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Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
Overview | Approval | Banter | Romance |
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 (19+):
- "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 tries to attack you +1
- Use Animal Handling to calm the Scared Boar found near Astarion's pod +1
- OR Tell it that you won't hurt it via Speak with Animals +1
- 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
In the Hollow:
- 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 place in Warriors' Rest +1
- Promise Zevlor you will talk to Kagha about stopping the ritual +1 (either after the scene at the entrance or in his cave)
- After talking to Kagha, agree with Zevlor to kill the goblin horde's leaders +1
- Recruit Wyll into the party +1
- Convince Rolan, Lia and Cal to stay and help, using Persuasion or certain Class- or Race-based options. +1
- Assist Guex in training (using Athletics, Insight, Detect Thoughts or unique Githyanki, Barbarian, Monk lines) +1
- In the confrontation with Barth about the locket, stand for Meli +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 DC 10 Perception check), and tell her to relax (either straightaway or after successful DC 5 Insight check). +1
- After successfully stealing the Idol of Silvanus for Mol, tell her that you will keep it for yourself +1
- OR, Playing as a Rogue, advise her not to ask, just take +1
- Agree to kill the goblin horde's leaders for Zevlor +1
In the Sacred Pool and druid caves:
- Tell Arabella's mother Komira that the druids are overreacting and you'll speak with them +1
- Talking to Volo about the goblins, say you're a student of the page +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, talk to Kagha and call her a monster OR accuse her of killing the child in cold blood +1 (either option)
- Convince Kagha to fight against the Shadow Druids (if uncovered her conspiring with them) +1
- Tell Silver the wolf you just wanted to give them your scent (using Speak with Animals) +1
- Help Alfira finish her song +1
While the Emerald Grove is preparing for the goblin attack
- Convince Memnos to join the fight against the goblins +1
- Tell Pandirna that they have something to fight for +1
- Convince Wyll not to attack you, using Intimidation or Persuasion +1
▶ Note: This scene appears only if Wyll left the party due to your choices in dialogue with Minthara, after you have revealed the Grove's location
- 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 mother Owlbear to let you go without fighting +1
- Spare the Owlbear Cub after killing the mother Owlbear +1
- Upon finding Demir and Johl arguing with Auntie Ethel, tell them all to calm down, and then tell them you know the woman +1 (immediately starts a fight with brothers)
- Drink from the well outside the Riverside Teahouse while the illusion is still intact +1
- 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" +1
- When Auntie Ethel surrenders, order her to let Mayrina go. +1
- Reject Mayrina's locket as a reward for saving her +1
- Resurrect Connor Vinderblad, and then give Mayrina the Bitter Divorce wand OR leave keeping the wand +1 (either)
- (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:
- Through the southern gate - by Intimidating the goblin guard +1
- Through the eastern gate - by successfully using any check-based line on the booyang guard OR by showing them Brand of the Absolute +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
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 prompt the cub to run to the finish posts, using Speak with Animals or Animal Handling +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
- OR Tease Klagga about his secret appreciation of poetry (after successful Detect Thoughts check) +1
- Convince Booyahg Piddle to give you the book he's reading without using illithid powers +1
- Tell Eight that you are sorry for the loss of his parents. +1
Talking with Crusher:
- Successfully use Detect Thoughts on Crusher and say you'll let his boss know of his plans +1
- Make Crusher kneel and kiss your foot instead, using Intimidation OR Illithid powers. +1 (either option)
- If initial Wisdom (Illithid) check failed, tell Crusher you'd sooner spit in his face +1
- If Crusher starts a fight, make him kiss your foot after defeating him. +1
In the Shattered Sanctum:
- Pick a fight with Priestess Gut in her chambers. +1
- Don't object Dror Ragzlin's orders to report to Minthara +1
- Convince Minthara to spare Sazza, saying the latter didn't know who you were. +1
▶ Note: This option is available if you have previously freed Sazza from the cage in Emerald Grove
▶ Note: This option is available only if you spoke to Minthara before interrogating and freeing Liam
- OR, Playing as a Tiefling, answer that you won't betray your kind +5 (starts a fight with Minthara)
