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 breakdown of what this choice entails, how to achieve it, and what to expect.

To side with the Absolute, you must first progress through Act 2 and reach the point where you encounter the Absolute's forces in the Shadow-Cursed Lands. This area is filled with dangerous enemies and environmental hazards, so it is crucial to prepare your party accordingly. Make sure your characters are well-equipped with weapons, armor, and spells that can handle both combat and exploration. The Shadow-Cursed Lands are particularly dangerous because of the shadow curse, which can drain your health and sanity if you are not protected. You can mitigate this by using light sources, such as torches or spells like Light, or by acquiring special items like the Moonlantern, which provides immunity to the curse.

As you explore the Shadow-Cursed Lands, you will come across various factions and characters who are either aligned with or opposed to the Absolute. One of the key moments where you can choose to side with the Absolute occurs when you encounter Ketheric Thorm, a powerful and influential figure who serves as one of the Absolute's main enforcers. Ketheric Thorm is a major antagonist in Act 2, and your interactions with him will determine whether you align with the Absolute or oppose it. To side with the Absolute, you must choose dialogue options that express loyalty to Ketheric and the Absolute's cause. This may involve betraying other characters or factions who are opposed to the Absolute, such as the Harpers or the Druids.

Once you have made the decision to side with the Absolute, the game will shift to reflect your new allegiance. Your companions may react strongly to this choice, especially those who have moral objections to the Absolute's methods. Characters like Shadowheart, who has her own complex relationship with the Absolute, may support your decision, while others like Wyll or Karlach may become hostile or leave your party altogether. It is important to consider the impact this choice will have on your party dynamics and whether you are willing to lose certain companions in exchange for the benefits of siding with the Absolute.

In terms of gameplay, siding with the Absolute grants you access to new resources and allies. You may receive powerful items, spells, or abilities that are exclusive to those who serve the Absolute. Additionally, certain areas and quests that were previously inaccessible may open up to you, providing new opportunities for exploration and combat. However, this also means that you will be locked out of other quests and storylines that are tied to opposing the Absolute. For example, you will no longer be able to work with the Harpers or the Druids, and their quests will be closed off to you.

One of the key considerations when siding with the Absolute is the long-term impact on the story. This choice sets you on a path that leads to a darker, more morally ambiguous ending. The Absolute's goals are ultimately destructive, and by aligning yourself with them, you are contributing to the suffering and chaos they bring to the world. This can lead to a sense of isolation and loss as you progress through the game, as many of the characters and factions you once worked with will now see you as an enemy.

In terms of combat tactics, siding with the Absolute may require you to adapt your strategies to fit the new challenges you will face. The enemies you encounter will be different, and you may need to rely more on stealth, deception, and brute force to overcome them. Additionally, the spells and abilities you gain from the Absolute may require you to rethink your character builds and party composition. For example, if you gain access to powerful necromantic spells, you may want to focus on building a character who specializes in summoning and controlling undead minions.

A common mistake to avoid when siding with the Absolute is failing to consider the long-term consequences of your actions. While the immediate benefits may seem appealing, the overall impact on the story and your relationships with companions can be significant. It is important to weigh the pros and cons of this choice carefully and to be prepared for the challenges that come with it. Additionally, make sure to save your game before making this decision, as it is a major turning point that cannot be easily undone.

In conclusion, siding with the Absolute in Act 2 of Baldur's Gate 3 is a complex and impactful choice that can lead to a unique and challenging playthrough. By understanding the mechanics involved, preparing your party, and considering the consequences, you can make an informed decision that aligns with your desired playstyle. Whether you choose to embrace the darkness or fight against it, the story of Baldur's Gate 3 offers a rich and immersive experience that rewards careful thought and strategic planning.