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Minthara/Approval
Overview | Approval | Banter | Romance | Combat |
Minthara approves cruel attitude towards other beings and any choices aimed towards gaining more power.
Being a drow, Minthara has a highly hostile demeanor, considering pretty much everyone as inferior. As a scion of a noble House, she holds other drow characters in high regard, not hesitating to show all others their proper place. Also, Minthara prefers straight and harsh decisions to any subterfuge, and approves exerting revenge on everyone who wronged her. Finally, she appreciates any actions that might help her regain due respect and position within power structure of her homeland, Menzoberranzan.
Minthara dislikes expresses of any weakness or spinelessness. These traits, in her opinion, include peacefulness, conformity and wish to help those in need for the sake of it. She disdains most acts of charity and expressing compassion to the weak and meek[1]. Lastly, she doesn't approve stopping others from cruel behavior.
As Minthara can only be recruited after being used and then sentenced to death by the Chosen of the Absolute, she considers the latters as her implacable foes. Hence, she approves any player's choices directed to defeating current leadership of the cult.
The actions and choices listed on this page will raise or lower Minthara's Approval.
For more information about the approval system, see Approval.
Greetings[edit | edit source]
Currently, regardless of their approval rating or relationship status, Minthara greets the player with: [Needs Verification]
- "You wish to consult me?"
If spoken to by someone other than the player character:
- "I do not have time for idle chatter."
Approval[edit | edit source]
The following story and dialogue choices will cause Minthara to gain approval.
Act Two[edit | edit source]
- If Lae'zel is chosen to use the zaith'isk, either:
- Save her from the device during the first phase +1 (to do this, succeed a passive DC 14 Performance check, then succeed a DC 30 Wisdom check or DC 30 Persuasion check.).
- Offer to fight Youth Varrl when Sa'varsh Kethk asks for a challenger, and then indeed kill him +1.
- OR, Playing as a , save Youth Varrl by whatever means, and then tell him that his teacher obviously failed to instill discipline +1
In captain's quarters and Inquisitor's chambers:
- Tell Kith'rak Therezzyn that you have the Mysterious Artefact, then refuse to surrender it. +1 (provokes a fight with Therezzyn)
- Ask Inquisitor W'wargaz how he knows so much about you. +1
- Ask the Inquisitor W'wargaz what you'll get in return for surrendering the weapon +1, and then:
Ruined Battlefield
If entering the Shadow-Cursed Lands from the Grymforge:
- Playing as a , a or a , use a class-based answer when Harper Lassandra orders you to come closer. +1
If entering the Shadow-Cursed Lands from the Rosymorn Monastery Trail:
- Order Warrior Gronag to fetch the bone, after he makes the same with the hyena. +1
- When Kar'niss the drider comes to take the convoy to Moonrise Towers, choose to attack it (straightaway or after speaking with it) +1
- OR 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
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 the drider and deceive it into giving you the lantern +1
- Then use Deception again, and 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
When dealing with He Who Was:
- Speaking to He Who Was, say you doubt that he is here for the goodness of his heart +1
- Then agree to find Madeline's Ledger for him +1
- Order Madeline to hurt herself as Ben and Marc did +1 (Evil will have a unique line)
- Then tell her to stab herself and don't stop OR to prove she is sorry +1 (either option)
- Finally succeed a Persuasion roll to keep her going +1
Elsewhere:
Last Light Inn
Speaking to Jaheira:
- When talking to Jaheira inside the inn, refuse to drink spiked wine +1
- 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 :
- Obey your Urge and tell Isobel you crave to kill her (this option is available either before kidnapping attempt, or after assault, or if you return to the inn after freeing Nightsong; turns hostile Isobel and any Harper who sees it)
- Tell Isobel that your blood orders you to kill her, then chase off the Urge, and finally choose any line to explain your behavior +1 (available after the kidnap attempt AND if you haven't threatened her)
Talking to Councellor Florrick:
Talking to His Majesty via :
Speaking to Cerys:
- When she tell you about their misfortunes and says they ran until found the inn, conclude that she abandoned others +1 (use basic line or unique for , , or (except Oathbreaker))
- Ask her what they are doing here, if they headed for Baldur's Gate, and then:
Talking to Alfira:
- After Marcus's assault, when she asks whether they cannot trust anyone:
- Ask her about others, and then say that it was a cowardly move +1
- When Alfira asks you how do you keep going, answer:
- When Alfira supposes that surviving tieflings were taken to the Moonrise Towers:
- 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
- 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)
- Before trying to saving 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:
Dealing with Rolan, Cal and Lia:
- Speaking to drunken Rolan before trying to saving 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:
- 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, requiring a DC 14 roll)
Talking to the Strange Ox via :
Elsewhere in the inn:
- When Manip Vidor says you are meant to be heading towards Moonrise, answer "doing your job, you mean" +1
- Help Mol win the game of lanceboard against Raphael using the , , , or options, or following Gale's advice (if he is in party) +1
- After Mol is taken during Marcus's assault, tell Mattis she's probably dead already. +1
In the Reithwin Tollhouse
- Talking to Gerringothe Thorm, attack her straightaway, or choose to answer "I bring death", or say "This ends now" after giving her several coins. +1 (starts a fight with the tollmaster and her minions)
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. +1 (comes one point by another subsequently).