- Provoke a fight with Minthara +5
- Convince the spiders in the pit that goblins taste better than you +1
- OR, Playing as a Lolth-Sworn Drow, pretend to be Lolth herself in disguise and egg them on goblins +1
In the Worg Pens:
- Stop the goblin children from throwing stones at bear by any means +1
- After freeing Halsin, agree to kill goblin leaders to save the grove (either with or without him in bear form). +1
- If you first told Halsin to go to safety, tell him to come with you in a bear form. +2 (comes point by point, when you ask and when Halsin agrees)
- Side with Karlach during Wyll's confrontation with her +2
- When dealing with the dying hyena:
- Agree to fight the gnolls to save Rugan +1
- Save Rugan, then use Persuasion to convince him to sell his employer's wares +1
- OR Tell him to give the cargo to you, using Intimidation or provoking a fight +1
- If you fail to intimidate Rugan into surrendering the cargo to you, say you can harm him no less worse than gnolls would have +1
- Order Flind to attack other gnolls instead of you. +1
- Agree to rescue Duke Ravengard when prompted by Counsellor Florrick +1
- OR As a paladin swear on your oath to Counsellor Florrick to rescue Duke Ravengard. +1
- Save Benryn from the burning tavern +1
- Successfully Intimidate the guard Salazon to let you go through the hatch to the hideout +1
- OR, Playing as a Rogue, show him single-hand sign "profit" +1
- Get access into the hideout peacefully +1
- Refuse to help Zarys find her people/missing shipment +1
- If you have conspired with Rugan about the shipment, refuse to kill him on Zarys's order. +1
- Free Rugan, if he survived Zarys's torture and your fight against other Zhentarim +1
- Promise Oskar Fevras to speak to his captors +1
- Purchase the artist from Brem for the price he asks initially +1
- Make Brem lower the price through Intimidation or Persuasion +1
- OR Make him let Oskar go for free, using any check-based option +1
- Give Oskar an additional 200 gold after freeing him +1
- When entering the myconid colony, tell Sovereign Spaw the truth about the parasite +1
- OR Succeed an Intimidation, Persuasion or Insight roll to enter the colony peacefully +1
- OR, Playing as a Drow, Duergar or Deep Gnome, say that the Underdark is your home and you don't need a permission to pass +1
- Give Thulla an antidote or an Elixir of Poison Resistance (whichever you have) +1
- Agree to Defeat the Duergar Intruders for Sovereign Spaw +1
- Attack Gekh Coal at the beginning of the conversation +1
- Kill the duergar and report back to Sovereign Spaw +1
- Agree to help Baelen Bonecloak escape from the Bibberbang field +1
- If Baelen ate the Noblestalk himself, offer Derryth to help leave him +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 +1
▶ Note: this option is available only if you have found and read Letter from Amarith in the Arcane Tower
- 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
- If you killed the duergar (both rebels and Absolutists) before freeing Nere, plant a thought in Nere's mind about freeing the gnome slaves +1
- Convince the Deep Rothé to give in to their rage and attack the duergar +1
- After freeing Barcus Wroot, bid him farewell and good luck +1
- Playing as a Githyanki, tell Ellyka that githyanki patrol means nothing to you, getting her to stand down +1
- OR, Being disguised as a gith, tell her you're actually not OR that she is safe. +1
- Speaking to Kith'rak Voss, successfully pass the Deception check to resolve the encounter peacefully +1
Crèche Y'llek At the training room:
- Persuade Sa'varsh Kethk to let Youth Varrl go from training. +1
- After resolving Varrl's fate, talk to Kethk again and call his 'lessons'/his 'demonstration' reprehensible +1
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 +1
- Ask Inquisitor W'wargaz how he knows so much about you. +1
- Ask Inquisitor W'wargaz what you'll get in return for surrendering the weapon +1
- Refuse Vlaakith's demand to enter the Mysterious Artefact or say you're going to free the person inside +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 +3
- At the very first long rest, talk to Shadowheart and tell her you agree to find a healer as soon as possible +1
- When Lae'zel intends to kill everyone before turning into mind flayers, talk her out of it +5
- After staking Astarion when he tried to bite you, say that bringing him to the camp 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
- Sacrifice the second magic item to sate his Arcane hunger +10
- Sacrifice the third magic item to support Gale +10
- After feeding him the third artefact, when he says he has something to tell you, answer that he is among friends +1
- Agree to not ask questions when he asks you not to
