More actions
Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
Template:CompanionTab Gale approves of doing good and helping those in need. He approves of solving conflicts with diplomacy and appreciates thoughtful or pragmatic solutions.
He dislikes harming innocents or destroying or wasting valuable knowledge or lore.
The actions and choices listed on this page will raise or lower Gale's Approval.
For more information about the approval system, see Approval.
Greetings
Depending on their approval rating, Gale may greet the player with:
Negative (-10): [Needs Verification] [note 1]
- "Yes?"
- "Did you need something?"
- "What is it?"
- "You need me?"
Neutral and up (above -10):
- "How can I help?"
- "Go ahead, I'm listening."
- "What's on your mind?"
Flirting:
- "Always a delight to speak with you. What can I do?"
- "I do enjoy our conversations. What do you need?"
- "Tell me - What can I do for you?"
Partnered:
- "My time is yours. What do you need?"
- "Whatever you need, you have only to ask."
- "Anything I can do for you - consider it most enthusiastically done."
Partnered - following Act Three romance scene:
- "Is something on your mind? You can always unburden yourself with me."
- "Are you alright? If you have need [sic] me, just say the word."
- "Yes, my love?"
Broken up:
- "Yes. What is it?"
- "You need something of me?"
- "What do you need?"
When spoken to by someone other than the player character:
- "Sorry, if I'm to engage in banter, I prefer it to be with the leader of our troupe."
Approval
When he is a companion character in your active party, the following interactions will cause Gale to gain approval.
Act One
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Demand more than apologies from Astarion when meeting him +1
- Use Animal Handling to calm the Scared Boar found near Astarion or tell it (Speak with Animals) that you will not hurt it +1
Roadside Cliffs
- Deceive, persuade or intimidate the tieflings who captured Lae'zel to leave (Bard, Monk, Paladin, Drow, Githyanki have extra options.) ( +1)
- Recruit Lae'zel into the party +1
- Solve the encounter with Gimblebock outside the Crypt without violence +1
- Persuade Aradin and Zevlor to stop fighting +8
- Tell Zevlor you will talk to Kagha about stopping the ritual (immediately after the conflict with Aradin or later, in Zevlor's cave) +1
- Agree to help the Tieflings for Wyll
- Recruit Wyll into the party +1
- Use Athletics/Insight or Detect Thoughts to help Guex train +1
- Defend Meli from Barth over Meli stealing the locket +1
- Use Persuasion to convince Rolan, Lia, and Cal to stay in the Grove +1
- Talk about Rolan's wizard master Lorroakan and agree to set up an introduction +1
- Offer to heal Pandirna. Must be a Paladin,Druid. Cleric or Bard +1
- Step between Arka and Sazza +8 (works if Gale has been recruited but is not an active member of your party)
- Use Persuasion/Intimidation or Detect Thoughts to convince Arka to not shoot Sazza +1
- While talking/buying from Mattis, catch Silfy trying to pickpocket you, and see her tears as genuine +1
- After agreeing to steal the Idol of Silvanus for Mol and obtaining it, tell her you will be keeping it +1
- Tell Arabella's mother Komira that the druids are overreacting and you'll speak with them +1
- Save Arabella by talking to Kagha or her viper +8 (works if Gale has been recruited but is not an active member of your party)
- When speaking to Kagha after Arabella is freed or died
- With Speak with Animals, tell Silver the wolf you just wanted to give them your scent OR as a Ranger or Druid, sit with Silver (without speak with animals) +1
- Persuade Kagha to fight against the Shadow Druids +1
- Agree with Zevlor to kill the goblin horde's leaders +1
- Play with Alfira or convince her to finish her song +1
While the Druid Grove is preparing for the goblin attack
- Crush the tadpole leaving True Soul Edowin
- While using Speak with Animals tell Scratch to follow your scent to the camp. +1
- While talking to Aradin on the bridge, say a prayer over the corpses as a cleric of Mystra +1
- Convince the Owlbear to let you go without fighting +1
- If you fight and kill the Owlbear, spare the Owlbear Cub +1
- Enter the village without violence +1
- Persuade Fezzerk at the windmill to leave peacefully +1
- Save Barcus Wroot and tell him that he owes you nothing +1
- Stand up for Auntie Ethel when she's confronted by Johl and Demir +1
