What are the consequences of letting the Emperor control the Absolute in Baldur's Gate 3?

Letting the Emperor control the Absolute in Baldur's Gate 3 is a significant story choice that has far-reaching consequences for the game's narrative, characters, and ending. This decision is tied to the main questline and involves complex moral and strategic considerations. To understand the mechanics and consequences of this choice, it is important to first grasp the context of the Emperor and the Absolute within the game's story.

The Emperor is a powerful Mind Flayer who plays a central role in the game's plot. He is revealed to be the one who has been guiding and protecting the player character throughout their journey, using his psionic abilities to shield them from the influence of the Absolute. The Absolute, on the other hand, is a malevolent force that seeks to dominate and control all life in the world. It is revealed to be a collective consciousness created by the Elder Brain, a powerful entity that commands the Mind Flayers and their thralls.

The choice to let the Emperor control the Absolute arises during the climax of the game, when the player must decide how to deal with the Elder Brain. The Emperor offers a solution: by using the Netherstones, powerful artifacts that can control the Elder Brain, he can take control of the Absolute and use its power to bring order to the world. This choice presents a moral dilemma, as it involves trusting a Mind Flayer, a race known for their manipulative and destructive nature, with immense power.

To achieve this outcome, the player must follow a specific sequence of events and make certain choices throughout the game. First, the player must align themselves with the Emperor and trust his guidance. This involves siding with him in key moments, such as when he advises the player to use the tadpole powers to gain strength. The player must also complete the quests related to the Netherstones, which involve defeating the Chosen of the Absolute and retrieving the stones from them.

Once the player has all three Netherstones, they will confront the Elder Brain in the final act of the game. At this point, the Emperor will propose his plan to control the Absolute. The player must agree to his plan and allow him to use the Netherstones to dominate the Elder Brain. This decision will lead to a specific ending where the Emperor takes control of the Absolute and uses its power to impose his vision of order on the world.

There are several important tips and considerations to keep in mind when pursuing this path. First, it is crucial to maintain a good relationship with the Emperor throughout the game. This means trusting his advice and not acting against his interests. Second, the player should be prepared for the moral implications of this choice. Allowing a Mind Flayer to control the Absolute means giving immense power to a being that may not have the best intentions for the world. The player should consider the potential consequences of this decision, both for themselves and for the world at large.

Common mistakes to avoid include acting against the Emperor's wishes or failing to retrieve all three Netherstones. If the player does not have all three stones, they will not be able to control the Elder Brain, and the Emperor's plan will fail. Additionally, if the player has alienated the Emperor or made choices that undermine his trust, he may not offer his plan to control the Absolute, leading to a different outcome.

Advanced techniques and optimizations for this path involve carefully managing the player's relationship with the Emperor and making strategic choices that align with his goals. This may include using the tadpole powers to gain an advantage in combat and dialogue, as well as making choices that demonstrate loyalty to the Emperor. The player should also consider the impact of their choices on their companions, as some may have strong opinions about siding with a Mind Flayer.

In terms of related D&D rules and mechanics, the concept of controlling a powerful entity like the Elder Brain through artifacts like the Netherstones is rooted in the lore of Mind Flayers and their psionic abilities. In D&D 5E, Mind Flayers are known for their ability to dominate and control other creatures, and the Netherstones can be seen as a manifestation of this power. The moral and strategic considerations of this choice also reflect the themes of power, control, and corruption that are central to the D&D universe.

Specific examples and scenarios that illustrate the consequences of this choice include the reactions of the player's companions and the changes to the world after the Emperor takes control. Some companions may approve of the decision, seeing it as a necessary evil to bring order to the world, while others may strongly oppose it, viewing it as a betrayal of their values. The world itself may undergo significant changes, with the Emperor's rule leading to a new era of stability or oppression, depending on the player's perspective.

In conclusion, letting the Emperor control the Absolute in Baldur's Gate 3 is a complex and morally ambiguous choice that has significant consequences for the game's story and ending. To achieve this outcome, the player must align themselves with the Emperor, retrieve the Netherstones, and make the decision to trust him with the power of the Absolute. This path requires careful consideration of the moral and strategic implications, as well as the impact on the player's companions and the world. By following the steps and tips outlined above, the player can navigate this challenging decision and experience one of the game's most dramatic and thought-provoking endings.