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, a Druid, a Fighter, a Monk, a Wizard or a Paladin ( Oath of Devotion and Oath of the Ancients only), use a class-based answer when Harper Lassandra orders you to come closer. +1
- When the shadows warp Harper Yonas, tell Harper Meygan, "Move. I'll take care of this." +1
- OR Prepare to fight, using basic or unique Fighter, Ranger, Rogue or Paladin ( Oath of Devotion and Oath of the Ancients only) option +1
- OR, Playing as The Dark Urge, choose to try and save them instead of abandoning them +1
If entering the Shadow-Cursed Lands from the Rosymorn Monastery Trail:
- Convince Kar'niss 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, betray them and side with the ambushing Harpers +1
- OR, If ambushing the convoy with the Harpers, start the dialogue with the drider and deceive it into giving you the lantern +1
At the House in Deep Shadows:
- Agree to play hide-and-seek with Oliver +2 (one point for each round of the game)
- Convince Oliver to reunite with Thaniel +3
When dealing with He Who Was:
- Agree to find Madeline's Ledger for He Who Was +1
- After ordering Madeline to hurt herself as Ben and Marc did -1, stop her, saying she had done enough +1
Elsewhere:
- Free Dolly Thrice from the Moonlantern carried by Kar'niss. +1
- After saving Rolan from the Shadows, tell him to shut up and be grateful +1
Last Light Inn
Speaking to Jaheira:
Dealing with Isobel and Marcus:
- If Marcus vouched for you at the entrance (in this case he will wait in Isobel's room):
- If Marcus assaults the inn (happens if you gained entrance with Mol's help):
- Playing as The Dark Urge:
- 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 Speak with Animals:
- Say you only wanted to admire him close +1, and then indeed choose to quietly admire him +1
- OR, Playing as a Ranger, say you do not seek his territory +1
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 Cleric or Oathbreaker Paladin)
- Ask her what they are doing here, if they headed for Baldur's Gate, and tell her not to lose hope to see others alive +1 (starts the quest, if you don't have it already)
Talking to Alfira:
- After Marcus's assault, when she asks whether they cannot trust anyone:
- Playing as a Half-Orc, tell her to use her anger. +1
- Ask her about others, and then say that running was right call +1
- When Alfira asks you how do you keep going, answer:
- When Alfira supposes that surviving tieflings were taken to the Moonrise Towers, promise you will find them +1 (starts the quest, if you don't have it already)
- 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 survived and reunited with Bex:
- Smile and then say it's wonderful to see them together OR mention that it is all thanks to you +1 (either option)
- When Bex asks why you helped, answer that you did it because they were in trouble +1 (a Cleric character will have a unique line)
Dealing with Rolan, Cal and Lia:
- Speaking to drunken Rolan before trying to saving captured refugees:
- Promise to rescue them if they are alive OR say that it is your responsibility to bring them back +1 (either option; starts the quest, if you don't have it already)
- OR, Playing as a Sorcerer, tell him he won't be able to read his spellbook if he keeps drinking +1
- If you have already saved him from the Shadows, say you're absolutely going to gloat +1
- If either Cal or Lia (or both) died while saving attempt, tell Rolan that you wanted to save everyone, but couldn't +1
- 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
- When Ide shows you the book she means to keep for Rolan, convince her to give it to you, using Deception or Persuasion +1 (either option, requiring a DC 14 roll)
- Suggest Mol to follow Gale's advice in the game of lanceboard +1 (available if Gale is in the party)
- Help Mol win the game against Raphael using the Sleight of Hand, Bard, Monk, or Wizard options +1 (can be added to previous approval point)
▶ Note: This line appears only if Astarion is not in the party, otherwise Raphael will turn the talk to the spawn's scars
Elsewhere in the inn:
- When Manip Vidor says you are meant to be heading towards Moonrise, answer "doing your job, you mean" +1
- Pay Mattis extra gold for the Tower-Shaped Key +1
- Playing as The Dark Urge, curb your yearn to tear the Strange Ox apart. +1
- Play the lute to wake up Art Cullagh +1
- Tell Halsin that he can count on you before he opens the portal into Shadowfell. +1
At the Reithwin Tollhouse:
- Convince Gerringothe Thorm to end herself by any available option. +1 (requires sequentive DC 18 and then DC 21 rolls on various skills, dialogue lines include class-based options)
In the House of Healing:
- Convince Malus Thorm to order his sisters to hone their blades on each other. +1
- OR Convince Malus Thorm to take the place of his patient and submit to sisters' curing. +1 (comes one point by another subsequently).
