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 narrative choice that can drastically alter the course of the story and your relationships with companions and other factions. This decision is tied to the main questline and involves aligning yourself with the forces of the Absolute, a mysterious and malevolent entity that seeks to dominate the world. Here is a detailed breakdown of what this choice entails, its consequences, and how to navigate it effectively.

To side with the Absolute, you must first progress through Act 2 and reach the point where you encounter the Absolute's forces, particularly the cultists and their leaders. One of the key moments where this choice becomes available is during your interactions with Ketheric Thorm, a major antagonist in Act 2. Ketheric is a powerful figure who serves the Absolute, and siding with him means aligning yourself with his goals. This decision is not made lightly, as it will have far-reaching consequences for your party and the world.

The mechanics of siding with the Absolute involve making specific dialogue choices and actions that demonstrate your loyalty to the cult. For example, when speaking with Ketheric or other cultists, you will need to choose options that indicate your willingness to join their cause. This might include agreeing to carry out their orders, betraying other factions, or even sacrificing certain characters to prove your allegiance. The game will often present you with moral dilemmas that test your commitment to the Absolute, and your choices will shape how the story unfolds.

One important tip is to carefully consider the implications of your actions before committing to this path. Siding with the Absolute will alienate many of your companions, particularly those who have strong moral convictions or personal stakes in opposing the cult. Characters like Shadowheart, Wyll, and Karlach may react negatively to your decision, and some may even leave your party permanently. If you are invested in maintaining positive relationships with these characters, you may need to reconsider your choice or find ways to mitigate the fallout.

Another consideration is the impact on the overall narrative. Siding with the Absolute will lead to a darker, more oppressive storyline where you are complicit in the cult's actions. This can result in the deaths of innocent characters, the destruction of entire settlements, and the loss of potential allies. On the other hand, it may also grant you access to unique rewards, such as powerful items, abilities, or story developments that are only available to those who embrace the Absolute's influence.

A common mistake to avoid is making this decision without fully understanding the consequences. The game does not always spell out the long-term effects of your choices, so it is important to pay attention to the context and dialogue. For example, if you are unsure about a particular choice, you can save your game and experiment with different options to see how they play out. This allows you to explore the consequences without committing to a path that you may later regret.

Advanced techniques for navigating this choice include leveraging your character's abilities and background to influence the outcome. For instance, if you are playing as a character with high Charisma or proficiency in Deception, you may be able to manipulate the cultists into trusting you without fully committing to their cause. This can give you the benefits of siding with the Absolute while minimizing the negative consequences. Additionally, certain class abilities or spells, such as Dominate Person or Charm, can be used to sway key characters and alter the course of events.

From a D&D rules perspective, siding with the Absolute aligns your character with an evil alignment, which can affect how NPCs and companions perceive you. In the context of Baldur's Gate 3, this means that your actions will be judged based on their alignment implications, and you may face challenges that test your resolve. For example, characters with a good alignment may refuse to work with you, while those with an evil alignment may become more cooperative.

Specific examples of siding with the Absolute include participating in the ritual at Moonrise Towers, where you are asked to sacrifice a prisoner to prove your loyalty. This choice can lead to the death of an important NPC and further cement your alliance with the cult. Another example is the confrontation with the Harpers, a group of freedom fighters who oppose the Absolute. If you side with the cult, you may be tasked with eliminating the Harpers, which will have significant repercussions for the story and your relationships.

In conclusion, siding with the Absolute in Act 2 of Baldur's Gate 3 is a complex and morally challenging decision that requires careful consideration. By understanding the mechanics, weighing the consequences, and leveraging your character's abilities, you can navigate this choice effectively and shape the story in a way that aligns with your goals. Whether you embrace the darkness or resist it, your actions will have a lasting impact on the world and the characters around you.