Should i take carver into the deep roads




















New Messages Status: Offline. By i love lamp x3 - Sat Mar 12, am. By kaiki01 - Sat Mar 12, am. Off to redo the mission with fenrir, then. Let's just hope fighting against that dragon and stone wraith won't be as hard as it was before. By Iwoqvossik - Sat Mar 12, am. Iwoqvossik Status: Offline. By Asch Lavigne - Sat Mar 12, am. Asch Lavigne Status: Offline.

By jacko - Sat Apr 23, am. Use the Enchantment Apparatus to enchant the Rune of Frost into a weapon, preferably Bianca or Stone's Breath if the former already has one, and the player can talk to Bodahn to receive thanks for saving Sandal. Beyond Bartrand's camp is a passage to the northwest where the party battles a number of shades and a stone golem. 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 and Hawke plan on joining The Deep Roads Expedition , in the hopes that enough wealth and influence will keep the templars from Hawke. As Hawke gathers money to pay for the Deep Roads expedition , Carver gradually comes to see why people fear magic.

Having grown up surrounded by magic, Carver did not see it as something to fear though he never truly understood it either until he witnessed the darker side of it from Kirkwall's blood mages.

He eventually shows more sympathy toward templars , particularly after learning he was named after the templar who freed Malcolm Hawke from the Circle of Magi. After amassing the fifty sovereigns needed to fund the expedition, Carver volunteers to join his elder sibling in the Deep Roads venture.

His mother however, begs him to remain at home. Carver protests, but the final decision is made by Hawke. If Carver is left at home when Hawke sets out for the expedition, he willingly leaves the Hawke family to join the templars.

Carver believes that joining the templars is his chance to prove himself and escape his elder sibling's shadow. Though resentful for being left behind from the expedition, he tells Hawke he does not intend to reveal that they are a mage.

His training and duties as a new templar prevent him from joining his older sibling throughout their time in Kirkwall. A letter reveals that Carver found his calling among the templars, though he is wary of the Order's extreme elements. As hostilities between mages and templars increase, Carver is kidnapped by Grace and Thrask who are inciting a rebellion to overthrow Meredith, believing that the Champion is working for the Knight-Commander regardless of their allegiances in the mage-templar struggle.

In a last attempt to make Hawke join the templars, he asks if the Champion will fight their brother, giving Hawke the option of responding that Carver has been itching to fight them for a long time.

Hawke can also ask him if he's willing to fight his sibling as well, to which Carver responds that it isn't what he wants and begins to express doubts. Meredith reminds him of his duty as a templar. If the Champion sided with the templars, Carver expresses surprise that it was the Templar Order which brought the siblings closer together.

When the Champion goes to confront Meredith, Carver, and Cullen , side with Hawke, stating that he will not murder his sibling for her. Carver may help out Hawke during the conflict. He automatically joins his sibling if Hawke does not have a full party. If Anders was also brought along to the expedition, the mage reveals that a group of Grey Wardens are nearby. Should Hawke choose to find the Wardens, Carver is saved, at the cost of leaving his family to undertake the Joining.

Hawke later learns that Carver survived the Joining to become a Grey Warden, but that the new recruit can't come back to the Hawke family. If Anders is not present, or if Hawke chooses not to seek out the Wardens, Carver must be killed. If Hawke tells Carver about the death of their mother, he tells Hawke that he already heard the news and he's sure that they did their best for her.

However, he cannot join Hawke to save the city from the Qunari. If Hawke has high enough friendship with Carver, Carver thanks Hawke for helping him; otherwise, he starts arguing about his sibling sticking their nose into everything, before being interrupted by Nathaniel who asks if they know each other.

Carver can travel with Hawke to a secret Warden prison in the Vimmark Mountains in order to find the source of the aggression and uncover the harsh truth about the Hawke lineage.



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