- OR Choose to attack him at any stage of the dialogue +1
At the cemetery:
- Refuse to help Arabella find her parents. +1
- OR, If you've already found Locke and Komira's bodies, tell Arabella they are dead and fail Persuasion or Intimidation roll to take her to your camp +1 ( character will have unique lines and Persuasion option only)
- Safely drink with Thisobald Thorm (rolling Constitution, either general or class-based lines) +1(gains approval after first and second rounds)
- OR successfully imitate drinking (rolling Sleight of Hand) +1 (gains approval only in the first round)
- Successfully entertain the brewer with your stories (through Performance roll) +1 (gains approval each time).
Note: If Performance roll failed, successful subsequent Deception roll earns a point of approval, nonetheless.
Talking to Disciple Z'rell:
- If you spared the goblins, use Deception to explain that they are more useful alive +1
- If you have helped Balthazar to retrieve Nightsong:
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 tell her where to find your camp +1
- Speaking to the Warden for the first time, tell her that her face is bland, too +1
- Use Deception to convince the Warden that you are Balthazar's closest confidante, and then:
- 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
- Provide Wulbren with any tool capable of destroying a wall +1
Elsewhere in Moonrise Towers:
- Sever the connection between Linsella and Barnabus +1
- 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 Moonrise Towers Rooftop, tell Ketheric Thorm that seeing your enemies cowed never gets old +1
Note: This line 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
Dealing with Yurgir and his retinue:
- If you agreed to help Yurgir:
- Speak to Nessa via and convince 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 merregon)
- OR, Using Deception, convince her that the orthon sold her to the party +1
- OR, Playing as , 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
Near Pedestal of Reckoning and through Shar's trials:
- When Shadowheart speaks of her need to go through the trials:
Dealing with Balthazar in his outpost:
- 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 say that you'll keep her. +1 (Makes Balthazar and his minions hostile)
In the Shadowfell:
- If you have defeated Balthazar:
- Kill Aylin +1
- OR, If Shadowheart is in the party, encourage her to kill Aylin. +1
- Choose to fight Shadowheart when she confronts you about Aylin's fate. +1
Mind Flayer Colony
In the Necrotic Laboratory:
- Talking to the Waking Mind, succeed the passive Insight check and choose to consume her mind +1
- Talking to the Fresh Mind, tell them they will never wake again +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:
After the final fight with Apostle of Myrkul
Speaking to Minthara:
- If you haven't recruited her earlier, she'll be intent to go to Baldur's Gate with you. Answer that you two make a good team +10
- When she says she will never tire of sitting on dead men's thrones, say it suits her +1
- When Minthara tells you she is going to kill Orin, mention the cult might need a new leadership afterwards +5
- OR Declare you will be the saviours of Baldur's Gate
- When Minthara enquires about one more thing to explain...