At the cemetery:
- Agree to help Arabella find her parents. +1
- OR, If you've already found Locke and Komira's bodies, tell Arabella they are dead and succeed Persuasion or Intimidation roll to take her to your camp +1 ( The Dark Urge character will have a unique lines and Persuasion option only)
At The Waning Moon:
- 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.
- By any means make Thisobald Thorm drink his 'elixir' three times in a row, thus leading him to burst +1
Talking to Disciple Z'rell after Ketheric's trial:
- If you killed the goblins:
- Distract Z'rell with your yearning for Gale +1
▶ Note: This option is available only if you're romancing the wizard
- If you spared the goblins, use Deception to explain that they are more useful alive +1
At the Moonrise Towers Prison:
- When approach Minthara being tortured and erased by Jasin and Sumera:
- 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 +1
- Then try to bribe her +1, and when she takes the money and does nothing, say that you should have see it coming +1
- OR, Playing as a Rogue, say it was so well-played that you are not even mad +1
- OR Refuse to bribe her +1
- Talking to Lia, promise to help the tieflings escape +1
- Talking to Lakrissa, when she accuses you of serving the cult, succeed a Persuasion or an Intimidation roll, then promise to help the tieflings +1
- Speaking to Wulbren, say that Barcus Wroot sent you, OR use any of check-based options +1
- Provide Wulbren with any tool capable of destroying a wall +1
- When Wulbren, once freed, takes the boat and sails off without the party, let him go +1
Elsewhere in Moonrise Towers:
- Convince Astarion to bite Araj Oblodra by any means OR order him directly to do it. +1 (either option)
- Meeting Squire in Ketheric's room, tame it by any means, then reach out to pet her (without Speak with Animals) +1
- OR Ask if it would be all right to give her a scratch (using Speak with Animals) +1
Final fight at the Moonrise:
- At the Moonrise Towers Rooftop, tell Ketheric Thorm that you can help, OR that it isn't too late, OR to come quietly +1 (either option)
▶ Note: These lines require first DC 21 Intimidation check or DC 18 Persuasion check and any of subsequent DC 30 checks, OR a DC 10 Persuasion check if you have found and read Melodia's Letter to Ketheric
- After defeating Ketheric down at the colony, thank Art Cullagh for his help. +1
- When talking to the Waking Mind via the Slack-Skinned Head in the Necrotic Laboratory choose to purge the mind. +1
▶ Note: This option is available only after successful DC 18 Insight check
- In the Nightsong's Prison, tell Shadowheart that she should spare the Nightsong because the aasimar may know something about her. +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.
Talking to Yenna:
- Offer her help:
- Give some coin OR some food +1 (either option, giving food available for all characters except Druid)
- OR Suggest to find a guard for her +1 (available for all characters except Cleric)
- Playing as a Druid, conjure some berries and herbs for her +1
- Playing as a Cleric 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
Dealing with Orin's guises:
- If Orin is impersonating Fist Rowan, tell her that one can't just kill innocent people +1
▶ Note: This line goes for the Custom origin (Tav). If playing as any other Origin, except Dark Urge, it might have unique formulation
- OR Tell her that you're going to report to the commanding officer +1
- OR, Playing as The Dark Urge, tell her that mindless slaughter is not the answer +1
- If Orin is impersonating Dying Stone Lord Thug, succeed a passive DC 20 Perception check, and then:
- Say you'll stay with him until the end +1
- OR Say you'll make it quick +1
- OR, Playing as The Dark Urge, resist the urge to torment him +1
▶ Note: Whatever choices while speaking with Orin impersonating Gyldro Angleiron do not bring any Approval/Disapproval from Gale (strangely)
At the Sword Coast Couriers:
- Report to Commander Lightfeather that his soldiers were eaten by a flying cat +1
- Make Angry Mar'hyah to let you keep Scratch, using Persuasion, Intimidation or class-based Druid, Fighter or Paladin. +1
- Then force Mar'hyah to leave the kennels via Deception or Intimidation. +1
- At the entrance, convince Klaus to let you in, bribing him, using Persuasion, Intimidation, or any class-based option except pretending to be a friend of Gortash's +1
- OR, Playing as The Dark Urge, say you used to be a murderer +1
- OR, Playing as an Archfey Warlock, first say that you never pass up a faerie mischief +1
- Speaking with Zara the mummy, say you don't understand her, and then mime her grunting +1
Dealing with Akabi the djinni:
- Tell him that he is VERY LOUD. +1
- Play the game and accuse the djinni of rigging the wheel +1
- If successful, play again and try to distract Akabi, letting out a loud fart +1
- OR, Playing as a Bard, ask him about his adventures +1
- OR Provoke him to transform you +1
- After returning from jungle, talk to the djinni again and say you have had much fun OR promise he will pay for it +1 (either option)
When passing Zethino's trial, choose answers:
- First question: ★'Red apple' or ★'Roast onion' +1 (either)
- Second question: ★'Balcony in Waterdeep' +2
- Third question: ★'World would be better with him dead' +2
▶ Note: The ★ sign here marks the answers considered 'correct' for the purposes of the test.
