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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 (<0):
- "Yes?"
- "Did you need something?"
- "What is it?"
- "You need me?"
Neutral and above (29+):
- "How can I help?"
- "Go ahead, I'm listening."
- "What's on your mind?"
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."
Romance
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 - After Act Three romance scene:
- "Is something on your mind? You can always unburden yourself with me."
- "Are you alright? If you have need me, just say the word."
- "Yes, my love?"
Broken up:
- "Yes. What is it?"
- "You need something of me?"
- "What do you need?"
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 after the spawn attacks you +1
- Use Animal Handling to calm the Scared Boar found near Astarion's pod OR tell it that you won't hurt it via Speak with Animals +1 (any option)
- Convince the tieflings holding Lae'zel to leave (using Deception, Persuasion or Intimidation lines or unique Bard, Monk, Paladin, Drow, Githyanki options). +1
- Recruit Lae'zel into the party +1
- Resolve the encounter with Gimblebock near the Chapel Entrance without violence +1
- Convince Aradin and Zevlor to stop arguing without punching either of them (using Persuasion or Intimidation) +8
- Playing as a Cleric of Tempus and after talking to Aradin, tell Remira that Liam earned a warriors' rest +1
- Promise Zevlor you will talk to Kagha about stopping the ritual +1
- Recruit Wyll into the party +1
- Agree to help the tieflings for Wyll
- Convince Rolan, Lia and Cal to stay and help. +1
- Assist Guex in training (using Athletics, Insight or Detect Thoughts) +1
- Defend Meli from Barth over Meli stealing the locket +1
- Playing as a Paladin, Druid, Cleric or Bard, offer Pandirna to heal her (for free) +1
- Shield Sazza from Arka with your body +8
▶ Note: This works, too, if Gale has been recruited but is not an active member of your party
- Convince Arka to spare Sazza (using Persuasion, Intimidation, Detect Thoughts or any class-based option) +1
- While talking to/trading with Mattis, catch Silfy trying to pickpocket you (passive Perception check), and tell her to relax (either straightaway or after successful Insight check). +1
- After successfully stealing the Idol of Silvanus for Mol, tell her that you will keep it for yourself +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 to her viper Teela +8
▶ Note: This works, too, if Gale has been recruited but is not an active member of your party
After resolving Arabella's fate
- Tell Kagha that she killed a child in cold blood OR call her a monster +1 (any option)
- Playing as a Drow, say you don't threaten/kill children +1
- Persuade Kagha to fight against the Shadow Druids (if uncovered her conspiring with them) +1
- Agree with Zevlor to kill the goblin horde's leaders +1
- Tell Silver the wolf you just wanted to give them your scent (using Speak with Animals) +1
- Play with Alfira or convince her to finish her song +1
While the Emerald Grove is preparing for the goblin attack
- Tell Scratch to follow your scent to the camp, using Speak with Animals. +1
- Playing as a Cleric of Mystra, say a prayer over the corpses near the bridge to Blighted Village, while talking to Aradin there +1
▶ Note: This scene appears only if Aradin has previously left the grove
- Convince the Owlbear to let you go without fighting +1
- Spare the Owlbear Cub after killing the mother Owlbear +1
- When find Demir and Johl arguing with Auntie Ethel, tell them all to calm down, and then tell them you know the woman +1 (immediately starts the fight with brothers)
- Drink from the well outside the Riverside Teahouse +1 (works regardless of whether illusion is active)
- When talking to Auntie Ethel and Mayrina don't let Ethel steer the conversation away, and finally say that "This woman is clearly in trouble"
- Resurrect Mayrina's husband, and then hand her the wand
- (If Astarion is not in your party) When talking to Gandrel, tell him that Astarion is under your protection +1.
