What happens if I let the Absolute control the Elder Brain in Act 2 of Baldur's Gate 3?

In Baldur's Gate 3, the Elder Brain is a central element of the story, particularly in Act 2, where the player is faced with critical decisions that can significantly alter the course of the narrative. One of the most pivotal choices involves whether to let the Absolute control the Elder Brain. This decision is not only a major plot point but also has far-reaching consequences for the game's ending and the fate of the world. Here is a detailed explanation of the mechanics, strategies, and considerations involved in making this choice.

To begin with, the Elder Brain is a powerful entity that serves as the central intelligence for the Mind Flayer colony. The Absolute, a mysterious and malevolent force, seeks to dominate the Elder Brain to further its own agenda. In Act 2, the player is presented with the opportunity to either resist the Absolute's control or allow it to take over the Elder Brain. This choice is typically encountered during key story moments, such as interactions with the Mind Flayer colony or pivotal dialogues with key NPCs like the Dream Visitor or other influential characters.

The mechanics of this choice are deeply tied to the game's narrative progression. To let the Absolute control the Elder Brain, the player must align themselves with the forces of the Absolute, which often involves making decisions that favor the cultists and their goals. This can include completing quests that further the Absolute's influence, such as aiding the cultists in their plans or making alliances with characters who are aligned with the Absolute. The player's dialogue choices and actions throughout the game will influence their ability to make this decision, as certain paths may lock them out of this option if they have consistently opposed the Absolute.

Step-by-step, the process involves several key moments. First, the player must ensure that they are on a path that aligns with the Absolute's interests. This means avoiding actions that directly oppose the cultists or their allies. During critical story moments, such as the confrontation with the Elder Brain, the player will be given the option to either resist or submit to the Absolute's control. Choosing to submit will result in the Absolute taking over the Elder Brain, leading to a series of events where the player's character becomes a pawn in the Absolute's grand scheme.

Important tips and considerations include understanding the long-term consequences of this choice. Allowing the Absolute to control the Elder Brain will lead to a darker ending where the world falls under the Absolute's dominion. This can affect the fates of companions and other NPCs, potentially leading to tragic outcomes for characters the player has grown attached to. It is crucial to weigh the narrative impact of this decision, as it will shape the final chapters of the game.

Common mistakes to avoid include making this choice without fully understanding its implications. Some players may be tempted to explore this path out of curiosity, but it is important to recognize that this decision is irreversible and will lock the player into a specific ending. Additionally, failing to align with the Absolute's interests earlier in the game can make it difficult or impossible to choose this path later on.

Advanced techniques or optimizations involve carefully planning the player's actions and dialogue choices throughout the game to ensure they remain aligned with the Absolute. This may require a deep understanding of the game's branching narrative and the ability to anticipate how certain choices will influence future events. Players who are adept at role-playing and making strategic decisions will find this path particularly rewarding, as it offers a unique and morally complex storyline.

Related D&D rules and mechanics come into play when considering the nature of the Elder Brain and the Absolute. In Dungeons & Dragons lore, Elder Brains are highly intelligent and powerful entities that control entire Mind Flayer colonies. The Absolute's ability to dominate such a being speaks to its immense power and the high stakes involved in this decision. The game's implementation of these rules ensures that the player's choices feel impactful and grounded in the established lore of the D&D universe.

Specific examples and scenarios include moments where the player must decide whether to aid the cultists or oppose them. For instance, during the questline involving the Goblin Camp, the player can choose to side with the cultists and help them achieve their goals, which will make it easier to align with the Absolute later on. Conversely, opposing the cultists at every turn will make it difficult to choose the path of submission when the time comes.

In conclusion, allowing the Absolute to control the Elder Brain in Act 2 of Baldur's Gate 3 is a significant and morally complex decision that requires careful consideration. By understanding the mechanics, making strategic choices, and weighing the consequences, players can navigate this path to experience one of the game's most dramatic and impactful storylines.