- ... and asks why you slayed the tieflings in the Emerald Grove:
- ... and asks why you have come to Moonrise:
- After Minthara gets up from the throne:
Speaking to Jaheira:
- Say that she seems to enjoy herself, then tell you're having the time of your life, too +1
- OR Refuse to recruit Jaheira +1
Talking to Aylin, if you let Balthazar take her from Shadowfell:
- If Isobel survived, tell them you must apologize to Aylin +1
- If Isobel died, tell aasimar your betrayal was a strategic move +1
Speaking to Cerys:
- Tell her you're glad they are safe, and say they are better off without Zevlor +1
- Tell her the Nightsong is the real hero +1
- Say people get paid for doing jobs +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:
- Playing as a , talk to Alfira and decline her proposal to play together a show for the tiefling kids +1
- When discussing her serving the Absolute tell her that losing free will and be forced to kill is horrible. +5
- When talking about the time she invaded Moonrise, say that pride can be a great weakness. +1
- Tell her "A dangerous upbringing. It made you strong." +1
- When she reaches out to your mind as you approach:
- Playing as , when you confess your yearn to kill:
Act Three[edit | edit source]
- Offer her help:
- Give some coin OR some food +1 (either option, giving food available for all characters except Druid)
- OR Suggest to find a guard for her +1 (available for all characters except Cleric)
- Playing as a Druid, conjure some berries and herbs for her +1
- Playing as a Cleric or a Monk, suggest to find the nearest temple +1
- Playing as a Ranger, suggest to track her mother down +1
Note: Offering Yenna food OR promising to look for her mum after using class-based Ranger line brings another +1 point
- Be rude to the girl:
Dealing with Orin's guises:
- If Orin is impersonating Gyldro Angleiron, say you would kill someone close to you without hesitation. +1
Note: When playing as Lae'zel origin, this option will have an unique formulation, but still take its place (line 4)
- OR, Playing as The Dark Urge, say that you have already done it +1 (This option is available if you have killed either Isobel or your partner in Act Two on demand of your Urge)
- If Orin is impersonating Fist Rowan, tell her that both sides need a lesson +1
Note: This line goes for the Custom origin (Tav). If playing as any other Origin, except Dark Urge, it might have unique formulation
- OR, Playing as The Dark Urge, propose to kill and kill again +1
- 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
In the smugglers' cave:
- After defeating Caïros and his thugs, if Farlin survived, ask her about the Stone Lord and say you're ruthless, too, OR that you don't play nice +1 (either option)
Elsewhere in Rivington:
- Tell the Strange Ox that it takes worse than a bit of gore to turn your gullet. +1
Note: Available if you haven't resolved interactions with the Ox in the Act Two
- Promise to protect her from Orin. +5
- Threaten the guard at the checkpoint. +1
- As Origin Astarion, refuse to help Ulma in the Gur Camp. +1
- In the Abandoned Windmill basement, attack the newborn mind flayer +1 (The option works regardless you wake it first or not)
- OR, Playing as a Barbarian, yell "WAKE UP, SQUIDFACE!" +1
- Playing as Astarion origin, at the Gur Camp tell Ulma you won't sacfirice yourself for her cause +1
Near and inside the Requisitioned Barn:
- Tell Manip Nestor you'll take a donation. +1
- 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
- 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
- OR, If successful and playing as a Bard, try to distract Akabi, asking 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: 'Picking off siblings' +2, OR 'Ulaver wine' +1
- Second question: 'Me' +2, OR 'Gods' +2, OR 'Nobody' +1
- Third question: 'Let herself be captured' +2
Note:You must have an approval of at least 50 to take the test with Minthara.
- Talking to Boney the mephit, call his wife Stoney magnificent +1
- OR Note that she's a lot bigger than himself +1
- OR, Playing as a Druid, say they both are magnificent +1
Dealing with Popper the kobold trader:
- 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: Class-based Deception lines for Wizard, Warlock or Sorcerer do not give approval [Needs Verification]
Dealing with caged beasts:
- Talking to Shadow-Whiskers with , tell her to murder whoever she wants OR say "Sure thing, pussycat". +1 (either option)
- Talking to Crimson, give him some meat OR promise to bring it later (if you don't have any in inventory) +1 (either option)
- After defeating false Dribbles, talk to Crimson again and scold the circus staff for starving him OR propose to open his cage up. +1 (either option)
- OR, Say you'd have killed him before he hurts anyone else +1
Watching Dribbles's show:
- Say "What a corny joke." OR yell "Boo! Get off the stage!" +1 (either option)
- Volunteer any companion to the stage as Dribbles's assistant, except Minthara herself +1
