What are the consequences of siding with the Harpers in Act 2 of Baldur's Gate 3?

Siding with the Harpers in Act 2 of Baldur's Gate 3 is a significant decision that can shape the course of the story and influence your relationships with various factions and characters. The Harpers are a secretive and noble organization dedicated to preserving balance and fighting against evil forces. Choosing to align with them can lead to unique outcomes, but it also comes with its own set of challenges and consequences. Here is a detailed breakdown of what happens when you side with the Harpers, how to achieve this, and what to consider.

To side with the Harpers, you will first need to progress through the main story in Act 2. This act takes place in the Shadow-Cursed Lands, a dark and dangerous region plagued by a mysterious curse. The Harpers are one of the key factions operating in this area, and they are actively working to combat the curse and the forces of darkness. You will encounter them early in the act, particularly when you reach Last Light Inn, a safe haven for those resisting the curse. Here, you will meet Jaheira, a prominent Harper leader and a returning character from previous Baldur's Gate games. She will provide you with information about the situation and offer you the opportunity to work with the Harpers.

To officially side with the Harpers, you will need to complete certain quests and make specific choices that align with their goals. One of the key quests in Act 2 is "Lift the Shadow Curse," which involves working with the Harpers to uncover the source of the curse and find a way to remove it. This quest will require you to explore the Shadow-Cursed Lands, gather information, and make decisions that favor the Harpers' objectives. For example, you may need to assist them in battles against the forces of darkness, such as the cult of the Absolute or the undead creatures that roam the land.

One important decision you will face is whether to trust and cooperate with the Harpers or to pursue your own agenda. Siding with the Harpers means prioritizing their goals over other factions, such as the Absolute or the Thorm family. This can lead to conflicts with these groups, as they are often at odds with the Harpers. For instance, if you choose to help the Harpers in their fight against Ketheric Thorm, the main antagonist of Act 2, you will need to prepare for a challenging battle. Ketheric is a powerful foe with strong defenses and minions, so you will need to strategize carefully. This might involve using stealth, crowd control spells, and environmental advantages to gain the upper hand.

When siding with the Harpers, it is important to consider the long-term consequences of your choices. Aligning with them can improve your reputation with the Harpers and their allies, which can lead to additional support and resources in future battles. However, it may also alienate other factions, making it harder to gain their assistance later in the game. For example, if you side with the Harpers against the Absolute, you may lose the opportunity to negotiate with certain characters or factions that are aligned with the Absolute. This can limit your options in Act 3 and beyond.

One common mistake to avoid when siding with the Harpers is underestimating the difficulty of the battles you will face. The Shadow-Cursed Lands are filled with powerful enemies, and the Harpers' quests often involve challenging combat encounters. Make sure your party is well-prepared with strong equipment, healing items, and effective spells. It is also a good idea to have a balanced party composition, with characters who can deal damage, heal, and control the battlefield. For example, having a cleric or paladin for healing and support, a wizard or sorcerer for ranged damage and crowd control, and a fighter or barbarian for melee combat can be very effective.

Advanced techniques for siding with the Harpers include using stealth and diplomacy to avoid unnecessary fights. Some encounters can be resolved peacefully or bypassed altogether if you have high stealth or persuasion skills. For example, you might be able to sneak past enemy patrols or convince hostile characters to stand down. This can save resources and make it easier to complete the Harpers' objectives. Additionally, using environmental advantages, such as high ground or choke points, can give you an edge in combat.

In terms of D&D rules and mechanics, siding with the Harpers involves making choices that align with their alignment and goals. The Harpers are typically neutral good, meaning they value freedom, justice, and the greater good. When making decisions, consider how they align with these principles. For example, choosing to help innocent villagers or protect the land from evil forces will likely earn the Harpers' favor. On the other hand, actions that prioritize personal gain or align with evil factions may lead to conflict with the Harpers.

Specific examples of siding with the Harpers include helping them defend Last Light Inn from an attack by the Absolute's forces. This battle is a key moment in Act 2 and can determine the fate of the Harpers and their allies. If you successfully defend the inn, you will strengthen your alliance with the Harpers and gain their trust. Another example is assisting Jaheira in her quest to uncover the truth about Ketheric Thorm's immortality. This involves exploring the Gauntlet of Shar and making choices that align with the Harpers' goals.

In conclusion, siding with the Harpers in Act 2 of Baldur's Gate 3 is a rewarding but challenging path that can significantly impact the story and your relationships with other factions. By completing their quests, making choices that align with their values, and preparing for tough battles, you can strengthen your alliance with the Harpers and shape the outcome of the game. Be mindful of the consequences of your actions, and use advanced techniques to overcome the challenges you will face. With careful planning and strategic thinking, you can successfully side with the Harpers and make a lasting impact on the world of Baldur's Gate 3.