). Any other Origins will have unique formulation
- If Orin is impersonating Dying Stone Lord Thug, succeed a passive DC 20 Perception check, then say you'll stay with him until the end +1
- 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 The Velveteen Elixir, talking to Stylin' Horst, choose lines about "heady top notes" OR "burning rothé shit" +1 (either option)
- Tell Adventurer Drim that the word 'adventurer' doesn't mean anything anymore +1
- Playing as Astarion origin, drag Pale Petras into the sunlight, then choose to let him go +1
At Carm's Garm:
- When Naaber pretends to be a dog, choose "Correct. But nobody likes Naaber" line +1
Note: It may take several sequential attempts to speak with Naaber to get to these lines
At Sharess' Caress:
- When trying to hire both Sorn Orlith and Nym Orlith:
- Agree to invite Halsin to their 'foursome' offer, too, if the druid is in the party +1
- Decline their offer and choose to proceed with only one of the twins +1 (if you're partnered with Halsin)
- Choose to proceed with one of the twins when any other partner declines their offer +1 (if you're partnered with any other companion)
- Speaking to Valeria, propose a toast to ADVENTURE! +1
Note: The option is available only after you've started Solve the Open Hand Temple Murders quest
- Get access into Wyrm's Rock Fortress +1 by either of following options:
- Showing the Admission Pass obtained from Arfur Gregorio
- Showing Lower City Pass obtained from Valeria
- Using Nashkellan's report (can be stolen from the Sword Coast Couriers)
- 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:
Note: Waking guards gains approval only after discovering by any available means that Reynash was stealing from others
Speaking to Manip Bakshi:
- Successfully use +1 on him and pretend to be a new recruit
- 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)
- OR 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 the Steel Watchers will eventually turn on everyone +1
- Pass the Steel Watcher that confronts you at the coronation. +1
Note: This dialogue appears only if Karlach is not in the party
- Agree to become allies with Gortash and slay Orin +1
- 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 +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
Note: Choosing this option starts the time-sensitive quest Free Counsellor Florrick
In the Wyrm's Rock Prison:
- Talking to the Unusual Skull, ask him to speak plainly +1 (requires DC 18 Persuasion check)
Lower City
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 , say is he was truly sorry, he'd be willing to die for forgiveness +1
- OR, Playing as a , tell him you'd make you cut off his hand were you his master +1
- OR, Playing as a , praise him for a good discipline for a guard +1
Note: For Baldurian characters, the initial line will run about "Blaze Portyr's infamous punishments"
- Playing as a , 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, 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 she didn't deserve to die +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 +1
- Promise to help Lora find her daughter +1 (A 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
Talking to Bosun Gannet:
- When he instructs you about the tavern rules, say you'll keep to them +1
- Ask Gannet about Vanra, and then:
- 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:
- Inquire her about Vanra, and then ask how do you know she's not lying +1
- When looking for a decision, propose to talk to Lora and calm her down +1
- When the hag offers you money for killing Lora, refuse to do the dirty work for her +1 (Unique line for )
- Agree to kill Lora for disguised hag, but then return and say you can't do it +1
- After Auntie Ethel reveals herself and confesses that she actually ate Vanra, call her a monster, then tell her to surrender the child immediately. +1
- If you have already killed Lora, tell Ethel to thank you +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)
- Ask whether Svend is really worried about a date when the army of the Absolute can attack any moment +1
Other patrons:
- Talking to Nesha Leesha, warn her about the serial killer, then use to insist on it +1
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
Dealing with hexed Mayrina:
- Speaking to Mayrina in the sheep form via +1 , tell her you are here to help her
- Talking to Adrielle, offer to have a look at the hex +1
- Talking to Jatlo (before removing his hex), tell him "Less complaining, more searching" +1
Speaking to Jatlo after you have removed his hex:
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
- Offer Mayrina help with the hag +1 (Unique line for )
- Tell Hydrangea Wubb she coudn't have known the spy in disguise +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
- Talking to Kled, tell him that they are safe now +1
- Say the dragonborn was only pretending to be a friend +1
