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| * When [[Mizora]] shows up in the camp, ask her whether she will leave if you turn on [[Karlach]] {{Approval|Gale|-1}} | | * When [[Mizora]] shows up in the camp, ask her whether she will leave if you turn on [[Karlach]] {{Approval|Gale|-1}} |
| * When you find Gale feasting eyes on conjured image of Mystra: | | * When you find Gale feasting eyes on conjured image of Mystra: |
| ** When he says that Mystra is all creation, tell him he's deluded {{Approval|Gale|-2}} ''(This option is not available for [[Sorcerers]])'' | | ** When he says that Mystra is all creation, tell him he's deluded {{Approval|Gale|-2}} ''(This option is not available for [[Sorcerer]]s)'' |
| ** Playing as a [[Wizard]], [[Warlock]], [[Sorcerer]] or [[Bard]] tell Gale you "practice magic, not melodrama" {{Approval|Gale|-1}} | | ** Playing as a [[Wizard]], [[Warlock]], [[Sorcerer]] or [[Bard]] tell Gale you "practice magic, not melodrama" {{Approval|Gale|-1}} |
| * When Gale offers to help you feel the Weave, turn him down {{Approval|Gale|-2}} | | * When Gale offers to help you feel the Weave, turn him down {{Approval|Gale|-2}} |
Revision as of 10:42, 17 June 2024
| 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.
Ravaged Beach
Roadside Cliffs
Emerald Grove/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 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
- Talk with Rolan about his wizard master Lorroakan and agree to set up an introduction +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 (works, too, if Gale has been recruited but is not an active member of your party)
- 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 (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
- Convince Memnos to join the fight against the goblins +1
- Refuse to open the gate for Minthara +5
Forest
* Crush the tadpole that leaves Edowin's head (this cutscene is available only if you haven't found an alive tadpole yet) - you haven't this option anymore, only stow or let it go [Needs Verification]
Owlbear Nest
Sunlit Wetlands/Putrid Bog
- 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)
- While talking to Demir and Johl after Ethel disappears, offer to help them find their sister +1
- 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.
- Further in dialogue, refuse to help the hunter find your camp +1
Blighted Village
- 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
- Then ask Halsin to help you kill the goblin leaders in a bear form. +1
- OR, Tell Halsin that you'll need to slaughter the whole camp, too, to leave no witnesses +1 (Halsin joins the party in the bear form) (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
The Risen Road
- Side with Karlach during Wyll's confrontation with her +2
- Order Flind to attack other gnolls instead of you. +1
- After the battle against gnolls, order Flind to off herself. +1
Waukeen's Rest
Zhentarim Hideout
- 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
Underdark
Grymforge
- 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:
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:
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
- When Gale says that Mystra is all creation:
- Playing as a Wizard, tell him there's no greater deity +5
- Playing as a Cleric of Mystra, tell him that no other god comes close to her divinity +5
- Agree when Gale suggests to help you experience the Weave +5, and then imagine:
- Sharing a kiss with him. +10 (starts romance)
- Taking a romantic walk with him. +5 (starts romance)
- Having a hearthy dinner with him +1
Raphael's Deal
- When Raphael briefly takes you to the House of Hope, choose lines:
- "I need to think it over"
- OR "Then fix it. Or die by my hand!" +1
- After first encounter with Raphael, ask Gale for advice on how to deal with the devil +1
Personal quest
- 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
- OR Get ready to fight +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:
- Tell her it wasn't her fault +1, OR tell her you forgive her (class-based lines) +1
- OR after ordering her to stab herself, let her make a couple of strikes and then say it was enough +1
Last Light Inn
- 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
- OR Suggest her to follow Gale's advice +1 (available if Gale is in the party)
- Tell Raphael to stay away from Mol (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 Astarion's scars).[Needs Verification]
- 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
- Successfully protect the portal while Halsin is looking for Thaniel. +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:
House in Deep Shadows
- Agree to play hide-and-seek with Oliver +1
- Convince Oliver to reunite with Thaniel +1
Moonrise Towers
- 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 (requires DC 21 Intimidation check and any of subsequent DC 30 checks first)
Mind Flayer Colony
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.
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.
Ravaged Beach
- 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
Emerald Grove/The Hollow
- 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
Forest
Owlbear Nest
- After killing the mother Owlbear, kill the cub as well -1
Blighted Village
Goblin Camp
Crèche Y'llek
- 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 he says that Mystra is all creation, tell him he's deluded -2 (This option is not available for Sorcerers)
- Playing as a Wizard, Warlock, Sorcerer or Bard tell Gale you "practice magic, not melodrama" -1
- 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 chanelling the Weave with Gale, choose to imagine:
- Kicking him in the gut -5
- His head on a spike -10
- When Elminster visits camp, joke about how you'll be rid of the Absolute and Gale when he uses the orb <--Act 2>
Personal quest
- 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.
Act Two
Act 2 Spoilers! This section reveals details about the story of Baldur's Gate 3.
Ruined Battlefield
- * 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.
Last Light Inn
- 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
Gauntlet of Shar
- Lick the dead spider -1
- Lick the dead spider again -1
Moonrise Towers
- After freeing the goblins, go upstairs and tell Disciple Z'rell that next you will free the prisoners in the jail cells. -1
Mind Flayer Colony
- Purge the pods in Tadpoling Centre -1
- When speaking to the Fresh Mind, tell them that they will never wake again.
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.
Rivington
- Refuse to be arrested by the Steel Watcher at the gate between Rivington and Wyrm's Crossing -1
Circus of the Last Days
- Insist he participate in Dribbles' show -1
Sharess' Caress
- 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
Wyrm's Rock Fortress
- (Bard-only) Tell Lord Amber's Bodyguard that Waterdeep's walking statues are a bore -2
Lower City
Graveyard
- Tell Gothric Rillyn being buried alive 'sounds like apt punishment for thievery' -1
Sorcerous Sundries
- After obtaining The Annals of Karsus
- Express concern about him delving into this, then tell Gale to forget about the book -20
- Refuse to give Gale the book a second time -1
- Urge Gale to drop the idea to reforge the Crown of Karsus. -1
Devil's Fee
House of Hope
Camp/Conversation
- Tell Wyll to "Break the pact" or "Let your father die." -1
- After rescuing Gale from Orin, tell him "You're lucky I bothered. [...]". -1
Foootnotes