- Talking to Boney the mephit, call his wife Stoney magnificent +1
- OR Note that she's a lot bigger than himself +1
- OR, Playing as a Druid, say they both are magnificent +1
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]
- Playing as a Paladin or a Cleric, tell him that graverobbing is a profane act +1
- If talking to Popper after defeating false Dribbles, say that offering 'treatoes' now is a bit callous. +1
Dealing with caged beasts:
- Talking to Shadow-Whiskers, break the lock on her cage. +1 (works either with or without Speak with Animals)
- 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' +1
- OR, Playing as a Bard, interrupt him with your own pun +1
- Volunteer any companion to the stage as Dribbles's assistant, except Gale himself +1
- If going on stage yourself, suggest any available explanation on why you're special, except "something about my brain" and unique line for The Dark Urge +1
Talking to Lucretious:
- When she's training up skeletons (before fighting doppelgangers), tell her that she is being a little harsh +1
- After defeating false Dribbles, tell her that killing clowns is a rare treat +1
- When 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
In the Open Hand Temple:
- Offer Sister Yannis help with investigating the double murder and proving Brilgor's innocence +1
- Talk to Brother Bill and Brother Clements and say that their god would be proud of Father Lorgan +1
- OR, Playing as a Monk, say that offering alms to those in need is a sign of a noble soul +1
- Agree to bear Monk Manifestation's curse and withstand its madness. +3
- OR Refuse to bear the madness curse instilled by Monk Manifestation +1 (starts a fight with crypt corpses)
Elsewhere in Rivington:
- Playing as a Baldurian character, tell Saer Grotpoll that his own accent is Rivingtonian +1
- Talking to Mattis outside the Requisitioned Barn, tell him to watch himself because Baldur's Gate is big and dangerous. +1
▶ Note: This option is available only if tiefling kids survived in Acts One and Two
- Talk to Fist Rowan outside the barn, and when he asks you to give him "one good reason", answer "Barn". +1
▶ Note: This option is available only if Orin is not impersonating Rowan
- 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
- Playing as a Barbarian, in the Abandoned Windmill basement yell "WAKE UP, SQUIDFACE!" at the newborn mind flayer +1
- In the Angleiron's Cellar, suggest Wulbren to contact the Gondians first, so that they might see reason. +1
- Playing as Astarion origin, at the Gur Camp tell Ulma you will do what you can for her tribe's children +1
- At the entrance gate, consent to be arrested by the Steel Watcher +1
- Refuse to deliver the gnome leader's head to Manip Falcäo +1
- At Fraygo's Flophouse, tell Adventurer Drim that the word "adventurer" means nothing anymore. +1
- 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 this dialogue.
- At The Velveteen Elixir, talking to Stylin' Horst, choose lines about "heady top notes" OR "burning rothé shit" +1 (either option)
- 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)
- When trying to hire both Sorn Orlith and Nym Orlith:
- Say you're not interested in their offer, if Gale is not comfortable. +2 (This option appears only if you're partnered with the wizard)
- Agree to invite Halsin, too, if the druid is in the party, or refuse to do it +1 (either option)
- (If you've taken Raphael's deal) Tell Gale you only said what Raphael wanted to hear +1
- 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
At the Flaming Fist barracks:
- Convince the Flaming Fist quartermaster Arkleia Oloril to trade with you. +1
When you spot Fist Reynash trying to open a chest:
▶ Note: Waking guards gains approval only after discovering by any available means that Reynash was stealing from others.