- Gain entrance to the village by:
- Intimidating the goblin guard at the eastern gate +1
- OR Successfully using any check-based line on the booyang guard at the southern gate +1
- OR Playing as a Bard, performing for the booyahg guard at the southern gate. +1
- Persuade Fezzerk at the windmill to leave peacefully +1
- Untie Barcus Wroot off the windmill wing and tell him that he owes you nothing +1
Goblin Camp At the outer camp:
- Speak to Owlbear Cub via Speak with Animals and suggest him to go to your camp +1 (if you spared him earlier at the cave)
- Then speak to Krolla and convince her to let the cub go with you, using Persuasion or Illithid/Wisdom ability +1
- OR start a tour of chicken-chasing and tell the cub to run to the finish posts +1
- When Krolla tries to scam you after you won chicken-chasing, demand your gold back and also all of hers, using illithid powers +1
- Persuade Klagga to give you the Dwarf's Poem +1
In the Shattered Sanctum:
- Convince the spiders in the pit that goblins taste better than you +1
- After freeing Halsin, agree to Defeat the Goblins and tell Halsin to get to safety +1
▶ Note: Seems like this line is available only if playing as a Drow, as it appears only after using a race-specific line
- Don't object Dror Ragzlin's orders to report to Minthara +1
- Tell Minthara that Sazza didn't know who you were. +1
- Tell Minthara that Liam told you everything and pass the Deception check +5
- Provoke a fight with Minthara +5
- Side with Karlach during Wyll's confrontation with her +2
- Order Flind to attack other gnolls instead of you. +1
- Agree to rescue Duke Ravengard when prompted by Counsellor Florrick +1
- Save Benryn in the burning building +1
- Successfully intimidate Salazon to let you go through the hatch to the Zhentarim Hideout +1
- Free the artist Oskar Fevras from the Zhentarim hideout
- Give Oskar an additional 200 gold after freeing him
- When entering the Myconid Colony for the first time, choose any peaceful means of resolving the encounter
- Give an antidote to Thulla +1
- Tell Sovereign Spaw the truth about the parasite
- Agree to Defeat the Duergar Intruders for Sovereign Spaw +1
- Attack Gekh Coal at the beginning of the conversation
- Kill the duergar and report back to Sovereign Spaw +1
- In Festering Cove, tell BOOOAL he is a fake god and tell him you will kill him and take his power +1
- In the Dread Hollow, place autumncrocus on Myrna’s grave
▶ Note: This option appears after uncovering Myrna's fate in the Arcane Tower[Needs Verification]
- Tell Ward Magmar that he disgusts you +1
- Convince Skickpit you're going to help him, then tell him to find a place to hide +1
- Stand up for the deep gnome slaves when Nere, once freed, is going to kill them +1
* Convince the Deep Rothé to give in to their rage and attack the duergar
Crèche Y'llek At the training room:
- Persuade Sa'varsh Kethk to let Youth Varrl go from training.
At the hatchery:
- Successfully persuade Varsh Ko'kuu to let you take the githyanki egg, telling him:
- That you'll take it to a better crèche +1
- OR That you'll raise it yourself +1
- OR, Playing as a Githyanki, say you'll see it becomes the greatest ghaik-slayer +1.
In captain's quarters and Inquisitor's chambers:
- Surrender the Mysterious Artefact to Kith'rak Therezzyn
- Ask the Inquisitor W'wargaz how he knows so much about you.
