Treaties, shmeaties. We are Grey Wardens and we do anything to stop the Blight. We even burn down villages, including their inhabitants if it stops the darkspawn. Ser Gilmore told me so, and Ser Gilmore doesn't lie. Unless someone beats me to a conclusive answer I'd be grateful for whatever information you can uncover! And if you don't find anything, I'll still be grateful because you offered to look for it - that's what fellow members of the "I hate Wynne" club get: eternal gratitude:wizard: ejoslin wrote Hm, interesting.
I've never sided with the werewolves, but I'll do almost anything to see new Zevran dialogue. And no worries about Wynne being in my party - although it's not surprising that her comment would override his, I wouldn't have expected anything else from her. As for killing the cured werewolves: how did you get them to attack you? Maybe that's the difference between our playthroughs?
I went with the "Time to pay up" option and then had the choice of either demanding a reward or telling them that I kill them, because I have nom use for them. Is there another way? So for this next installment, I thought I would focus on the werewolves versus Dalish elves. As I found this to be such an interesting story line though it was very brief, and only really lasted the one game.
Though there is mention of it in Dragon Age 2 when you pass by a group outside of Kirkwall. Depending on your approach to the game, this is usually the second or third group you go to approach with the Grey Warden treaties. I normally did this one second as I played the games since the dwarves story line is long and hard… and I wanted to be as leveled up as possible before going into that quest line. Keep me logged in on this device Forgot your username or password? Don't have an account?
Sign up for free! What do you need help on? Cancel X. Topic Archived Page 1 of 2 Last. Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts.
Boards Dragon Age: Origins werewolves or elves??? User Info: LtlDuDe User Info: EidolonHex. Let your heart decide. No, seriously. That's the point. Drop yourself in your character's shoes and do what comes to you. That's the point of these games. Playing: No one cares. Waiting For: December 21, At the next crossing, the party will meet 2 groups of undead one from the side room to the east, the other from the corridor up ahead , while a third group waits behind the closed door to the West.
The main path lies beyond that door. Approach this door with care, since the large room behind holds many enemies mostly skeletons , and a very large amount of traps 5 Pressure Plates surround you as soon as you step through the door, just to get you started.
Keep the group from entering the door, and pull the skeletons to you they have archers so you may have to run behind a corner to force them closer, or close the door after getting their attention. If the party can disarm traps, do so between pulling groups; otherwise walk carefully each party member past the door and hugging the wall.
A stealth rogue with Combat Stealth can scout ahead and disable all the plates. A mage with area of effect or missile defense spells would be effective here. The skeleton groups and traps don't stop right past the door, so keep an eye on the movement of your companions. Once the room is disarmed and skeletons are eliminated, the party can move through the door on the west side, into the corridor that was beyond the collapsed section at the beginning of the level.
Skeletons of all kinds will greet the Warden past this point. Once the initial groups are dealt with, the party can descend the first flight of stairs into this enormous room. Don't let the statues and paraphernalia distract you, because an arcane horror will spawn as soon as the Warden gets close enough. The arcane horror will teleport from one corner of the room to another at regular intervals if someone tries to attack it at melee, making the fight difficult.
At the same time, a large number of skeletons from the surrounding balconies and ancillary passages will pour into the room and attack the party. The arcane horror will drop a pair of Ashen Gloves among other things. More loot can be found down the flight of stairs facing south from this room a sarcophagus holds Ancient Elven Armor unlocking Codex entry: Ancient Elven Armor and a Legacy White Shear.
One of the chests has a lock difficulty of Very Hard 60 XP —it can be opened if you have a character with Device Mastery technique and at least 24 points of cunning—it doesn't contain important loot though, thus it isn't a big loss if you can't open it. A few more skeletons await the Warden on the path heading north from this room, but the entrance to the Werewolf Lair is just past them.
The Warden enters the Werewolf Lair through a passage in the Lower Ruins, arriving into the northern-most room of the level, a small safe area separated from the main room ahead by a door the corpses can be looted for Corpse Gall.
Beyond the door, a large group of werewolves , including shadow werewolves , stand guard and will attack as soon as the Warden opens the door. Shadow werewolves use stealth and will try to overwhelm your companions.
Once this group is defeated, the party can explore the large room ahead: be careful of traps and more werewolves including hidden shadow werewolves just ahead. The companions can use the barricades for cover and to lure the werewolves closer when the party is ready. The flights of stairs to the sides may yield some loot, but lead nowhere. The only option is to move forward and down the stairs headed south. Past the door at the bottom of these stairs, the party will meet the Gatekeeper accompanied by three other werewolves.
He has been sent by The Lady to offer an opportunity to parley. If the party agrees to parley, he will take them to the Lady of the Forest. The alternative, of course, is to attack the werewolves. If you fight the Gatekeeper, more werewolves will join him from adjacent rooms total of 7 ordinary, 4 rabid, and 2 shadow , resulting in a very tough battle. Against 13 enemies who can chain knockback and Overwhelm your party, it is best that you have a lot of AoE damage at your disposal, so that you can take them out quickly.
Other than that, a good tactic is to retreat back to the stairs outside the entrance door. There is a glitch at the door threshold that prevents the AI from pathing through it. On PC, you cannot order your party to move to the other side of the door by clicking in the area; you have to take control of each party member and manually move them with the keyboard, one by one.
This glitch prevents the werewolves from simply rushing after the party, allowing you to deal with one or a few of them at a time. If Shale is in the party and you agree to parley she wonders what the point is of speaking with the werewolves. There are three possible outcomes that can be achieved from this point forward, based on choices made in the remaining encounters.
Each outcome can be achieved with varying degrees of finesse and approval changes. The conversation with The Lady of the Forest will explain the origin of the conflict between the werewolves and the Dalish elves: Zathrian cursed into werewolf form a group of human settlers who had murdered his son and raped his daughter.
The werewolves currently in the forest are not the original criminals, but unfortunates who wandered into the forest since. The Lady asks the Warden to bring Zathrian to the chamber so they may talk. On initial parley with the Lady, refuse to bring Zathrian to her and decide to find Witherfang 'the hard way'.
The Lady transforms into Witherfang, who attacks along with Swiftrunner and 8 werewolves. Witherfang's howl ability can knock you down so avoid her until you kill Swiftrunner and the werewolves. If the Gatekeeper is left alive, he will attack with 3 werewolves after Witherfang's group is dealt with. Search this area before taking the exit to the east. Go south up the stairs; Zathrian is waiting in the next room. He thanks you for getting Witherfang's heart and apologizes for lying to you.
No matter what you say he says he should get back to the Dalish Camp and invites you to come with him if you say you'll find your own way back, he says he is not letting the heart out of his sight, and you are automatically taken to the Dalish Camp with him and not given the opportunity to kill Zathrian and deal with Lanaya instead.
At the Dalish Camp Zathrian tells you that the heart has cured the hunters. He pledges the elves' support to fight the Blight. She shows you an exit to the surface to the east you can first search this room. When you are ready to see Zathrian take the door to the east. Find Zathrian; he explains that the Lady is actually Witherfang and shows no remorse for creating the curse.
He says he will only go to see the Lady if you safeguard him from harm.
0コメント