- After Auntie Ethel leaves, tell Johl and Demir you'll bring Mayrina home
- Tell Gandrel that Astarion is under your protection and refuse to reveal his whereabouts
- Drink from the well outside Auntie Ethel's house +1
- When talking to Auntie Ethel and Mayrina, say "something isn't right" and insist "this woman is clearly in trouble"
- Don't talk back when Dror Ragzlin orders you to report to Minthara +1
- Convince Minthara to spare Sazza +1
- Pick a fight with Minthara +5
- Persuade Klagga to give you the Dwarf's Poem +1
- Drink from the well outside the teahouse (works regardless of whether illusion is active)
- Resurrect Mayrina's husband and give her the wand
- Side with Karlach during Wyll's confrontation with her +2
- Pass the check to order Flind to feast on other Gnoll +1
- Pass the check to order Flind to kill herself +1
- Agree to rescue Duke Ravengard when prompted by Counsellor Florrick +1
- Saving Benryn in the burning building +1
- Successfully intimidate Salazon guarding the hatch to the Zhentarim Basement +1
- Free the artist Oskar Fevras from the Zhentarim hideout
- Agree to pay the artist Oskar Fevras an extra 200 gold after freeing him
- When meeting the Myconids in their settlement, Choose any peaceful means of resolving the encounter
- Place autumncrocus on Myrna’s grave
- Inform Sovereign Spaw once you have killed the duergar at the beach +1
- Attack Absolute follower Gekh Coal at the beginning of the conversation
- Tell BOOOAL you will kill him and take his power +1
- Tell Spaw "Sure, I can handle those Duergar nearby" +1
- Give an antidote to Thulla +1
- Tell Spaw the truth about the parasite
- Defeat the Duergar Intruders and report back to Sovereign Spaw +1
- Express your disgust toward slavery while talking to Ward Magmar +1
- Stand up for the deep gnome slaves once Nere is freed +1
- After agreeing to kill Ward Magmar and Ward Pistle, tell Skickpit to "Go find somewhere to hide..." +1
- Convince the Deep Rothé to attack the duergar via the Persuasion check "Give in to your rage.."
- Persuade Sa'varsh Kethk to spare Youth Varrl
- Persuade Varsh Ko'kuu to let you take the githyanki egg and suggest you'll take it to a better Creche or raise it yourself
- Give Kith'rak Therezzyn the Mysterious Artefact
- As a Warlock, try to bargain with Ch'r'ai W'Wargaz in giving him the Mysterious Artefact
- Ask Ch'r'ai W'Wargaz how he knows so much about you
- The approval gain from this option is shared with the Warlock option above; approval is only awarded once if selecting both options
- Refuse Vlaakith's demands to enter the Mysterious Artefact
Camp/Conversation
- Respond to him saying "Go to Hell" with "And good evening to you too" +1
- Sacrifice a magic item to keep him stable +10
- Say you're gratified to hear he trusts you +1
- After speaking to Lae'zel, talk to Shadowheart and tell her you agree
- Tell him you're happy to help him find magic items to consume +2
- Agree to not ask questions when he asks you to not ask questions
- Pet Scratch
- At night, when Lae'zel intends to kill everyone before turning into mind flayers, talk her out of it +5
- Tell Mizora not to lay a finger on Karlach during her first appearance +1
- Threaten to kill Mizora during her first appearance +1
- Tell him he is among friends when he says he has something to tell you
- Feed the Owlbear Cub when it arrives at the Camp
- Successfully skill check to heal the Owlbear Cub when it appears again at the Camp
- At camp, promise Barcus Wroot that you will find his friend Wulbren at Moonrise Towers
- Question why the Gods don't directly intervene when Elminster comes to your camp
- Tell Arabella her parents would be proud +1
- After staking Astarion, say bringing him was a mistake +1
- When you find Gale conjuring an image of Mystra, pass an Insight check and say "there's more to it than that" +1
- When Gale says that Mystra "is all creation"...
- Allow Gale to help you experience the Weave +5 (Class-specific options also give approval)
- When experiencing the Weave with Gale, and given a choice of what to imagine:
Raphael
- Tell Raphael you need to think it over or tell him to fix it or die by your hand +1
- Ask Gale for advice on how to deal with Raphael +1
Act Two
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- When Yonas is captured by the shadows during the first shadow ambush:
- Free Dolly from the Moonlantern carried by Kar'niss.
