What are the consequences of siding with the Absolute in Act 2 of Baldur's Gate 3?
Siding with the Absolute in Act 2 of Baldur's Gate 3 is a significant story choice that can drastically alter the course of the game. This decision involves aligning yourself with the forces of the Absolute, a mysterious and malevolent entity that seeks to dominate the world. The consequences of this choice are far-reaching, affecting your relationships with companions, the progression of the main story, and the overall tone of your playthrough. Here is a detailed explanation of what happens when you side with the Absolute, along with strategies, tips, and considerations to help you navigate this path.
To side with the Absolute, you must first reach Act 2, which begins after you leave the first region and enter the Shadow-Cursed Lands. The key moment where you can choose to align with the Absolute occurs during your interactions with the cultists and their leaders, particularly at Moonrise Towers. This is the stronghold of the Absolute's forces, and it is here that you will have the opportunity to pledge your allegiance to them. The mechanics of this choice are primarily dialogue-based, meaning you will need to select specific options during conversations with key characters like Ketheric Thorm, the primary antagonist of Act 2.
When you decide to side with the Absolute, you will need to demonstrate your loyalty to the cult. This can involve completing tasks for them, such as eliminating their enemies or retrieving important items. For example, you may be asked to deal with the Harpers, a group of resistance fighters opposing the Absolute. By carrying out these missions, you will gain the trust of the cult and solidify your position within their ranks. However, this will also strain your relationships with companions who oppose the Absolute, such as Wyll, Karlach, and Jaheira. These characters may become hostile or even leave your party if they feel you have betrayed their ideals.
One important tip when siding with the Absolute is to carefully manage your relationships with your companions. Some companions, like Astarion and Lae'zel, may be more open to the idea of aligning with a powerful entity, while others will strongly oppose it. You can mitigate the risk of losing companions by discussing your intentions with them beforehand and choosing dialogue options that align with their personal beliefs. Additionally, you can use persuasion or deception checks to convince skeptical companions to stay with you, though this may not always work.
A common mistake to avoid when siding with the Absolute is underestimating the long-term consequences of your choice. While aligning with the cult may provide short-term benefits, such as access to powerful allies and resources, it will also lock you into a darker narrative path. This can limit your options later in the game and make it more difficult to achieve certain endings. For example, siding with the Absolute may prevent you from forming alliances with other factions, such as the Harpers or the Druids, which could be crucial in the final act of the game.
Advanced techniques for optimizing this path include leveraging the unique abilities and spells available to characters who embrace the Absolute's influence. For instance, certain classes, like the Warlock, may gain additional powers or boons by aligning with a powerful patron like the Absolute. You can also use the cult's resources to your advantage, such as recruiting their soldiers to fight alongside you in key battles. However, be cautious about relying too heavily on these allies, as their loyalty may be fickle, and they could turn against you if you fail to meet their expectations.
From a D&D rules perspective, siding with the Absolute can be seen as embracing an evil alignment. This choice reflects the moral complexity of the game and allows players to explore the consequences of their actions in a meaningful way. The Absolute's influence can also be tied to the concept of mind control, as the cult uses tadpoles to manipulate and dominate their followers. This adds an extra layer of tension to your decision, as you must weigh the benefits of power against the loss of free will.
Specific examples of the consequences of siding with the Absolute include the potential loss of key allies, such as Jaheira, who will refuse to join you if she believes you are working with the enemy. Additionally, certain quests and storylines will be altered or closed off entirely. For instance, the quest to free the Tiefling refugees from Moonrise Towers will no longer be available if you are working with the cult. On the other hand, you may gain access to new quests and rewards that are exclusive to this path, such as unique items or abilities granted by the Absolute.
In conclusion, siding with the Absolute in Act 2 of Baldur's Gate 3 is a bold and impactful choice that can reshape your playthrough. By carefully managing your relationships, leveraging the cult's resources, and understanding the long-term consequences, you can navigate this path successfully. However, be prepared for the moral and narrative challenges that come with aligning yourself with such a powerful and malevolent force. This choice offers a unique and compelling way to experience the game, but it is not without its risks and sacrifices.
To side with the Absolute, you must first reach Act 2, which begins after you leave the first region and enter the Shadow-Cursed Lands. The key moment where you can choose to align with the Absolute occurs during your interactions with the cultists and their leaders, particularly at Moonrise Towers. This is the stronghold of the Absolute's forces, and it is here that you will have the opportunity to pledge your allegiance to them. The mechanics of this choice are primarily dialogue-based, meaning you will need to select specific options during conversations with key characters like Ketheric Thorm, the primary antagonist of Act 2.
When you decide to side with the Absolute, you will need to demonstrate your loyalty to the cult. This can involve completing tasks for them, such as eliminating their enemies or retrieving important items. For example, you may be asked to deal with the Harpers, a group of resistance fighters opposing the Absolute. By carrying out these missions, you will gain the trust of the cult and solidify your position within their ranks. However, this will also strain your relationships with companions who oppose the Absolute, such as Wyll, Karlach, and Jaheira. These characters may become hostile or even leave your party if they feel you have betrayed their ideals.
One important tip when siding with the Absolute is to carefully manage your relationships with your companions. Some companions, like Astarion and Lae'zel, may be more open to the idea of aligning with a powerful entity, while others will strongly oppose it. You can mitigate the risk of losing companions by discussing your intentions with them beforehand and choosing dialogue options that align with their personal beliefs. Additionally, you can use persuasion or deception checks to convince skeptical companions to stay with you, though this may not always work.
A common mistake to avoid when siding with the Absolute is underestimating the long-term consequences of your choice. While aligning with the cult may provide short-term benefits, such as access to powerful allies and resources, it will also lock you into a darker narrative path. This can limit your options later in the game and make it more difficult to achieve certain endings. For example, siding with the Absolute may prevent you from forming alliances with other factions, such as the Harpers or the Druids, which could be crucial in the final act of the game.
Advanced techniques for optimizing this path include leveraging the unique abilities and spells available to characters who embrace the Absolute's influence. For instance, certain classes, like the Warlock, may gain additional powers or boons by aligning with a powerful patron like the Absolute. You can also use the cult's resources to your advantage, such as recruiting their soldiers to fight alongside you in key battles. However, be cautious about relying too heavily on these allies, as their loyalty may be fickle, and they could turn against you if you fail to meet their expectations.
From a D&D rules perspective, siding with the Absolute can be seen as embracing an evil alignment. This choice reflects the moral complexity of the game and allows players to explore the consequences of their actions in a meaningful way. The Absolute's influence can also be tied to the concept of mind control, as the cult uses tadpoles to manipulate and dominate their followers. This adds an extra layer of tension to your decision, as you must weigh the benefits of power against the loss of free will.
Specific examples of the consequences of siding with the Absolute include the potential loss of key allies, such as Jaheira, who will refuse to join you if she believes you are working with the enemy. Additionally, certain quests and storylines will be altered or closed off entirely. For instance, the quest to free the Tiefling refugees from Moonrise Towers will no longer be available if you are working with the cult. On the other hand, you may gain access to new quests and rewards that are exclusive to this path, such as unique items or abilities granted by the Absolute.
In conclusion, siding with the Absolute in Act 2 of Baldur's Gate 3 is a bold and impactful choice that can reshape your playthrough. By carefully managing your relationships, leveraging the cult's resources, and understanding the long-term consequences, you can navigate this path successfully. However, be prepared for the moral and narrative challenges that come with aligning yourself with such a powerful and malevolent force. This choice offers a unique and compelling way to experience the game, but it is not without its risks and sacrifices.