- Ask the Inquisitor W'wargaz what you'll get in return for surrendering the weapon +1
- Then, playing as a Githyanki, ask for a promotion from Vlaakith +1
- Refuse Vlaakith's demand to enter the Mysterious Artefact +1
Camp/Conversation
- After asking Gale about himself try peering into his mind through Wisdom check -5, but then apologize and tell him you gave in to curiosity +5
- When Gale looking at the flames say "Go to Hell" to you, bid him good evening +1
- After speaking to Lae'zel, talk to Shadowheart and tell her you agree
- When Lae'zel intends to kill everyone before turning into mind flayers, talk her out of it +5
- After staking Astarion, say bringing him was a mistake +1
- Tell Mizora not to lay a finger on Karlach during her first appearance +1
- Threaten to kill Mizora during her first appearance +1
- Pet Scratch when he first comes to the camp +1
- Feed the Owlbear Cub when it first comes to the camp +1
- Successfully heal the Owlbear Cub's paw when it appears again at the camp
- Having invited Barcus Wroot to your camp, promise him you will find his friend Wulbren at Moonrise Towers
- When you find Gale feasting eyes on conjured image of Mystra, ask about her or say she's pretty, then successfully pass an Insight check +1
Raphael's Deal
- When Raphael briefly takes you to the House of Hope, choose lines:
- After first encounter with Raphael, ask Gale for advice on how to deal with the devil +1
- Say you're gratified to hear he trusts you +1
- Agree to quench his need for magic items to consume +2
- Sacrifice the first magic item to keep him stable +10
- Agree to not ask questions when he asks you not to
- After feeding him the third artefact, tell him he is among friends when he says he has something to tell you
Act Two
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Ruined Battlefield
If entering the Shadow-Cursed Lands from the Grymforge:
- Playing as a Bard, tell Harper Lassandra that the best introductions are made while sitting around a fire. +1
- When the shadows warp Yonas, tell Harper Meygan, "Move. I'll take care of this." +1
- Free Dolly Thrice from the Moonlantern carried by Kar'niss.
- When judging with He Who Was, ask Madeline what did the Dark Justiciar do, and then:
- Refuse to drink the spiked wine when talking to Jaheira inside. +1
- Help Mol win the game against Raphael using the Sleight of Hand, Bard, Monk, or Wizard options +1
▶ Note: This line appears only if Astarion is not in the party or if you're playing as The Dark Urge, otherwise Raphael will turn the talk to the spawn's scars
- Tell Isobel that Marcus plans to kidnap her when he attacks the Last Light Inn. +10
- Playing as The Dark Urge, tell Isobel that your blood orders you to kill her, then deny the urge, and finally ask her to forgive you. +1
- Play the lute to wake up Art Cullagh
- Tell Halsin that he can count on you before he opens the portal +1
- After Rolan reproaches you for filling his siblings' heads with "heroic crap", respond that then it's your responsibility to bring them back.
- Playing as a Sorcerer, tell drunken Rolan that he soon won't be able to read his spellbook.
Reithwin Town
In the House of Healing:
- Persuade Malus Thorm to have the Sisters practice on each other +1
- Persuade Malus Thorm to have the Sisters practice on on him +1
At The Waning Moon:
- Drink with Thisobald Thorm +1 and tell him stories. +1
- Distract Z'rell with your yearning for Gale +1
▶ Note: This option is available only if you're romancing the wizard
- 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 choice)
▶ Note: This option requires DC 21 Intimidation check and any of subsequent DC 30 checks first
- In the Necrotic Laboratory, speak with the Waking Mind through Slack-Skinned Head and then purge it +1
Camp/Conversation
- When Elminster comes to your camp, ask why the gods wouldn't directly intervene
- Tell Arabella her parents would be proud of her
- Invite Halsin to join your party
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
- Make Angry Mar'hyah to let you keep Scratch, using Persuasion or Intimidation. +1
- Then force Mar'hyah to leave the kennels via Deception or Intimidation. +1
- Say "What a corny joke" to Dribbles the Clown +1
- Volunteer for Dribbles' show any companion except Gale himself +1
- When passing Zethino's trial, choose answers:
- Refuse to deliver the gnome leader's head to Manip Falcäo +1
- Tell him his body looks great when he expresses doubts about the drow twins +1 (available if you're romancing the wizard)
- (If you've taken 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 there's no safe place, Steel Watch or not. +1
