Forgot your username or password? User Info: CelestialWyrm CelestialWyrm 11 years ago 2 If you keep the Anvil, you'll have a small army of Golems to aid you at the end of the game, instead of dwarves. User Info: Omegalynx Omegalynx 11 years ago 5 I chose to destroy the Anvil mostly because Branka is an insane witch and I wouldn't trust her with it.
User Info: Omegalynx Omegalynx 11 years ago 7 The thing is, Branka is insane and Dwarven society is full of asses except for maybe the legion of the dead. Enemy level progression by area? If House Aeducan were Human So Flemeth is Captain Janeway Side Quest. How do I make the statues on the circle of magi work? What are the two best mage specializations? Does zevran have a companion quest? Choosing to put him in the Warden's party at this point is entirely optional, but adding him will get you some extra cut scenes during this quest.
Completing this quest involves battling through several locations in the Roads, in the following order:. As the Roads are being explored, be wary after reaching the Dead Trenches location. Two "special" darkspawn are known to inhabit the area: the Ancient Darkspawn and the Genlock Master Forger. Close to the entrance, Bhelen or Harrowmont will have hired some mercenaries to stop your progress they will not appear if you are working with both candidates by betraying one secretly.
It is advisable to clear the area completely, although it is not necessary. Clearing the entire area nets you more experience and helps you find all the parts for Asunder , The Drifter's Cache and An Admirable Topsider. On the first entry into Caridin's Cross, if Oghren is in the party, the Warden has a short conversation with him where he will remark that he can see Branka's traces all over the place.
The party also remarks that the Legion of the Dead passed through here, leaving behind numerous darkspawn corpses. It is advisable to clear the area completely, although not necessary; you can find quest progressions for several sidequests here. In the middle of the map, the Warden will come across Ruck part of the A Mother's Hope quest ; following him ends in an inevitable spider ambush.
After killing the spiders, the Warden can speak to him for information about Branka. After speaking with him, crossing either bridge from his cave will get the Warden to the spider lair area. Branka's Journal is located in the next area. It is surrounded by spiders, including the Corrupted spider queen , all of which need to be cleared first in order to access the diary safely. Traveling to the Dead Trenches the first time will trigger a cutscene, in which the Warden sees the Archdemon for the first time the first time in 'person'; you may have already dreamed about the Archdemon in camp.
Following the only path at the entrance of the Dead Trenches will lead to a bridge, where some dwarven warriors are fighting off darkspawn.
Assist them, and once the battle is over, speak to Kardol. Kardol will explain to the Warden who he is, and what the Legion of the Dead is doing down there. Afterwards, go ahead and clear the bridge. There is a large group of archers supporting an Ogre at the end of the bridge. After clearing the group at the other end of the bridge, the Legion will move to the other side. The Warden can speak to Kardol again for a short dialogue. There is another long bridge roughly in the middle of the map; be on guard here.
There is an ambush on your party from both sides once you reach the middle of the bridge. Past the ambush bridge, there is a set of caverns where the Warden can hear a voice reciting some sort of poem. After passing the caverns and entering some more normal architecture, the Warden encounters Hespith. Speaking to Hespith can reveal some insight on what the darkspawn do with their prisoners, and on Branka. After conversing with Hespith, continue on to the next large open area, where two ogres await.
A large Ominous Door requiring a special key to unlock is behind one ogre. After taking care of the ogres, enter the room furthest to the south, which is inhabited by Legion spirits. They will not attack until you have retrieved the Legionnaire Key , which is on an altar with the final piece of the Legion of the Dead armor at the opposite end of the room. In some rubble on the broken bridge is the fairly amusing codex entry of Load Limit Reached.
Head back out and use the key on the large door in the center of the area. After felling the Broodmother, Hespith will make another appearance.
Listen to what she has to say, then continue to the exit. The Anvil of the Void area is now unlocked and accessible through the Deep Roads map. You enter a cave and are locked in.
If Oghren is not in the party the party selection appears with Oghren already selected and locked he cannot be removed. If Oghren is in the party then the party selection screen does not appear. The Warden will finally find Branka. She cannot be reasoned with, and has trapped the party inside the area, forcing completion of A Paragon of Her Kind. She will require the Warden to disarm the traps in the area for her. Upon trapping the Warden, a large group of darkspawn will arrive and attack the party.
Upon disarming the traps, the Warden will gain access to Caridin 's forge, where they will meet Caridin. Caridin will tell his story to the Warden, explaining how the Anvil of the Void works. To 'power' his golems, he used the lives of dwarves if Wynne is in your party, she will comment that this is equivalent to blood magic. At first, Caridin only accepted volunteers. Which companions are the best for Orzammar and Deep Roads in terms of story?
Oghren and Shale are must haves. Aside from Oghren and Shale if you have that DLC , as mentioned, you can basically just metagame the Anvil of the Void outcome you prefer.
Shale is a stone golem and potential companion in Dragon Age: Origins. Oghren will automatically talk to the Warden about Felsi, if his approval rating is above Agreeing to help him find her will begin the quest. Alternatively, speak to Felsi in the Spoiled Princess after finishing A Paragon of Her Kind not recommended if you want them to end up together.
The Deep Roads are a grand network of enormous underground tunnels that once belonged to the dwarven empire, spanning the length and breadth of Thedas. Jaws of Hakkon you need to be at least level 20, and The Descent around If you read the war table description it does have recommended levels.
One thing worth noting is that Jaws of Hakkon is aimed at those who have played a fair amount of the main Inquisition story. First of all you need to enable console command in order to enable cheat codes. For that you need to make a short cut to dai. By Bhryaen - Thu Jul 11, pm. If better for the player, no, there's no 1 pt of Con to gain or Reaver specialization to unlock or anything. If you kill Caridin and appeal to Branka's lunacy, you get a very few golems with which to fight the final assault of the game in Denerim, but otherwise it's just a roleplay decision.
In terms of better regarding the epilogue, what riverdaleswhiteflash and others on the thread have said is generally true: Branka and the Anvil go together like children and pedophiles, and both the Bhelen and Harrowmont endings end up worse.
The Bhelen ending actually bodes well for Orzammar though with the Anvil destroyed. True also what one poster said: always seemed kinda odd that a huge golem could pound away on it for centuries but could never break the Anvil, but a squishy just has to smack the Anvil once with a regular mallet something it's designed to withstand and poof- rubble.
Ah, plot devices Bhryaen Status: Offline. By luna - Thu Jul 11, pm. So, saved it once, destroyed it from then on. I would not like to be trapped in a golem body.
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