What happens if I let the Absolute take over the grove in Act 2 of Baldur's Gate 3?
In Baldur's Gate 3, allowing the Absolute to take over the grove in Act 2 is a significant story choice that can drastically alter the course of the game. This decision is tied to the main questline and involves interactions with key characters, including the goblin leaders, the druids, and the tiefling refugees. The Absolute is a powerful entity that seeks to dominate the world, and aligning with it can lead to a darker, more chaotic narrative path. Here is a detailed explanation of how this choice unfolds, the mechanics involved, and the consequences of your actions.
To allow the Absolute to take over the grove, you must first side with the goblins in Act 1. This involves completing the quest "Rescue the Druid Halsin" but choosing to betray Halsin and the tieflings by aligning with the goblin leaders: Priestess Gut, Dror Ragzlin, and Minthara. Minthara, in particular, is a key figure in this decision, as she is a drow paladin who serves the Absolute. To side with the goblins, you must participate in the attack on the grove, which involves combat against the tieflings and druids. This is a morally complex choice, as it results in the deaths of many innocent characters, including Zevlor, the tiefling leader, and potentially Halsin if he is still alive.
Once the grove is taken over by the goblins, the tieflings are either killed or driven out, and the druids are either slaughtered or forced to flee. This sets the stage for Act 2, where the Absolute's influence begins to spread. In Act 2, you will encounter the Shadow-Cursed Lands, a region plagued by darkness and corruption. The Absolute's forces, including the cult of the Absolute and the goblins, will be more prominent in this area. Your decision to side with the Absolute in Act 1 will have lasting consequences, as many of the tieflings and druids who would have been allies in Act 2 are now dead or hostile.
One of the key mechanics involved in this choice is the alignment system, which tracks your character's moral and ethical decisions. Allowing the Absolute to take over the grove is an evil-aligned choice, and it will shift your character's alignment toward chaos and evil. This can affect your relationships with certain companions, such as Wyll and Karlach, who are more morally upright and may disapprove of your actions. Conversely, characters like Astarion and Lae'zel may approve of your ruthless decisions, as they are more pragmatic and self-serving.
In terms of combat tactics, siding with the goblins in Act 1 can make certain encounters in Act 2 easier, as you will have the support of the Absolute's forces. However, it also means that you will face fewer allies and resources, as many of the tieflings and druids who could have provided aid are no longer available. This can make some quests more challenging, as you will have to rely more on your own party's abilities and less on external support.
A common mistake to avoid is underestimating the long-term consequences of your choices. While siding with the Absolute may seem advantageous in the short term, it can lead to a more difficult and isolated experience in the later acts of the game. Additionally, some players may not realize that certain quests and storylines are permanently locked out if the grove is taken over. For example, the quest to rescue the tiefling children in Act 2 will not be available if the tieflings are killed in Act 1.
Advanced techniques for optimizing this path include focusing on building a party that can handle the increased difficulty of fighting without allies. This may involve creating a balanced party with strong damage dealers, healers, and support characters. Additionally, you may want to invest in skills and abilities that allow you to manipulate and control enemies, as you will be facing more hostile forces in Act 2.
From a D&D rules perspective, the alignment system and the consequences of your choices are rooted in the 5th Edition ruleset. The game uses a simplified version of the alignment system, but the core principles of good, evil, law, and chaos still apply. Your decisions will affect your character's alignment and their relationships with other characters, which is a key aspect of the D&D experience.
In summary, allowing the Absolute to take over the grove in Act 2 is a major story choice that can lead to a darker and more challenging narrative path. It involves siding with the goblins in Act 1, which results in the deaths of many innocent characters and the loss of potential allies. This choice has significant consequences for the rest of the game, affecting your alignment, relationships, and available quests. Players should carefully consider the long-term impact of their decisions and be prepared for a more difficult and isolated experience in the later acts of the game.
To allow the Absolute to take over the grove, you must first side with the goblins in Act 1. This involves completing the quest "Rescue the Druid Halsin" but choosing to betray Halsin and the tieflings by aligning with the goblin leaders: Priestess Gut, Dror Ragzlin, and Minthara. Minthara, in particular, is a key figure in this decision, as she is a drow paladin who serves the Absolute. To side with the goblins, you must participate in the attack on the grove, which involves combat against the tieflings and druids. This is a morally complex choice, as it results in the deaths of many innocent characters, including Zevlor, the tiefling leader, and potentially Halsin if he is still alive.
Once the grove is taken over by the goblins, the tieflings are either killed or driven out, and the druids are either slaughtered or forced to flee. This sets the stage for Act 2, where the Absolute's influence begins to spread. In Act 2, you will encounter the Shadow-Cursed Lands, a region plagued by darkness and corruption. The Absolute's forces, including the cult of the Absolute and the goblins, will be more prominent in this area. Your decision to side with the Absolute in Act 1 will have lasting consequences, as many of the tieflings and druids who would have been allies in Act 2 are now dead or hostile.
One of the key mechanics involved in this choice is the alignment system, which tracks your character's moral and ethical decisions. Allowing the Absolute to take over the grove is an evil-aligned choice, and it will shift your character's alignment toward chaos and evil. This can affect your relationships with certain companions, such as Wyll and Karlach, who are more morally upright and may disapprove of your actions. Conversely, characters like Astarion and Lae'zel may approve of your ruthless decisions, as they are more pragmatic and self-serving.
In terms of combat tactics, siding with the goblins in Act 1 can make certain encounters in Act 2 easier, as you will have the support of the Absolute's forces. However, it also means that you will face fewer allies and resources, as many of the tieflings and druids who could have provided aid are no longer available. This can make some quests more challenging, as you will have to rely more on your own party's abilities and less on external support.
A common mistake to avoid is underestimating the long-term consequences of your choices. While siding with the Absolute may seem advantageous in the short term, it can lead to a more difficult and isolated experience in the later acts of the game. Additionally, some players may not realize that certain quests and storylines are permanently locked out if the grove is taken over. For example, the quest to rescue the tiefling children in Act 2 will not be available if the tieflings are killed in Act 1.
Advanced techniques for optimizing this path include focusing on building a party that can handle the increased difficulty of fighting without allies. This may involve creating a balanced party with strong damage dealers, healers, and support characters. Additionally, you may want to invest in skills and abilities that allow you to manipulate and control enemies, as you will be facing more hostile forces in Act 2.
From a D&D rules perspective, the alignment system and the consequences of your choices are rooted in the 5th Edition ruleset. The game uses a simplified version of the alignment system, but the core principles of good, evil, law, and chaos still apply. Your decisions will affect your character's alignment and their relationships with other characters, which is a key aspect of the D&D experience.
In summary, allowing the Absolute to take over the grove in Act 2 is a major story choice that can lead to a darker and more challenging narrative path. It involves siding with the goblins in Act 1, which results in the deaths of many innocent characters and the loss of potential allies. This choice has significant consequences for the rest of the game, affecting your alignment, relationships, and available quests. Players should carefully consider the long-term impact of their decisions and be prepared for a more difficult and isolated experience in the later acts of the game.