- If going on stage yourself, suggest any available explanation on why you're special, except "something about my brain" and unique line for The Dark Urge +1
Talking to Lucretious:
- After defeating false Dribbles, tell her that killing clowns is a rare treat +1
- When Lucretious asks you to find real Dribbles, answer that you are expensive +1
- When you deliver her Dribbles's remains, say it was pleasure to meet her +1
At the Sword Coast Couriers:
- 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)
- Get more money out of Danzo Arkwright in return for the Zhentarim letters, using Persuasion or Intimidation. +1
- Leave Scratch with Angry Mar'hyah. +1
- If you let Angry Mar'hyah take Scratch back, speak to him and ask to be a good boy +1
- Talking to Brother Bill and Brother Clements, say that if Father Lorgan had been pickier, he might still be alive. +1
- Refuse to bear the madness curse instilled by Monk Manifestation +1 (starts a fight with crypt corpses)
- OR Agree to bear the curse -1 and then withstand Monk Manifestation's madness. +3
In the Angleiron's Cellar:
- 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
- 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
- Accept OR refuse to deliver the gnome leader's head to Manip Falcäo Manip Falcäo +1 (either)
- At Carm's Garm, when Naaber pretends to be a dog, choose "nobody likes Naaber" line. +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 by either: showing the Admission Pass, showing Lower City Pass obtained from Valeria, using Nashkellan's report, bribing Blaze Elin, or passing any of class-based checks. +1
- OR, Trying to get access into Wyrm's Rock Fortress, choose to leave when Blaze Elin stops you +1
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 (either option)
- OR Fail the Intimidation check to make him surrender his stash +1 (makes him hostile)
- OR Attack Reynash straightaway +1
Speaking to Manip Bakshi (regardless of whether you succeeded a check to discover Reynash's thievery or not):
- Successfully use +1 on him and pretend to be a new recruit
- OR Tell him you've spotted another guard on stealing +1 (requires DC 10 Persuasion check if you have spotted Reynash's lockpick or DC 15 Persuasion check if you didn't)
- Attack Bakshi straightaway or after speaking with him +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
- Playing as The Dark Urge, when Gortash explains your previous dealings:
- Agree to witness the ceremony of Gortash's ordain, saying "All right", OR "I'd never dream of missing it", OR "Let's get over" +1 (either option)
- 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
- 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 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
- OR Ask Ravengard whether he knows that he is infected +1
At the Basilisk Gate Barracks:
- Talking to Fist Murphy, ask why he is standing on one leg, and then:
- Outrage at him for stealing from people he is supposed to protect +1
- OR Pretend to push him off his balance +1
- OR, Playing as a , 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 , tell him to prove Liara Portyr he is not a weakling +1
- OR, Playing as a , praise him for a good discipline for a guard +1
- 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 "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 +1
- Promise to help Lora find her daughter +1 (A character will have a unique line here)
- Propose to help Lora find her daughter for a certain price +1
- If you already know that Vanra died, tell this to Lora, then say you did your best +1
- 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 Vanra, and then:
- When Talking to the hag masking as Captain Grisly, inquire her about Vanra, and then ask how do you know she's not lying +2
- When looking for a decision, suggest to pay Lora off +1
- When the hag offers you money for killing Lora, agree to do it +1
- Agree to kill Lora for disguised hag, but 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 character will have a unique line here)
- Ask whether Svend is really worried about a date when the army of the Absolute can attack any moment +1
- OR Persuade Svend he would leave the city at the first chance +1
- OR, Playing as a , tell Svend to skip the date for a free drinks +1
- OR, Playing as a , convince Svend to stay, asking what's life without a little danger +1
- OR, Playing as a , tell him to forego the date +1
- OR Choose to stay out of their debate and do not meddle in +1
Other patrons:
- Talking to Nesha Leesha, warn her about the serial killer, then use Persuasion to insist on it +1
- Speaking to Zena, tell her that if a child was in this dump, they deserve to be 'nabbed' +1
At the Old Garlow's Place:
First time visiting the place:
- If you found the group without reading any of their posters, ask Adrielle to calm down +1
- After the Hag Survivors attacked the party, tell Hydrangea Wubb that all you care about is killing Ethel +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 :
- Talking to Mayrina without +1 , ask how did she get herself turned into a sheep
