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 involving the Mind Flayers, the tadpole in your brain, and the cult of the Absolute. The Absolute is a powerful entity that seeks to dominate the world, and your character is thrust into a situation where you must decide whether to resist its influence or embrace it. Letting the Absolute take over is not a straightforward path, as it involves making specific choices throughout the game that align with the goals of the Absolute and its followers. Here is a detailed explanation of how this can be achieved, along with strategies, tips, and considerations.
To let the Absolute take over, you must first understand the mechanics of the tadpole and the Absolute's influence. Early in the game, you are infected with a Mind Flayer tadpole, which grants you access to Illithid powers. These powers can be used to manipulate others, gain advantages in combat, and influence the story. However, using these powers increases your connection to the Absolute and the Mind Flayers. To fully embrace the Absolute, you must consistently choose to use these powers and make decisions that align with the Absolute's goals. This includes siding with the cult of the Absolute, making deals with Mind Flayers, and rejecting opportunities to remove the tadpole.
One of the key moments where you can choose to let the Absolute take over is during interactions with the Dream Visitor. The Dream Visitor appears to you in your dreams and offers guidance, often encouraging you to use your Illithid powers. By following the Dream Visitor's advice and using your powers, you deepen your connection to the Absolute. Additionally, you can choose to side with the cult of the Absolute in major story decisions, such as when you encounter their leaders or when you are given the opportunity to betray your companions or allies.
A specific example of this is during the encounter with the Goblin leaders in Act 1. If you choose to side with the Goblins and help them attack the Druid Grove, you are aligning yourself with the Absolute and its followers. This decision has significant consequences, as it will lead to the destruction of the Grove and the death of many innocent people. However, it is a clear step toward letting the Absolute take over, as you are actively supporting its agenda.
Another important moment is in Act 2, when you encounter the Mind Flayer colony and the Absolute's chosen. Here, you can choose to embrace the Absolute's power and accept its influence over you. This may involve making a deal with the Mind Flayers or allowing them to enhance your tadpole, further increasing your connection to the Absolute. By doing so, you are effectively surrendering your free will and allowing the Absolute to take control.
It is important to note that letting the Absolute take over will have significant consequences for your character and the world around you. Your companions may react negatively to your choices, and some may even leave your party if they feel you have gone too far in embracing the Absolute. Additionally, the world will change as the Absolute's influence grows, leading to darker and more oppressive outcomes.
To optimize your path toward letting the Absolute take over, you should focus on building a character that is well-suited to using Illithid powers. This may involve choosing a class that benefits from psychic abilities, such as a Sorcerer or Warlock, and investing in abilities that enhance your mental prowess. You should also prioritize dialogue options and story choices that align with the Absolute's goals, even if they seem morally questionable.
Common mistakes to avoid include resisting the use of Illithid powers or making choices that undermine the Absolute's influence. For example, if you choose to remove the tadpole or side against the cult of the Absolute, you will be working against the goal of letting the Absolute take over. It is also important to manage your relationships with your companions, as their disapproval could lead to conflicts that hinder your progress.
In terms of D&D rules, the concept of letting the Absolute take over is closely tied to the idea of corruption and the loss of free will. In D&D 5E, creatures like Mind Flayers are known for their ability to dominate and control others, often through psychic means. By embracing the Absolute, you are effectively allowing yourself to be dominated, which can have severe consequences for your character's autonomy and alignment.
In conclusion, letting the Absolute take over in Baldur's Gate 3 is a complex and morally ambiguous path that requires careful decision-making and a willingness to embrace dark powers. By consistently using Illithid powers, siding with the cult of the Absolute, and making choices that align with its goals, you can achieve this outcome. However, it is important to consider the consequences of your actions and the impact they will have on your character and the world around you.
To let the Absolute take over, you must first understand the mechanics of the tadpole and the Absolute's influence. Early in the game, you are infected with a Mind Flayer tadpole, which grants you access to Illithid powers. These powers can be used to manipulate others, gain advantages in combat, and influence the story. However, using these powers increases your connection to the Absolute and the Mind Flayers. To fully embrace the Absolute, you must consistently choose to use these powers and make decisions that align with the Absolute's goals. This includes siding with the cult of the Absolute, making deals with Mind Flayers, and rejecting opportunities to remove the tadpole.
One of the key moments where you can choose to let the Absolute take over is during interactions with the Dream Visitor. The Dream Visitor appears to you in your dreams and offers guidance, often encouraging you to use your Illithid powers. By following the Dream Visitor's advice and using your powers, you deepen your connection to the Absolute. Additionally, you can choose to side with the cult of the Absolute in major story decisions, such as when you encounter their leaders or when you are given the opportunity to betray your companions or allies.
A specific example of this is during the encounter with the Goblin leaders in Act 1. If you choose to side with the Goblins and help them attack the Druid Grove, you are aligning yourself with the Absolute and its followers. This decision has significant consequences, as it will lead to the destruction of the Grove and the death of many innocent people. However, it is a clear step toward letting the Absolute take over, as you are actively supporting its agenda.
Another important moment is in Act 2, when you encounter the Mind Flayer colony and the Absolute's chosen. Here, you can choose to embrace the Absolute's power and accept its influence over you. This may involve making a deal with the Mind Flayers or allowing them to enhance your tadpole, further increasing your connection to the Absolute. By doing so, you are effectively surrendering your free will and allowing the Absolute to take control.
It is important to note that letting the Absolute take over will have significant consequences for your character and the world around you. Your companions may react negatively to your choices, and some may even leave your party if they feel you have gone too far in embracing the Absolute. Additionally, the world will change as the Absolute's influence grows, leading to darker and more oppressive outcomes.
To optimize your path toward letting the Absolute take over, you should focus on building a character that is well-suited to using Illithid powers. This may involve choosing a class that benefits from psychic abilities, such as a Sorcerer or Warlock, and investing in abilities that enhance your mental prowess. You should also prioritize dialogue options and story choices that align with the Absolute's goals, even if they seem morally questionable.
Common mistakes to avoid include resisting the use of Illithid powers or making choices that undermine the Absolute's influence. For example, if you choose to remove the tadpole or side against the cult of the Absolute, you will be working against the goal of letting the Absolute take over. It is also important to manage your relationships with your companions, as their disapproval could lead to conflicts that hinder your progress.
In terms of D&D rules, the concept of letting the Absolute take over is closely tied to the idea of corruption and the loss of free will. In D&D 5E, creatures like Mind Flayers are known for their ability to dominate and control others, often through psychic means. By embracing the Absolute, you are effectively allowing yourself to be dominated, which can have severe consequences for your character's autonomy and alignment.
In conclusion, letting the Absolute take over in Baldur's Gate 3 is a complex and morally ambiguous path that requires careful decision-making and a willingness to embrace dark powers. By consistently using Illithid powers, siding with the cult of the Absolute, and making choices that align with its goals, you can achieve this outcome. However, it is important to consider the consequences of your actions and the impact they will have on your character and the world around you.