Speaking to Manip Bakshi (regardless if you succeeded a check to discover Reynash's thieving attempt or not):
- Successfully use Detect Thoughts on him and pretend to be a new recruit +1
- 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)
- OR Leave barracks (or let him escort you out) +1
At the Audience Hall:
- Speaking to Lord Amber's Bodyguard and attendants of Lady Durinbold and Lord Shattershield about the Steel Watch, say:
- That you have seen the army of the Absolute and no where's safe. +1
- That the Steel Watchers will eventually turn on everyone. +1
- OR, playing as a Druid, say that there's nothing natural about him +1
- Pass the Steel Watcher that confronts you at the coronation +1
▶ Note: This dialogue appears only if Karlach is not in the party
- Playing as The Dark Urge, when Gortash explains your previous dealings, answer that you've come to end this evil plot +1
- Refuse to make an alliance with him and confirm your decision +1
- Tell Gortash that you have no interest in this sham of a coronation +1
- After killing Orin, speak to Gortash and surrender two your Netherstones to him, then fight when he attacks afterwards +1
Talking to Duke Ravengard after the coronation:
- Ask him whether the "new dawn" is what they call tyranny now +1
- OR Tell the Duke that Florrick sent you, then probe Ravengard's mind to discover councellor's location, and tell him that Gortash is a tyrant +1
- OR Ask Ravengard whether he knows that he is infected +1
- As a Baldurian character, ask what has happened to the city's great hero +1
In the Wyrm's Rock Prison:
- Convince Counsellor Florrick to escape the prison +1
- After escorting Florrick out, tell her she's proven to be a vital ally +1
- At the Crimson Draughts, speaking to Araj Oblodra, tell Astarion that you all shall leave if he wishes +1
- At Grey Harbour Docks, persuade Captain Sleam to take the entire Brislen family +1
- At the Devil's Fee, persuade Helsik to offer a free sample +1
- At the Society of Brilliance, refuse to hand the Githyanki egg over to Havkelaag and call his experiment barbaric. +1
At the Sorcerous Sundries:
- Tell Lorroakan you're here to stop him when you bring Dame Aylin to him at Ramazith's Tower +1
- 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
- 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
After Gale speaks with Mystra at Stormshore Tabernacle:
Camp/Conversation
- Tell him going to Sorcerous Sundries sounds like an excellent idea +1
- When Vlaakith projection emerges at the camp, tell Lae'zel to stand her ground +1
- 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 apologies and say you would have done the same -1
- Tell the tielfling kids trained by Asharak that they are going to die -1
- Tell Pandirna to hush or you will snap her neck -1 (the line is available for all classes except Barbarian)
- 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
- Tell Zevlor (or Asharak if Zevlor is dead) that it was you who led the horde to the grove, and then that this place belongs to the Absolute -10
- OR That the horde is coming, led by the drow - and you are with them -10
- OR, Playing as The Dark Urge, tell Zevlor that the goblin horde is yours. -1
- 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
- When Auntie Ethel surrenders, let her go and keep Mayrina in exchange for fey hair. -5
- Talking to Gandrel without Astarion in the party, tell the former how to find your camp -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
- When Crusher orders you to kiss his foot, obey -1, then start licking it -1
- Promise Minthara to get information from the captive (i.e. Liam) -1
- Tell Torturer Spike to let you put the prisoner through paces. -1
- OR, Playing as The Dark urge, propose to show Spike how it's done -1
- After questioning Liam, leave him tied to the rack -1
- Agree to attack the Emerald Grove with Minthara with or without asking for a reward. -5
- Leave Benryn to die under the wreckage -1
- After rescuing Nere, tell him to finish the slaves, OR choose to say nothing -1 (either)
- 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)
- Talking to Vlaakith, say you're a friend who brought the artefact to her -1
- Agree to Vlaakith's request to kill the person inside the Mysterious Artefact -1
- Talking to the Dream Guardian, say you're going to kill them on Vlaakith's command -1, and then indeed stab them -1
- Steal the Blood of Lathander from the Secret Chamber -1
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 the other companions find out that Astarion is a vampire:
- Say you think he won't hurt anyone of you -5
- OR Say that if they don't like it, they can leave. -5 [Needs Verification]
- When he says he wants to talk about something at camp, say "Whatever it is, do make it brief." -1
- When Gale first tells you about his 'condition', tell him to stop flattering you -1
- Delve into Gale's mind using your tadpole to find out about his need to consume artifacts, and then:
- Fail the second Wisdom check -10
- OR, if succeeded, confess to having used the tadpole afterwards. -5
▶Note: Both these choices may result in Gale permanently leaving the party, if you fail the subsequent DC 12 Persuasion check or DC 12 Insight check.
- 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
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.
