Should i kill zathrian or witherfang




















When you do try to enter, you get the City Map select the Alienage on it and you will travel there. If you are playing a City Elf, than you already know that the Alienage is the slums that the Elves are forced to live in it is really a big cage where they can be locked away, controlled, and exploited.

You will have a chance to persuade her to meet their leader the Keeper , so do so if you can. If not, use other means to convince her to let you in.

Open it for a Love Letter. The final quest will be across the camp from Varathorn. Find and speak to Athras. Agree to help him and then head to the Brecilian Forest.

What happens if I kill Zathrian? Can you save Danyla Dragon Age? I've tried to be diplomatic but Basically what I did was keep reminding the Werewolves at every encounter I want to hear their side and am not a killer.

Then, at the Spirit, I just used my common sense and went with the kindest touch, e. I'm not there to kill them, I'll hear their side of the story, say they have been done injustice etc etc. Then she asks me to fetch Zathrian, I went up and told him I knew he was following me basically, then asked him to come with me.

When he told me to kill them, I didn't just outright say no, but I told him his people are suffering, and the curse has been around for too long. Basically, it's all about being just as empathic as you can to one side, without actually choosing a side.

I can't really help you with that, unless I reload an earlier save and give you the exact dialogue numbers I used, but you don't want that, because it's no fun. User Info: Planeforger. I doubt that you'd be able to unite them to help you - they definitely would not get along fighting side by side in an army. The curse has to be lifted one way or another. Either by killing them or by killing Zathrian, or in my case, by reasoning with them to give up their lives for the greater good.

I've found no hint of even uniting them. Are the various conversations mutually exclusive or do you have to choose the right options at all of the various conversations for the diplomatic choice to appear? User Info: JulianDark. Even if you want to go the "both" way you will still have to fight zathrian, it's not possible to achieve it peacefully.

Ya, I just figured that now, I figured I'd go through with it and see if I could talk some sense into Zathrian after I beat the old sense out and I did. Still, woulda been nice to hvae Werewolves in my army. Mages casting spells, Templars holding the front, elves firing arrows into the masses, werewolves flanking from the sides.

They will run away before the Warden can do anything, but drop a hint about a "Lady" to be protected. Beyond this point lies the entrance to the Brecilian Ruins. The Warden enters this level from the eastern corridor, in a large room where a couple of werewolves give the party their own brand of welcome. The stairs leading down and north-ward from this room lead to the Lair of the Werewolves, the Warden's objective. Unfortunately, the door is barred and to reach the lair the Warden will have to travel the long way through both the upper and lower level of the ruins to find a second entrance your quest log will update, telling you that you need to find an alternative path.

The only way is beyond the door facing west, where the Warden will meet giant spiders and Web Traps. Straight ahead, and to the north the Warden will find a couple of small rooms with columns, some Piles of Rubble and Cocoons.

The party should follow the south branch, which leads downstairs. As you descend, you'll hear the sound of a large creature in the distance, along with an auto-save, as well as nervous comments by your companions.

At the bottom you'll enter a larger room with a few corpses lying around and a round mosaic in the center. There are a number of traps surrounding the mosaic. When you cross the mosaic, a Dragon will swoop down and attack. If the party includes a character that can disable traps, some of them can be disarmed before starting the fight with the Dragon.

The Dragon may drop a generic armor chest piece. The corpses, chests, and the Dragon Hoard in the room will make up for it. At the end lies the stairs to the Lower Ruins. The Warden enters this level from the northern path in the middle of the map. The first thing the companions are likely to notice is a ghostly elf just ahead of the group. The spirit will move away as the party approaches, but a group of undead skeletons and corpses will raise up and attack.

The two side rooms just ahead hold more skeletons, and the passage beyond that just before the collapsed portion contains web traps and more spiders. The collapsed corridor will force the Warden to a detour eastward, leading to a larger room with a round mosaic in the center. After encountering a ghostly boy, a large group of skeletons will ambush the companions here. The group should continue east, and turn southward at the end of the corridor or northward to complete The Elven Ritual and subsequently The Mage's Treasure quests.

A group of skeletons will be waiting at the bottom of a flight of stairs. Once the group is defeated, a larger group of skeletons will spawn around the party. 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. The Dalish are nomadic elves that seek to recover, inherit and preserve the knowledge and sacred treasures of the two fallen elven kingdoms, the Dales and Elvhenan.

They lead nomadic lives, wandering throughout Thedas. She is… apart from herself. What happens if you kill Zathrian? Do you have to kill Swiftrunner? Is the lady of the forest Witherfang? How do you get past the magic barrier in Dragon Age?



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