- You should not trust the Steel Watchers because they will turn on everyone. +1
Lower City
At the Crimson Draughts:
- Speaking to Araj Oblodra, tell Astarion that you all shall leave if he wishes +1
- After obtaining The Annals of Karsus, tell Gale that you won't stand in his way OR that the crown sounds promising +5
- OR convince him not to reforge the Crown of Karsus and reassure him that he can still be a great wizard without it. +1
- Tell Lorroakan you're here to stop him when you bring Dame Aylin to him at Ramazith's Tower +1
At Devil's Fee:
- Tell Haarlep you are there to kill them, or attack Haarlep straightaway +1 (either option)
- Refuse to undress for Haarlep +1
- Refuse to vow your body to Haarlep +1
Camp/Conversation
- After rescuing Gale from Orin, ask him if he was hurt by Orin or tell him that she made a grave mistake kidnapping him. +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
- Refuse to help Zevlor
- Tell the tielfling kids trained by Asharak that they are going to die -1
- Playing as a Barbarian, tell Pandirna to hush or you will snap her neck -1
- While talking to/trading with Mattis, catch Silfy trying to pickpocket you and grab her by the hand -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 Emerald 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, OR that you are here with the goblins -10
- Betray the grove (open the gate) after blowing the horn -5
- Talking with Scratch via Speak with Animals, shout at the Gomwick's corpse to prove he indeed is dead. -1
- In the Underground Passage, heal Findal, then attack him -1
- After killing the mother Owlbear, kill the cub as well -1
- Read the Necromancy of Thay yourself -5
- Drop and prepare to destroy the Necromancy of Thay -5
- Give the Necromancy of Thay to Astarion -5
- Tell Tracker Grikka that you will get answers from prisoners. -1
- Agree to attack the Emerald Grove with Minthara -5
- Offer to fight Youth Varrl when Sa'varsh Kethk asks for a challenger -1, and then indeed kill him -1
- Tell Varsh Ko'kuu that if he gives you the githyanki egg you'll sell it at best price OR make yourself an omelette (either choise brings -1 and immediately starts the fight with Ko'kuu and hatchery guards)
- Crush the Githyanki egg -1 (This option is not available if playing as a Githyanki; starts the fight with Ko'kuu and hatchery guards)
- Agree to Vlaakith's request to kill the person inside the Mysterious Artefact
Camp/Conversation
- After asking Gale for initial information about himself, ask to tell more (Gale evades the answer), then try peering into his mind through Wisdom check. -5 (Whether you succeed the check, matters not)
- When Mizora shows up in the camp, ask her whether she will leave if you turn on Karlach -1
- When you find Gale feasting eyes on conjured image of Mystra:
- When Gale offers to help you feel the Weave, turn him down -2
- Agree to Gale's offer, and when he asks you to "picture the concept of harmony", tell him that it's too abstract. -1
- When Elminster visits camp, joke about how you'll be rid of the Absolute and Gale when he uses the orb <--Act 2>
- 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
- Delve into Gale's mind using your tadpole to find out about his need to consume artifacts, and then:
- Fail the Wisdom check
- OR Confess to having used the tadpole afterwards. (This choice may result in Gale permanently leaving the party).
Spoiler warning! This section reveals interactions with The Dark Urge.
- Playing as The Dark Urge: Confess to murdering the bard -1
Act Two
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- * When judging with He Who Was, order Madeline to stab herself, then to continue -1, and finally succeed a Persuasion roll to keep her going -3.
- Drink the spiked wine when talking to Jaheira inside
- 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 you're going to free the prisoners in the jail cells next. -1
- Purge the prisoners' pods in the Tadpoling Centre -1
- When talking to the Waking Mind via the Slack-Skinned Head in the Necrotic Laboratory, tell it that they will never wake again.
Camp/Conversation
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Insist that he participates in Dribbles' show -1
- When passing Zethino's trial, choose answers:
- 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
At the Sorcerous Sundries
- After obtaining The Annals of Karsus
At the Graveyard
- Tell Gothric Rillyn being buried alive 'sounds like apt punishment for thievery' -1
At the Flymm Cargo
- Refuse to hand over Redhammer to Allandra Grey upon returning from the Iron Throne -1
At the Devil's Fee
- Refuse to give Helsik the Gauntlets of Hill Giant Strength, then successfully Intimidate her -1