Ruined Battlefield
If entering the Shadow-Cursed Lands from the Grymforge:
- When the shadows warp Harper Yonas, choose to run from the fight -1
If entering the Shadow-Cursed Lands from the Rosymorn Monastery Trail:
- Traversing Shadow-Cursed Lands with the convoy and Kar'niss the drider, protect them from Harpers, thus maintaining your cover as a True Soul -1
▶ Note: Works, too, if you managed to pick up the lantern during the battle.
- If ambushing the convoy with the Harpers, start the dialogue with the drider and reveal the ambush to it -1
When dealing with He Who Was:
- Order Madeline to hurt herself as Ben and Marc did -1 (Evil Cleric will have a unique line)
- Then tell her to stab herself and don't stop OR to prove she is sorry -1 (either option)
- Finally succeed a Persuasion roll to keep her going -1
Elsewhere:
- When talking to Dolly Thrice, ignore her pleads two times and keep the Moonlantern. -1
- After saving Rolan from the Shadows, playing as a Barbarian, call him a pathetic wizard -1
- OR, Playing as a Wizard, say a good wizard knows when to ask for guidance -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 -10 (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 The Dark Urge:
- Obey your Urge and tell Isobel you crave to kill her -10 (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 Speak with Animals:
- Hiss back at him, say that he is in your territory, and order to get out -1
- OR, Playing as a Barbarian, WOOF at him -1
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 Barbarian, Fighter, Monk or Paladin (except Oathbreaker))
- Ask her what they are doing here, if they headed for Baldur's Gate, and then say she did the right mess of things. -1
Talking to Alfira at the inn:
- 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 that you don't complain constantly -1
- When Alfira supposes that surviving tieflings were taken to the Moonrise Towers, say you imagine the cultists are torturing them right now -1
- Before trying to saving captured refugees:
- Tell Bex that Danis is now goblin chow toy OR that they've probably killed and eaten him -1 (either option)
- If Danis died while saving attempt, tell Bex that he is better off dead than abandoned in Moonrise -1
Dealing with Rolan, Cal and Lia:
- Speaking to drunken Rolan before trying to saving captured refugees:
- If either Cal or Lia (or both) died while rescue attempt:
- If both siblings survived, after they thank you, ask who is going to pay you -1
Talking to Ide after drunken Rolan has snapped on her:
- Call Rolan a grump, and when Ide complains he called her a "ragged little devil", say that he was observant for it's what she really is. -1
- When Ide shows you the book she means to keep for Rolan, convince her to give it to you, using Intimidation -1 (requires a DC 14 roll)
- When Mol plays lanceboard against Raphael, tell her to fall back against Gale's advice (if he is in the party) -1
- Let Mol lose the game by giving the wrong advice, failing the Sleight of Hand roll or not helping her at all -1
- After Mol is taken during the assault, tell Mattis she's probably dead already. -1
Talking to Harper Meygan mourning Yonas:
- Say that Yonas was better at joking than at keeping himself alive -1
- If you looted Yonas's body, ask Meygan whether she would like to take Yonas's sword, then say you were kidding and keep it -1
Elsewhere in the inn:
- Playing as The Dark Urge, give in to your urge to kill the Strange Ox. -1
- Talking to Councellor Florrick, tell her you have no intentions to go to Moonrise Towers -1
At the Reithwin Tollhouse:
- Agree to give up all your gold to Gerringothe Thorm. -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 ( The Dark Urge character will have unique lines and Persuasion option only)
Witnessing Ketheric's trial (at the very first visit to Moonrise):
- If Minthara is judged:
Talking to Disciple Z'rell:
- If you spared the goblins, fail the Deception roll to explain it, and then say you will free the rest of the prisoners -1
At the Moonrise Towers Prison:
- When approaching Minthara being tortured and erased by Jasin and Sumera:
- Say you expected to see her dismembered -1
- OR, Playing as The Dark Urge, if you failed a Wisdom check to reach out to Minthara's mind, tell the questioners to carve her mind apart -1
- If you defeated the questioners, escort Minthara out of Moonrise Towers and then tell her you have saved her only for the pleasure of killing her yourself -1
- Talking to Lia, refuse to help the tieflings escape -1
- Talking to Lakrissa, refuse to help them -1
- Speaking to Wulbren, say that they can die in prison for all you care -1