- 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 Jatlo (before removing his hex), tell him "Less complaining, more searching" +1
Speaking to Jatlo after you have removed his hex:
- Tell him he has been charmed by hag +1
- OR, Playing as a , say you know ten ways to kill him before he blinks +1
- OR, Playing as a , a or an , say he is serving a perversion of nature +1
- OR, Playing as a , say he is outnumbered and outmatched +1
- OR, Playing as , 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
- Say you're helping her for the last time +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 Say it wasn't so amazing when the hag was vomiting a child +1
- OR, If Vanra died, say you don't feel amazing because of it +1
- When Mayrina asks you whether you have saved Vanra, answer that of course you did it +1
- Playing as a or a , tell EITHER Mayrina OR Kled that you killed a perversion of everything natural +1
At the Baldur's Mouth and dealing with its employees:
- Talking to Ettvard Needle, threaten him with the blackmail letters from Gortash +1
- Growl at News Hawker Chalara at X: -154 Y: -121, if the Baldur's Mouth Gazette has printed a negative article about you +1
- Talking to News Hawker Luan at X: 122 Y: -69, tell him that his salesmanship is terrible +1
- Tell Silfy she's not a good salesperson +1
At the Flymm Cargo:
- After returning from the Iron Throne, surrender Redhammer to Allandra Grey +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
- Talk to Sebastian and say you have no intention of freeing a bunch of ravenous spawn +1
At the Counting House:
- Bargain with Rakath Glitterbeard to return him less money than had been stolen +1
At Devil's Fee:
- Persuade Helsik to give you first piece of information for free +1
- 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
At 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)
- Meeting Lakrissa in the tavern hall, remind her about your bet in the druid's grove, and ask for a kiss instead +1
- Speaking to Alfira and Lakrissa on the tavern's roof, say you are shocked Alfira hasn't been arrested for making noise +1
- Talking to Doora Thumbfoot, ask her what's her 'good cause' +1 (A and characters will have a unique lines here)
- Speaking to Harvard Willoughby, agree to participate in Laff Riot, and then, in first round:
- In the second round:
- Joke about 'Vampires' +1
- Joke about 'Sleeping with a dragonborn' +1
- Intimidate 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
- Intimidate the public +1 (Requires successful DC 25 Intimidation check)
- Talking to Dez Kanshaw, say he won't find courage on the bottom of a bottle +1
- When Dez tells you about the job offered to his son by Three-Piece:
- OR, Playing as a , say that the boy must find his own path, as you did +1
Talking to Enforcer Skoona:
At Lora's House:
- If you haven't resolved the quest yet:
- After you have saved Vanra:
Talking to Golbraith Stredivas:
- Ask him whether his son needs any help +1 (A character will have a unique line here)
- OR, Playing as a , say you're almost impressed by a surface dweller who hunts illithids +1
- OR, Playing as a , tell Golbraith you see the mark of a true hunter about him +1
- OR, Playing as a or a , tell Golbraith you see the mark of a true warrior about him +1
- OR, Playing as a , 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
Talking to Big Huido at the docks:
- OR Intimidate him into surrendering the Guild shipment +1 ( and characters will have unique lines here)
- Ask him what if you just kill him and take everything +1
At Highberry's Home:
- 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 a passive DC 18 Medicine check, or DC 10 Perception check for a character
- Tell Timmy the Orphan that there are bigger problems at the city now +1
- Ask Molly the Orphan whether she knows her father is dead +1
At the House of Grief:
- In front of House of Grief, deceive Arves into giving you money (with or without using on him first) +1
Note: Both options require DC 20 Deception check
- If Shadowheart remained loyal to , 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
- Kill Viconia DeVir after interrogating her, if previously she had been knocked out in the battle. +1
The Graveyard
- Speaking to Gothric Rillyn, say that burying alive is an apt punishment for thievery +1
- OR, 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
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 , 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 , 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 and then:
Talking to Valmorba:
- Ask her to give you a shovel (if you don't have one) +1
- OR, Playing as , tell her there's usually not much left once you're done with the body +1
- Speaking to Anita and Elias Fischer, suggest a "much cheaper" solution to their problem +1
- Convince Ulkov Sully to make a coffin for Lily Fischer for free and out of turn, using Persuasion, Intimidation or class-based lines for a , a Good , a or a characters +1