- When judging with He Who Was choose any response to Madeline, that judges her actions; either that she is not to be forgiven or that it wasn't her fault (formulation of answer is based on class).
- When judging with He Who Was, choose to stop Madeline from stabing herself; at any point.
- Play the lute to wake up Art Cullagh
- Warn Isobel that Marcus plans to kidnap her +10
- As the Dark Urge, after Marcus tries to kidnap Isobel, tell her that your blood is telling you to kill her, resist the urge, and then tell her, "I'm not going to follow my order. You will live." +1
- Tell Halsin he can count on you before he opens the portal +1
- Protect the portal Halsin enters +1
- As a sorcerer, say to Rolan while he is drinking at the bar "Keep drinking like that and you won't be able to read your spellbook, wizard."
- After Rolan gets upset at you for filling his siblings heads with "all that self-righteous heroic crap" respond with "Then it's my responsibility to bring them back."
- When talking with Mol and Raphael while they are playing lanceboard, if you succeed on a Sleight of Hand check to Jostle the board Mol's way, Gale approves once Mol wins.
- Tell Raphael to stay away from Mol
- Drink with Thisobald Thorm +1 and tell him stories. +1
- Persuade Malus Thorm to have the Sisters practice on each other +1
- Persuade Malus Thorm to have the Sisters practice on on him +1
- Distract Z'rell with your yearning for Gale (relationship) +1
- Purge the Waking Mind +1
Camp/Conversation
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Give Yenna coin, food, or offer to go find a guard +1
- Tell Fist Rowan "They're innocent people. You can't just kill them!"
- Try to help the Dying Stone Lord Thug +1
- Say "What a corny joke" to Dribbles the Clown +1
- Volunteer any companion except Gale for Dribbles' show +1
- Refuse the Deal with the Gnomes quest from Manip Falcäo +1
- Tell him his body looks great when he expresses doubts about the drow twins (romance) +1
- Persuade him to join you in an orgy with the drow twins (romance) +1
- (If you take Raphael's deal) Tell him you only said what Raphael wanted to hear +1
- (Whether you take Raphael's deal or not) Tell him going to Sorcerous Sundries sounds like an excellent idea +1
- Convince the Flaming Fist quartermaster Arkleia Oloril to trade with you. +1
- When confronting Fist Reynash in the Flaming Fist barracks:
- When asked your opinion about the Steel Watch, tell Lord Amber's bodyguard and the attendants of Lady Durinbold and Lord Shattershield:
- You have seen the army of the Absolute and that no where's safe, Steel Watch or not. +1
- You should not trust the Steel Watchers because they will turn on everyone. +1
- After obtaining The Annals of Karsus, tell Gale "I won't stand in your way" or the "crown sounds promising" +5
- Persuade Helsik to offer a free sample +1
- Tell Haarlep you are there to kill them or attack Haarlep +1
- Refuse to remove your clothes for Haarlep +1
- Refuse to pledge your body to Haarlep +1
Camp/Conversation
- After rescuing Gale from Orin, ask him "Are you hurt? Did Orin harm you in any way?" or "She made a grave mistake in taking you. [...]". +1
Disapproval
When he is a companion character in your active party, the following interactions will cause Gale to lose approval.
Act One
Act 1 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Accept Astarion's apology when you meet him and say you would have done the same OR that you likewise wanted to see Astarion's innards on the ground -1
- Tell Zevlor that you have other things to do
- Tell the Tielfling kids trained by Asharak that they are going to die -1
- As a Barbarian, tell Pandirna to hush or you will snap her neck -1
- Attack Findal after healing him -1
- Grab Silfy after you notice her stealing from you -1
- After saving Mirkon from the harpies, tell him to stop snivelling or the harpies will return -1
- Take Alfira's lute out of her hands and smash it -1
- Prod Nettie's bird twice -1
- If you are confronted about stealing the Idol of Silvanus return the idol and apologise -1
While the Druid Grove is preparing for the goblin attack
- As the Dark Urge, tell Zevlor the goblin horde is yours -1
- Tell Zevlor (or Asharak if Zevlor is dead) that you are here to take the grove for the goblins/are here with the goblins -10
- Betray the Grove after blowing the horn -5
- While using Speak with Animals to talk with Scratch, start shouting at the corpse to prove Gomwick is dead. -1
- Kill the owlbear cub -1
- Read the Necromancy of Thay -5
- Drop and prepare to destroy the Necromancy of Thay -5
- Give the Necromancy of Thay to Astarion -5
- Accept Minthara's mission to raid the Emerald Grove -5
- Offer to fight Youth Varrl to the death -1
- Kill Youth Varrl -1
- Suggest you'll cook or sell the Githyanki egg when trying to convince Varsh Ko'kuu to give it to you -1
- Crush the Githyanki egg
- Accept Vlaakith's demands to enter the Mysterious Artefact
Camp/Conversation
- After asking Gale for initial information about himself and receiving the first response, ask the next question, which Gale will refuse to answer, then try peering into his mind. It does not matter if you succeed the Wisdom check, or not. Disapproval will ensue regardless.