- Talking to Adrielle, tell her that hags and their agents are liars and cheats +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 +2 (either option)
If you have killed Auntie Ethel:
- Talking with Mayrina, 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 it wasn't so amazing when the hag vomited 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 or a , tell EITHER Mayrina OR Kled that you killed a perversion of everything natural +1
- Talking to Adrielle, say the hag is finally dead, thanks to you +1
At Lora's House:
- If you haven't resolved the quest yet:
- After you have saved Vanra:
- 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
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 companion quest is not finished yet
- Near Crimson Draughts, give Strange Beggar Sacrum any amount of gold +1
The Counting House
- At the bridge leading to the entrance, give Rags Deelarma a handful of coins +1
- Bargain with Rakath Glitterbeard to return him less money than had been stolen +1
The Elfsong Tavern
- Playing as a , a , a , a or a , 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 tavern hall, remind Lakrissa about your bet in the druid's grove, 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
- Speaking to them both on the tavern's roof, say they are very cute together +1
Speaking to Harvard Willoughby:
- Agree to participate in Laff Riot, and then, in the first round, joke about Harvard smelling funny +1
- In the second round, joke about "Vampires" +1
- OR Joke about "Sleeping with a dragonborn" +1
- OR Joke about "Zombie reanimator" +1
- OR the public +1 (Requires successful DC 20 Intimidation check)
- In the third round, joke about the Dead Three +1
- Joke about "A cleric and ham" +1
- OR 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
- When Dez tells you about the job offered to his son by Three-Piece:
Talking to Enforcer Skoona:
- Talking to Doora Thumbfoot, agree to buy the necklace from her +1
- Speaking to Jaheira’s children (automated dialogue), when Rion asks whether you all are doomed, say "Not in this lifetime" +1
- Speaking to Rion for the second time (not automated dialogue), tell her that refugees behind the wall need protection +2
Note: All these options require having Jaheira in your party
- Interrupt Dolor when he's about to kill Figaro Pennygood, saying "Stop right there!", using any of class-based lines or unique line +1
Talking to Devella Fountainhead:
Note: Both these lines will differ slightly depending on whether you actually have or have not any ritually cut hands in your inventory
- Talking to Golbraith Stredivas, ask him whether his son needs any help +1 (Unique line for )
- Say that mind flayers are dangerous, and then add that you'll take it from here +1
The Graveyard
Dealing with Bugthimble at the "M.Kurwin" grave:
- Ask what he was doing in your father's grave +1 (Requires DC 25 Deception check)
- Ask whether he was buried here, and then pay him the "fee" he demands +1
- Say “Thank goodness, you can keep it”, and then:
- Use to convince him the treasure is cursed +1
- Say the crate was promised for Nine-Fingers, then use to convince him to pay the fee for not breaking his snout +1
- him into surrendering the loot to you +1
- OR, Playing as a , ask her whether he would loot the corpse despite their shared blood +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
- Report Nina's attempts to Mortarch Gracie Scyre +1
Talking to Valmorba:
- Ask her to give you a shovel (if you don't have one) +1
- OR, Playing as +1 , tell her there's usually not much left once you're done with the body
Talking to Ulkov Sully:
- Pay him for making a coffin for little Lily Fischer +1
Speaking to Gothric Rillyn:
- Playing as a , 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
- Convince Captain Sleam to take aboard the whole Brislen family via , , or simply paying the sum they're lacking +1
Talking to Big Huido:
- Successfully him and pretend to be a representative of The Guild +1 (Unique line for and )
- OR him into surrendering the Guild shipment +1 (Unique line for and )
- After docking at the Iron Throne, when Omeluum approaches your mind, convince him that other prisoners must be saved, too +1 (Requires DC 20 Persuasion check)
- At the Flymm Cargo, after returning from the Iron Throne, tell Allandra Grey you won't let her execute Redhammer +1
The Heapside Prison
- Talking to Skittle via , call him a "rat-ical mercantile rodent" +1
- Ask him whether his business is rat-ified by the local merchant's league +1
The House of Hope
Speaking to Hope’s spirit in front of the Archive:
- Say you need to get her out before the jailor kills her +1
- After freeing Hope from her chains, speak to her +1
Lady Jannath's Estate
If Oskar Fevras was not saved in Act One:
- Playing as Tarhun Mnemonis about icons depicting Bhaal, then tell him not to sell "this evil junk" +1 , at the entrance ask
