What happens if carver goes to deep roads
The confined space favors the golem, so retreat back to the camp to have more room to spread out. Claim the deposit of Orichalcum before entering the Primeval Thaig proper.
Beyond that point, the party enters the Primeval Thaig, where they discover a pure lyrium idol. Bartrand, unwilling to share the profits of the expedition, takes the idol and locks them in the thaig.
The party needs to find a way out and decides to start with the opposite door. The small room to the east just after entering the crypt contains 4 chests of random loot, but be prepared for a fight upon entering.
The party will face a stone golem and 8 shades initially, with several more shades spawning after killing the first wave.
It is possible to defeat them without much trouble even on Nightmare difficulty by retreating to the lyrium idol chamber. Drop out of combat between batches of shades to recover rather than taking them all on in one sitting. The long, narrow, level halls of the thaig are perfect for a ranged party, as the enemies are mostly melee and the intact architecture means they have no line-of-sight breakers.
There are also doors at critical junctures the party can use against the enemies. After proceeding through some hallways slaying shades, the party will come upon a room with two staircases leading down. Holding position here allows the shades to be funneled to the hallway and killed like their predecessors.
At the bottom of this chamber the party encounters profanes , which are immune to electricity on Nightmare difficulty. The next hallway combines shades and profanes into encounters, with one immune to the other's vulnerability, making the collaborations somewhat annoying if you were relying on electricity to damage shades or spirit to damage profanes. In the next chamber you'll fight more profanes until stopped by a hunger demon in the form of a profane. It offers a deal: stop killing the profanes he feeds off their hunger , kill a rock wraith up ahead, and he will tell Hawke the location of a key to a locked door that leads to higher tunnels.
Asking Merrill to kill the demon Call on companion results in no change. Refusing its deal or asking Merrill to kill it if in the party - she attacks it but doesn't damage it results in a battle with it and more shades , profanes , and an abomination arises from the former rock demon. Warriors have a special choice in which Hawke refuses the deal in a unique way. This results in no approval change, the same as if Merrill tried to kill it. One final hallway with shades and profanes, as well as a corpse with 2 healing, mana, and stamina potions and an auto-save, if the option is enabled.
Take this time to create manual saves, optimize the party's equipment, mend any injuries, and adjust Tactics and Behavior if necessary. Head up the stairs to enter what Varric calls the "Vault" and battle the Ancient rock wraith , the final boss of Act 1. Keep the party moving to avoid its massively-powerful melee attacks and hit it from range. At certain points in the fight when it has lost enough health, the wraith will disappear and respawn in the center of the four pillars and emit red radiation which damages all party members, regardless of range.
This damage is rather severe, but can be avoided by having the party hide behind one of the four pillars, away from the rock wraith. After this attack, the creature's armor will collapse and it raise profanes to protect it, however this is its most vulnerable point.
After enough time has passed, the armor reassembles and the wraith picks up new attacks. For more detailed information on defeating it on higher difficulties, consult the Ancient rock wraith strategy. The rock wraith is worth XP at Level The number of Profanes slain has no effect on this total. After the rock wraith is defeated, there is a cutscene where the party walks forward to a stash of treasure chests, one of which contains the key to let them out of the crypt. If Hawke made a deal with the demon, it will appear before they lay claim to the treasure, telling them to take only the key and leave the rest.
Hawke has several options at this point:. When the party exits the Ancient Crypt, you will get a cutscene featuring discussion with Varric showing that you are back at the original campsite. They then head for Kirkwall the way they got down.
Should Hawke have Bethany or Carver in the party, there is an extended cutscene in which their sibling collapses due to symptoms of the Blight corruption. Regardless of any dialogue option selected, the sibling will die. Doing so will allow the sibling to survive. If accepted the party will start looking for the Wardens and will have to fight more darkspawn. Make sure to loot them before they are all taken out because you won't be able to do that afterwards.
Once the darkspawn are taken out, the Grey Warden Stroud and his party will arrive and exchange a few words with Anders. Stroud will initially be reluctant to allow Bethany or Carver to attempt the Joining but he is easily convinced. Should Hawke have left their sibling at home instead, Bethany will have been discovered by the templars while Hawke was away, with Knight-Captain Cullen personally escorting her to the Gallows.
Carver will have joined the templars, either to spite their mage sibling or in an attempt to step out of their shadow. No matter what, Hawke's remaining sibling is removed from their day-to-day lives. A responsible Hawke who keeps their family out of trouble and allows Carver to make his own mark on the world will gain friendship. The decision you make in the Deep Roads quest where you choose to make her come with you to with those drawf brothers; either decision; she will leave your party.
If the Warden-Commander refused to help Anders, he is captured again when he resigns from the Wardens. With his phylactery secure, he is unable to evade the templars. After two subsequent escape attempts, he vanishes for a third and final time. Therefore in this case, Anders left the Wardens right at the end of Awakening. If Anders is there, you have the option of saving Carver by making him a Warden.
I say, let the guy die. User Info: TallWhiteNinja. Pepsi posted It was so stupid, too. TallWhiteNinja posted He should have just let that Ogre squash his mother. Your sibling rushes forward to get the Ogres attention so that it doesn't go after Leandra. Why would he join the Templars, the group that basically forced his family into hiding their whole lives? Also, why would they accept him since he is known to have harbored apostates?
Let's Punk! User Info: phoenix He's not known to harbor apostates. No templar ever calls a mage Hawke on being an apostate, and by the time he goes off to join the Templars, Hawke is in the Deep Roads. Just bring Carver along on quests where there are Templars involved. It's never made a secret that he's interested in them. It's his way of rebelling against the thing that's defined his entire life.
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