- Tell the party that Astarion will remain in the party because you trust him when it is revealed to them he is a vampire, or tell the party that if they don't like [having a vampire in the party], that they can leave -1
- Give Astarion the Necromancy of Thay -5 or destroy it
- When Elminster visits camp, joke about how you'll be rid of the Absolute and Gale when he uses the orb
- Ask Mizora if she will leave if you turn on Karlach -1
- When Gale offers to help you experience the Weave, turn him down -2
- (Wizard, Warlock, Sorcerer or Bard) When Gale asks if the Weave feels the same way to you as it does to him, tell him you "practise magic, not melodrama" -1
- When experiencing the Weave with Gale, and given a choice of what to imagine:
- When Gale says that Mystra "is all creation", tell him he's deluded -2 (Not available for sorcerers)
- When Gale is helping you experience the Weave and tells you to "picture the concept of harmony", tell him that it's too abstract for your tastes. -1
- As the Dark Urge: Confess to murdering the bard. -1
- If you do not give Gale enough magical artefacts and he tells the player they no longer need to give him any (because he's made a deal with Raphael), use the tadpole's powers to find out why -5
- Use the tadpole's power to delve into Gale's mind for information, why he needs to consume magical artifacts, and either fail the ensuing wisdom check, or confess to having used the tadpole afterwards. The latter leads to a choice which can result in Gale permanently leaving the party.
Act Two
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- When judging with He Who Was, tell Madeline to stab herself; and to continue. -3
- Drink the truth serum-spiked wine Jaheira offers you
- Tell Isobel she's going to meet Ketheric face-to-face -10
- Tell Rolan to stop whining and do something about it -1
- Tell Rolan that Cal and Lia are better off dead than in the cult's hands -1
- After Mol is taken, tell Mattis she's probably dead already. -1
- After freeing the goblins, go upstairs and tell Disciple Z'rell that next you will free the prisoners in the jail cells. -1
Camp
- Tell him you don't want to listen to him wallow in self-pity if he asks you to stay with him during the star scene -5
- After sleeping with Gale, tell him it was on one-night thing and will not happen again. -5
Astarion origin
- While playing as Astarion, do not tell Gale that you are a vampire during Act One. He will confront you during Act Two:
- Gale: "But as for the rest - well, there can be only one conclusion. You're a vampire."
- Player: "Couldn't be further off the mark." -1
- Gale: "No need to deny it. The bat's out of the bag, so to speak. But why weren't you honest with me? "
- Player: "I'm telling you, I'm not a vampire."
- Gale: "I see. You're a dishonest vampire, and that's far worse. -30
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Tell Sauceman Chorizo you can show him pleasures his husband can't
- (After taking Raphael's deal) Tell Gale that it was a fair trade -1
- Accept the Deal with the Gnomes quest from Manip Falcäo -1
- (Bard-only) Tell Lord Amber's Bodyguard that Waterdeep's walking statues are a bore -2
- Refuse to hand over Redhammer to Allandra Grey at the end of Avenge the Drowned -1
- After obtaining The Annals of Karsus
- Express concern about him delving into this, then tell Gale to forget about the book -20
- Urge Gale to drop the idea to reforge the Crown of Karsus. -1
- Intimidate Helsik after backing out of the deal to give her the Gauntlets of Hill Giant Strength -1
Camp/Conversation
- After rescuing Gale from Orin, tell him "You're lucky I bothered. [...]". -1
Foootnotes
- ↑ The game's files list Gale as using these greetings when the player is below a certain threshold of approval, however he currently seems to continue using his neutral greetings at any approval rating.