What happens if I let the Absolute take over in Baldur's Gate 3?

In Baldur's Gate 3, the concept of letting the Absolute take over is tied to the central narrative and the choices you make throughout the game. The Absolute is a powerful entity that seeks to dominate the world, and your character's decisions can either resist or embrace its influence. Letting the Absolute take over is not a straightforward path but rather a series of choices that align you with its goals, leading to a specific ending where the Absolute's power prevails. HereÔÇÖs a detailed breakdown of how this can be achieved, the mechanics involved, and the consequences of such a decision.

To let the Absolute take over, you must align yourself with the forces that serve it, primarily the Cult of the Absolute. This involves making choices that favor the cult and its leaders, such as Ketheric Thorm, Orin the Red, and Gortash. Early in the game, you will encounter the cult and its followers, and your interactions with them will shape your path. For example, when you meet the goblin leaders in Act 1, siding with them and helping them attack the Druid Grove is a significant step toward aligning with the Absolute. This choice not only strengthens the cultÔÇÖs position but also weakens potential resistance.

As you progress through the game, you will face key decisions that further your alignment with the Absolute. In Act 2, you will encounter Ketheric Thorm, one of the AbsoluteÔÇÖs chosen. To let the Absolute take over, you should avoid undermining his plans and instead support his efforts to maintain control over the Shadow-Cursed Lands. This might involve sparing certain characters who serve him or choosing dialogue options that express loyalty to the Absolute. Additionally, in Act 3, you will meet Gortash and Orin, the other chosen of the Absolute. Aligning with them, particularly Gortash, who seeks to establish a new order under the AbsoluteÔÇÖs rule, is crucial. Forming an alliance with Gortash and avoiding actions that disrupt his plans will help ensure the AbsoluteÔÇÖs dominance.

One of the most critical moments in this path is the confrontation with the Elder Brain, the source of the AbsoluteÔÇÖs power. To let the Absolute take over, you must choose to either control the Elder Brain yourself or allow it to remain free, ensuring its continued dominance. If you choose to control it, you essentially become the Absolute, but if you let it remain free, the AbsoluteÔÇÖs influence spreads unchecked. Both choices lead to the AbsoluteÔÇÖs victory, but the latter is the purest form of letting it take over.

There are several important tips and considerations to keep in mind when pursuing this path. First, your companionsÔÇÖ reactions will vary based on their personalities and moral alignments. Characters like Shadowheart and Astarion may be more accepting of this path, while others like Wyll and Karlach will likely oppose it. Managing your relationships with your companions is crucial, as their disapproval could lead to them leaving your party or even turning against you. Additionally, certain quests and storylines may become unavailable if you align with the Absolute, as they involve opposing the cult. Be prepared for a more morally ambiguous playthrough, as many of your actions will have negative consequences for the world and its inhabitants.

Common mistakes to avoid include making choices that inadvertently weaken the AbsoluteÔÇÖs influence. For example, helping the Tieflings and Druids in Act 1 or undermining Ketheric ThormÔÇÖs plans in Act 2 can derail your path toward letting the Absolute take over. ItÔÇÖs also important to avoid antagonizing Gortash in Act 3, as he is a key figure in the AbsoluteÔÇÖs hierarchy. Additionally, failing to secure the support of the cultÔÇÖs leaders or making choices that lead to their downfall will make it difficult to achieve this ending.

Advanced techniques involve optimizing your character build and combat tactics to align with the AbsoluteÔÇÖs goals. For example, choosing a class that complements the cultÔÇÖs themes, such as a Warlock with a pact that aligns with the AbsoluteÔÇÖs power, can enhance your role-playing experience. In combat, focusing on abilities that control or dominate enemies, such as charm or fear effects, can reflect your characterÔÇÖs alignment with the AbsoluteÔÇÖs philosophy of domination. Additionally, using items and equipment that enhance your connection to the Absolute, such as the Tadpole powers, can further solidify your path.

From a D&D rules perspective, the AbsoluteÔÇÖs influence can be seen as a form of divine or eldritch power, similar to a deity or an otherworldly patron. The mechanics of the Tadpole powers, which grant you abilities like Mind Flayer transformations, are rooted in the D&D 5E rules for psionics and mind-affecting magic. These powers allow you to manipulate and control others, reflecting the AbsoluteÔÇÖs themes of domination and control.

Specific examples of scenarios where you can align with the Absolute include the Goblin Camp in Act 1, where you can choose to side with the goblins and attack the Druid Grove. In Act 2, sparing Ketheric ThormÔÇÖs allies and supporting his efforts to maintain control over the Shadow-Cursed Lands are key moments. In Act 3, forming an alliance with Gortash and avoiding actions that disrupt his plans are crucial steps. Finally, the confrontation with the Elder Brain is the ultimate decision point, where you must choose to either control it or let it remain free, ensuring the AbsoluteÔÇÖs dominance.

In conclusion, letting the Absolute take over in BaldurÔÇÖs Gate 3 is a complex and morally ambiguous path that requires careful decision-making and alignment with the cultÔÇÖs goals. By understanding the mechanics, making strategic choices, and managing your relationships with companions, you can achieve this ending and explore the consequences of a world dominated by the Absolute.