- Speaking with Sir Gorran Penghyst and Lord Delwaer Jeth, propose to sell the picture to another gullible fool +1 (Requires DC 18 Persuasion check)
The Society of Brilliance Lodge
- Refuse to sell/donate the Githyanki Egg to Havkelaag +1
- Tell Blurg that bravery is no bad thing +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 you think yourself good, and then:
- Tell him he would be destroyed if you haven’t saved him +1 (Requires DC 20 Persuasion check for a characters, and a DC 25 Persuasion check for all others)
- OR Successfully use +1 on him and then say that it’s his conscience that tells him to stop
- OR, Playing as a , say that you are no more ‘bad’ than he is +1 (Requires DC 20 Persuasion check)
- OR, Playing as a , tell Ptaris you gave him same that your patron gave you +1 (Requires DC 20 Persuasion check)
- Talking to Lorna Esthelian, tell her that her date was a vampire +1
- In the Abandoned Cistern, convince the Emperor to extend his mental defences onto Minsc +1
- At the Guildhall, when confronting Roah Moonglow or Friol, tell them that Minsc of Rashemen always knows the right thing to do +2
- After defeating the Zhentarim, convince Minsc to make peace with Nine-Fingers +1(requires having him in the party)
The Sorcerous Sundries
Talking to Aradin near the entrance:
- Successfully 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
Note: Unique lines for Good/Neutral/Evil . The option is available for characters only
Talking to Lorroakan before resolving Dame Aylin’s fate:
Note: Common unique line for a , a or a
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:
At the Sorcerous Vault:
- Speaking to Yafeu once he's escaped the Peculiar lamp:
The Steel Watch Foundry
Talking to Tamia Holzt, if she spotted you in the Foundry:
- 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, convince Zanner Toobin to move on, using or +1
Resolving the conflict between the Gondians and Ironhands after razing down the Foundry:
- Barcus Wroot to take leadership over the Clan Ironhand +1 (Unique line for a , a , a Good or a )
- OR Wulbren Bongle to walk away, using basic or any class-based option +1
Note: According to game files, a 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)
Talking to Barcus Wroot after resolving the conflict:
- If you have sided with Gondians, tell Barcus that Wulbren was past saving +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)
- Attending the funeral of Holli Dylford, tell Allandra Grey you’ve brought gold as an offering +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
Other locations in Lower City
- In Cazador's Dungeon, don't let Astarion finish the Rite of Profane Ascension once he has started it +1
- At the Chromatic Scale, playing as a , discuss with Thomas C. Quirkilious the benefits of using lute strings made of worg hair +1
- In the Cloister of Sombre Embrace, after defeating Viconia DeVir, tell her to go and vanish +1
Note: You need to knock her out in the battle to speak to her afterwards
- At the Flaming Fist cordon X: -195 Y: -15 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
- At Highberry's Home, donate some gold to Roger and Cora Highberry for their orphanage +1
- Outside The Singing Lute, give Manip Leythim a healing potion +1
- In the Stormshore Tabernacle, make an offering to , the Supreme Ranger +1
Note: Any approval benefits here will be gained only if the offering is enough to receive the blessing
Talking to children playing at X: -166 Y: -75:
- Succeed a passive DC 7 Perception check and ask Cinnamon what is she hiding in her pocket +1
- Ask Punkins to scan you +1
The Bhaal Temple
Speaking to Avatar of Bhaal after defeating Orin:
- Tell Bhaal that you have no desire to harm anyone else +1
- Reject your Father's gift and blessings +1
Note: These options are available to
characters only. 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 & Conversations
Camp interactions
- After reaching Rivington, speak to Halsin and agree that societies should be judged on how they treat their most vulnerable +5
- When Halsin tells you news from the grove, answer you’re glad he stayed with you +5
- When Halsin shares with you his dreams of happy life for everyone, answer that maybe he will find the balance +5
Other companions and camp followers
- When Vlaakith emerges at the camp as a projection, convince Lae'zel to reject her once and for all +1
Note: Requires DC 18 Perception check or DC 18 Intimidation check, or DC 18 Wisdom check if you have successfully Vlaakith’s mind)
- Tell Scratch you're glad that he's back where he belongs (after saving him from Angry Mar'hyah) +1
- After Aylin leaves to meet and fight Lorroakan, tell Isobel that you're going to help the aasimar +1
Disapproval[edit | edit source]
As a Companion character, the interactions listed below will cause Halsin to lose approval. This list is most likely incomplete.