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 game's central narrative and the choices you make throughout the story. 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 with the Absolute's goals, leading to a specific ending where its power prevails. HereÔÇÖs a detailed breakdown of how this can be achieved, along with the mechanics, strategies, and considerations involved.

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 siding with them in key moments, supporting their plans, and allowing their influence to grow. One of the most critical moments occurs in Act 2, where you encounter the Absolute's chosen leaders, including Ketheric Thorm. By supporting Ketheric and the cult, you can begin to pave the way for the Absolute's dominance. This might involve sparing key cultists, refusing to oppose their plans, or even actively aiding them in their conquests.

In Act 3, the stakes are higher as you approach the climax of the story. Here, you will face pivotal decisions that determine the fate of Baldur's Gate and the world at large. To let the Absolute take over, you must ensure that its power remains unchecked. This could mean allowing the Elder Brain, the central entity behind the Absolute, to retain its control over the Netherstones. The Netherstones are crucial artifacts that can either be used to destroy the Elder Brain or to empower it further. By choosing not to use the Netherstones against the Elder Brain, or by handing them over to the cult, you effectively enable the Absolute's rise to power.

One important tip is to carefully manage your relationships with your companions and other key characters. Some companions, like Shadowheart or Lae'zel, may have personal stakes in opposing the Absolute, and their loyalty to you could waver if you choose to side with the cult. To avoid conflicts, you may need to persuade or manipulate them into accepting your decisions. This requires high Charisma and proficiency in skills like Persuasion or Deception. Alternatively, you can choose to isolate yourself from companions who oppose your path, though this may limit your options in combat and other scenarios.

A common mistake to avoid is making inconsistent choices that undermine your alignment with the Absolute. For example, if you spend most of the game opposing the cult but suddenly decide to side with them in the final act, the narrative may not fully support this shift, leading to a disjointed experience. To achieve a coherent story where the Absolute takes over, itÔÇÖs best to commit to this path early and consistently. This means resisting the urge to help factions like the Harpers or the Druids, who are actively working against the cult.

Advanced techniques involve leveraging the gameÔÇÖs dialogue and role-playing mechanics to your advantage. For instance, you can use your characterÔÇÖs background and class to justify your alignment with the Absolute. A character with a dark or power-hungry backstory, such as a Warlock or a Paladin who has sworn an oath to a malevolent deity, might naturally gravitate toward the AbsoluteÔÇÖs promises of power and control. Additionally, you can use spells like Dominate Person or Charm Person to manipulate key NPCs into supporting your decisions, further solidifying the AbsoluteÔÇÖs influence.

From a D&D rules perspective, the AbsoluteÔÇÖs rise to power can be seen as a reflection of the gameÔÇÖs alignment system. Characters who choose to let the Absolute take over are likely aligning themselves with evil or chaotic forces, as the Absolute represents tyranny and destruction. This alignment shift can have consequences for your characterÔÇÖs morality and how they are perceived by others in the game world. For example, NPCs who value freedom and justice may become hostile or refuse to aid you, while those who crave power may see you as a valuable ally.

Specific examples of scenarios where you can advance the AbsoluteÔÇÖs agenda include the confrontation with Ketheric Thorm in Act 2. Instead of defeating him, you can choose to negotiate or even join forces with him, allowing his plans to proceed unchecked. In Act 3, during the final confrontation with the Elder Brain, you can choose to either destroy it or allow it to continue its domination. By choosing the latter, you effectively let the Absolute take over, leading to an ending where its power reigns supreme.

In summary, letting the Absolute take over in Baldur's Gate 3 requires a deliberate and consistent series of choices that align with the cultÔÇÖs goals. This involves supporting key figures like Ketheric Thorm, managing your relationships with companions, and making pivotal decisions in the final act. By understanding the mechanics, avoiding common mistakes, and leveraging advanced techniques, you can shape the story to reflect the AbsoluteÔÇÖs dominance, resulting in a unique and impactful ending.