- Speaking to Maude, ask what use do the dead have with flowers +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 Abandoned Cistern:
At the Murder Tribunal:
- Speaking with Sarevok Anchev:
- 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 orders +1
Note: characters will have four different options in this dialogue, all bringing same amount of points
- After becoming an Unholy Assassin:
- Speaking to Echo of Amelyssan, say that killing is merely a tool +1
In the 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)
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
In the Bloomridge Park:
- Speaking to Albert, call him a quitter and tell to get his dog +1
In the Heapside Prison:
- Talking to Skittle via , say you don’t want more puns +1
- Meeting Olfaith Olumssdottir for the first time, ask him what you must do to become an avatar of slaughter +1
At the Facemaker's Boutique:
- 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 +1 (Requires DC 15 Stealth check; a character will have a unique line here)
In the Lower City Sewers, talking to Lorna Esthelian:
At the Sorcerous Sundries
Talking to Aradin near the entrance:
- Successfully deceive him, saying you haven’t found the Nightsong +1
- If you let slip to Aradin that you’ve found the Nightsong, tell him that she is immortal and tough +1
- OR Deceive Aradin, saying that you have let the Nightsong go +1
- OR Use Intimidation or Persuasion to make him stop pursuing the Nightsong +1
Note: Good/Neutral/Evil characters will all have unique lines here. The Persuasion option is available for 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
- OR Say it’s wonderful to see someone achieve their dreams +1
At the Sorcerous Vault:
- Speaking to Yafeu once he's escaped the Peculiar lamp:
At the Society of Brilliance Lodge:
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
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)
At the Steel Watch Foundry
Talking to Tamia Holzt, if she spotted you in the Foundry:
- Succeed a DC 7 Religion check and pretend to be a relief crew for Banite guards +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 , a , a Good or a 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 character will have a DC 18 Persuasion check instead of Intimidation for all others
- Side with Wulbren and Ironhands and tell Toobin they have to die for the city OR tell Toobin that the gnomes came for him +1 (either option)
- Take Zanner Toobin’s side and tell Wulbren you won’t let hurt them +1 (Wulbren and other Ironhands become hostile)
- OR, Convince Wulbren to let the Gondians go away +1 (Requires DC 20 Persuasion check)
Note: A , a Good , a will have a unique line here and a DC 18 Persuasion check instead of basic one. 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:
In the House of Hope
Talking to the Archivist:
- If you have signed the contract with Raphael, ask the Archivist 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 the Archivist whether he'd like you to break bits of him until he changes his mind +1 (Requires DC 25 Intimidation check)
The Bhaal Temple
Talking to Orin:
- Tell her that you’re not interested in abducted companion’s fate +1
- OR Tell her you won’t stop her to kill the abductee +1
Speaking to Avatar of Bhaal after defeating Orin:
Note: These options are available to characters only.
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
- Let her use the Astral-Touched Tadpole. +5
- Agree with her on that refugees should earn their keep. +3
- When talking about Menzoberranzan, tell her that her upbringing made her strong. +1
- Ask her why not to take the head of the next urchin. +1
- After revealing your origin as the Dark Urge, tell her that she is also exquisite. +5
- Tell Scratch he's back where he belongs after he returns back to camp.
- Persuade Lae'zel to kneel to Vlaakith when she appears at your camp.
- When asking her if she has seen anything like the Steel Watchers before, tell her you wish you had such devices of your own. +1
- After purchasing a copy of Baldur's Mouth Gazette from a street vendor, ask her what she would do if she ran the paper. +3
- After defeating Orin:
Disapproval[edit | edit source]
The following story and dialogue choices will cause Minthara to lose approval.
Act Two[edit | edit source]
- At the Infirmary, ask Stornugoss whether the zaith'isk process will hurt you -1
- Playing as a , save Youth Varrl in the Classroom by whatever means, and then tell him that capacity for mercy is what separates us from feral beasts -1
- When speaking with Kith'rak Therezzyn, surrender the Mysterious Artefact to her -1
Ruined Battlefield
If entering the Shadow-Cursed Lands from the Rosymorn Monastery Trail:
- Traversing Shadow-Cursed Lands with the convoy and Kar'niss the drider, betray them and side with the ambushing Harpers -1
- After saving Rolan from the Shadows, tell him not to be hard on himself for trying to save his family -2
- Agree to help Arabella find her parents.
- Let Arabella stay at your camp.
