User Info: Joebear. User Info: mkprovince. There's a specific exit you need to go out through to open the next area. That's also the place Oghren commented something along getting on the right track. I just changed my personal arsenal to fifteen Metal Gear Ray And I'm looking for a target. Who wants to be one? User Info: SoIidLegacy. Find an exit path in a southeast hallway. That one leads to Ortan Thaig. The secrets of the ancient world have been unearthed.
The shackles of false histories destroyed. Once it is killed, have one character leave to use the Anvil and then return to the area.
Repeat the process until the heads are dead. Word games. Should I help Branka or Caridin? Can you do the proving if you side with Bhelen?
Where is Paragon Branka? By Ginnyfizz - Sat Dec 12, am. I don't have Orghen with me, I didn't know you had to. And I don't have Ortan Thaig on my map. I just have Aeducan Thaig. User mini profile. The Warden can pay the money, refuse or intimidate Roggar this requires two points in Coercion.
A Warden of Dwarf Commoner Origin requires no points in Coercion, as the intimidation will cause Roggar to recognize them which will be enough to make him and his men flee while warning them that Jarvia is looking for them, in order to exact revenge for Beraht 's death. Failing the intimidation or choosing to refuse to pay will cause the thugs to attack and be killed.
This however will cause Figor to permanently flee for fear of retaliation. He will not return, leaving his shop inaccessible for the rest of the game. Alternatively, paying for the extortion or successfully intimidating the thugs will provide access to Figor's shop.
Rogek is a smuggler in Dust Town, who is waiting for a surface traveler, and has "an investment opportunity for someone with a few connections above-ground. After persuasion with enough money, you will learn about using a special token to enter the Carta hideout. Nadezda is a crippled former Carta member in Dust Town who will tell the Warden about the bone key.
If you chose the Dwarven Commoner origin story, Leske will meet you instead of Nadezda, and he'll tell you to go to your old house. There will be some Carta members waiting there to initiate a fight. After beating the thugs, the Warden will acquire the key. Once inside, you will have to fight your way to Jarvia.
There are several groups with Carta assassins, elven mercenary casters, and Qunari mercenaries, as well as traps and other normal Origins combat situations. Once you get to the end, Jarvia will be waiting for you in a trapped room with lots of friends. If you chose the Dwarven Commoner origin story, Leske will also be there. There is no way to get him to side with you; you have to kill him along with Jarvia.
Once Jarvia and company have been dealt with, return to the appropriate candidate to receive the third task. Anvil of the Void is the next sub-quest. As though clearing out the Carta wasn't enough, the Warden must then complete a third task: to go into the Deep Roads and find the Paragon Branka.
Branka went into the Deep Roads a couple of years ago to look for a lost dwarven relic called the Anvil of the Void , a forge that was used to make golems.
She is presumed dead, but because the other candidate is also looking, whoever the Warden is supporting will request she be found. After getting close enough to the Deep Roads entrance, Oghren will accost the Warden, explaining his involvement with Branka and asking to go to the Deep Roads with their party.
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.
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