- Lick the dead spider twice -1 (each time)
- At the Tadpoling Centre, use the Neural Apparatus to purge the pods. -1
- When talking to the Fresh Mind via the Slack-Skinned Head in the Necrotic Laboratory, tell it that they will never wake again. -1
Camp/Conversation
- When Elminster visits camp, joke about how you'll be rid of the Absolute and Gale when he uses the orb
- During the stargazing cutscene, tell him you don't want to listen to him wallow in self-pity when he asks you to stay with him -5
- After sleeping with Gale, tell him it was on one-night thing and will not happen again. -5
- Playing as Astarion, do not tell Gale that you are a vampire during Act One. During Act Two, when Gale confronts you, tell him:
Act Three
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Talking to Yenna, be rude to her:
- Ask where did she last see her mum, then say her mother is probably dead. -1
- OR Tell Yenna to get lost. -1
Dealing with Orin's guises:
- 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
- At the entrance, convince Klaus to let you in, pretending to be a friend of Gortash's (class-based Deception check) -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 Shadow-Whiskers with Speak with Animals, note that her cage looks comfy. -1
- Then tell her to murder whoever she wants OR say "Sure thing, pussycat". -1 (either option)
- Without Speak with Animals, choose the line "Kill them all, kitty". -1
- Talking to Crimson, refuse to feed him via Speak with Animals or mock him for being hungry (without the spell) -1 (either option)
Watching Dribbles's show:
- Yell "Boo! Get off the stage!" -1
- Volunteer Gale to the stage as an assistant to Dribbles, and then cheer him, telling "Go on!" -1.
When passing Zethino's trial, choose answers:
- First question: 'A lemon meringue' -1 OR 'Pot of tavern stew' -2
- Second question: 'At dusk' OR 'In Mystra's embrace' -1 (either option)
- Third question: 'Enraptured by illusions' -1 OR 'Eager to please' -2
Elsewhere in Rivington:
- Playing as The Dark Urge, offer Arfur Gregorio to chase the refugees out for free and explain that you just enjoy brutalizing the poor -1
- Playing as Astarion origin, at the Gur Camp tell Ulma you won't sacfirice yourself for her cause -1
- OR Attack Ulma. -1
- At the entrance gate, refuse to be arrested by the Steel Watcher and prepare to fight. -1
- OR Threaten Gauntlet Edwynna -1
- OR Attack Edwynna -1
- Agree to deliver the gnome leader's head to Manip Falcäo -1
- When trying to hire both Sorn Orlith and Nym Orlith, choose to proceed with any of the twins when Gale declines their offer -2
- Tell Sauceman Chorizo that you can show him pleasures his husband never could. -1
- (After taking Raphael's deal) Tell Gale that it was a fair trade -1
- Trying to get access into Wyrm's Rock Fortress, choose to leave when Blaze Elin stops you -1
At the Flaming Fist barracks:
- If failed to convince Arkleia Oloril to trade, attack her -1
When you spot Fist Reynash trying to open a chest:
- Intimidate or blackmail him into giving you his stash -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 a Bard, tell Lord Amber's Bodyguard that Waterdeep's walking statues are a bore -2 (comes one point by one, after you say this and after the bodyguard agrees)
- Playing as The Dark Urge, refuse to make an alliance with Gortash, saying that you'll possess both the brain and the crown and won't share -2
- Speaking to Gortash after killing Orin, surrender two your Netherstones to him -1
In the Wyrm's Rock Prison:
- Talking to Counsellor Florrick, when she sinks into despair, say you don't need her -1
- In Cazador's Dungeon, let Astarion complete the Rite of Profane Ascension -1
- At the Graveyard, tell Gothric Rillyn that being buried alive sounds like apt punishment for thievery -1
- At the Flymm Cargo, refuse to give Redhammer to Allandra Grey upon returning from the Iron Throne -1
- Upon returning from House of Hope to Devil's Fee, intimidate Helsik saying that you've just killed a devil in his own home. -1
- Tell Silfy he's not a good salesperson when he tries to sell a copy of Baldur's Mouth Gazette to you. -1
- Tell Lorroakan that you know where the Nightsong is.
- Tell Wyll to break the pact OR to let his father die. -1
- After rescuing Gale from Orin, tell him that he is lucky you bothered to save him. -1
- After obtaining The Annals of Karsus
- Urge Gale to drop the idea to reforge the Crown of Karsus. -1
- After Gale speaks with Mystra at Stormshore Tabernacle, and says that probably the Karsite orb has chosen him, answer that he turns coincidence into delusions of grandeur -1