When dealing with He Who Was:
- After ordering Madeline to hurt herself as Ben and Marc did, stop her, saying she had done enough -1
- OR Say her willing to hurt herself was enough -1
- OR Accuse her of cowardice, using basic or unique , , lines -1
- OR Say that it wasn't her fault, using basic or unique , Good or lines -1
Last Light Inn Speaking to Jaheira:
- When talking to Jaheira inside the inn, drink the spiked wine -1
- OR Tell her that you drink to darkness that will come when you drag Isobel to Moonrise Towers -5 (This option is available is you have Z'rell's orders to do it)
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 :
- Obey your Urge and tell Isobel you crave to kill her -5 (this option is available either before kidnapping attempt, or after assault, or if you return to the inn after freeing Nightsong; turns hostile Isobel and any Harper who sees it)
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 )
Elsewhere in the inn:
- Talking to Alfira, ask her about others, and then say that running was right call -1
- Talking to Councellor Florrick, tell her you have no intentions to go to Moonrise Towers -1
- Let Mol lose the game of lanceboard against Raphael by giving the wrong advice, failing the roll or not helping her at all -1
- Speaking to drunken Rolan before trying to saving captured refugees, promise to rescue Cal and Lia 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)
- At the Reithwin Tollhouse, agree to give up all your gold to Gerringothe Thorm. -1
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 Persuasion or Intimidation roll to take her to your camp -1 ( character will have a unique lines and only Persuasion option)
- Speaking to the Warden for the first time, use Deception to convince the Warden that you are Balthazar's closest confidante -1
- Speaking to Wulbren, say that they can die in prison for all you care -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
In the Necrotic Laboratory:
- Talking to the Fresh Mind, tell them they will never wake again -1
- Talking to Balthazar, successfully pretend to be a thrall -1 (This option is available only if you helped the necromancer reach the Nightsong and let him take her to Ketheric)
In the Tadpoling Centre:
After the final fight with Apostle of Myrkul
Speaking to Minthara:
- If you haven't recruited her earlier, she'll be intent to go to Baldur's Gate with you. Ask whether she should skulk back to the Underdark -2
- When Minthara tells you she is going to kill Orin and seize the cult leadership, say eradicating the Elder Brain may be wiser -3
- OR Declare you will be the saviours of Baldur's Gate, then say her vision of future is shaped by violence -3
- OR Say that her idea is madness, and you need to eradicate the cult and the brain -3
- When Minthara enquires about one more thing to explain...
- ... and asks why you slayed the tieflings in the Emerald Grove:
- ... and asks why you have come to Moonrise:
Talking to Alfira:
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
Talking to Ide, Umi and Mattis:
- Tell any of them about Mol's eyepatch you have found down in the colony, and then:
Camp/Conversation
- After confessing your urge to kill as the Dark Urge, tell her that you fear that you're similar to a qu'lith quarthan. -1}}
Act Three[edit | edit source]
Rivington
Circus of the Last Days:
- Talking to Popper the kobold trader after defeating false Dribbles, say that offering 'treatoes' now is a bit callous. -1
- Talking to Shadow-Whiskers with , note that her cage looks comfy. -1
- Talking to Crimson, refuse to feed him via or mock him for being hungry (without the spell) -1 (either option)
Watching Dribbles's show:
- Playing as a Bard, interrupt him with your own pun -1
- Volunteer Minthara to the stage as an assistant to Dribbles -1
- Dealing with Akabi, successfully catch him on rigging the wheel, but apologise and say you were mistaken -1
- Talking to Boney the mephit, say his wife Stoney is not your type -1
Talking to Lucretious:
- When she's training up skeletons (before fighting doppelgangers), tell her that she is being a little harsh -1
- When you deliver her Dribbles's remains, ask whether she is hiring personnel -1
When passing Zethino's trial, choose answers:
- First question: 'Pet spiders' OR 'Time with her family' -1 (either option)
- Second question: 'Drizzt Do'Urden' -1
- Third question: 'Raiding the grove', OR 'Deny Lolth', OR 'Fall for me' -1 (either option)
Dealing with Orin's guises:
- If Orin is impersonating Gyldro Angleiron, tell her you would never kill someone you cared about. -1
Note: When playing as Karlach or Wyll origin, this option will have an unique formulation, but still take its place (line 3)
- OR, Playing as The Dark Urge, tell her you do all you can to keep your loved ones safe from your blade -1
Elsewhere in Rivington:
- Make Angry Mar'hyah to let you keep Scratch, using Persuasion, Intimidation or class-based Druid, Fighter or Paladin options. -1
- Then force Mar'hyah to leave the kennels via Deception or Intimidation. -1
- Ask newspaper seller Lilly Beanbottom whether she knows that a murder is not a good thing -1
- Playing as a Cleric, tell Tinker Nayzeem that Divine works in mysterious ways. -1
- Near Requisitioned Barn, donate some gold to Manip Nestor. -1
- In the Open Hand Temple, 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 noble soul -1
- Tell Tara to stop eating pigeons. -1
- Try and help the Dying Stone Lord Thug -1
- OR, Playing as a Druid, apply a natural salve to his wound -1
Note: These options are available only if Orin is not impersonating the Thug
- In the smugglers' cave, defeat Caïros and his thugs, and if Farlin survived, say you don't want gratitude from criminals -1
- Playing as Astarion origin, at the Gur Camp tell Ulma you will do what you can for her tribe's children -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
- At the entrance gate, consent to be arrested by the Steel Watcher -1
- When trying to hire both Sorn Orlith and Nym Orlith:
- 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)
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
At the Audience Hall:
- Playing as The Dark Urge, when Gortash explains your previous dealings, answer that you've come to end this evil plot -1
- Speaking to Gortash after killing Orin, surrender two your Netherstones to him -1
- In the Wyrmway, after defeating Ansur, tell the Emperor "You could do the honorable thing and let him kill you." -1
At the Basilisk Gate Barracks:
- Playing as a , 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, tell him you'll stay out of trouble -1
- Talking to Thrastle Muria, say that you are no builder but still are handy with a hammer -1
Speaking to Liara Portyr and Lora Bergauz:
- Tell Lora it wasn't very responsible to take a kid to a tavern -1
- Promise to help Lora find her daughter -1 (A character will have a unique line here)
- 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
- When 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
At the Old Garlow's Place:
Dealing with hexed Mayrina:
- Talking to Adrielle, offer to have a look at the hex -1
After removing the hex and killing Jatlo:
- Tell Mayrina she was an adorable sheep -1
- Offer Mayrina help with the hag -1 (A character will have a unique line here)
- 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
- Talking to Adrielle, say 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 -1 (either option)
If you have killed Auntie Ethel:
At Crimson Draughts:
- When Araj Oblodra invites you to come in, agree to follow her -1
- 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 personal quest is not finished yet.
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
- Talk to Sebastian and promise to set him and other spawn free -1
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 never pictured her as a barmaid, then say she should never call herself cheap -1
- Speaking to Alfira and Lakrissa on the tavern's roof, tell Lakrissa to get back to work, or you will tell Alan about it -1
- Speaking to Harvard Willoughby, agree to participate in Laff Riot, and then, in first round:
- In the second round:
- In the third round:
- Outside The Singing Lute, give Manip Leythim a healing potion -1
Talking to Golbraith Stredivas:
At Highberry's Home:
- Donate some gold to Roger and Cora Highberry for their orphanage -1
At the House of Grief:
- Speaking to Viconia DeVir without Shadowheart in party, promise to bring Shadowheart to the Cloister -1
The Graveyard:
Dealing with Bugthimble at the "M.Kurwin" grave:
- Talking to Ulkov Sully, pay him for making a coffin for Lily Fischer -1
In the Abandoned Cistern:
- Convince the Emperor to extend his mental defences onto Minsc -1
At the Murder Tribunal:
- Speaking with Sarevok Anchev, say you actually were deciding who should get to kill him -1
- Being judged, tell Sarevok that you didn’t kill this person, but you will kill him instead -1
- Near the Crimson Draughts, give Strange Beggar Sacrum any amount of gold -1
In the Heapside Prison:
- Talking to Skittle via :
- Ask him whether his business is rat-ified by the local merchant's league -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 line -1
Talking to Devella Fountainhead:
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
In the Stormshore Tabernacle:
At the Society of Brilliance Lodge:
Talking to Havkelaag:
- Refuse to sell or donate the Githyanki Egg to the Society -1
At the Steel Watch Foundry
Talking to Barcus Wroot after resolving the conflict between Gondians and Ironhands:
- If you have sided with Wulbren Bongle (and hence killed the Gondians), ask Barcus 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
- 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
- Talking to Orin, say that her vision of the fate of Baldur’s Gate is exquisite -1
Speaking to Avatar of Bhaal after defeating Orin:
Note: These options are available to characters only.
- Tell Bhaal that you have no desire to harm anyone else -1
- Reject your Father’s gift and blessings -3
Note: Throughout the dialogue, there are several potential points where the final yes/no decision might be taken, but the result will be the same
Camp/Conversation
- When asking her if she has seen anything like the Steel Watchers before, tell her they need to destroy them, and put a stop to this 'revolution'. -1
- Call Gortash a tyrant, not a saviour
Notes[edit | edit source]
- ↑ Almost the only major exclusion to this demeanor is Minthara's approval towards Yenna early in Act Three. There, almost all companions react positively to the player's attempts to help a motherless child