Following a cutscene where you leap up on a passing merchant's cart (whether there are guards along the road will depend on your choices as Warden), you have to pass a persuasion (cuteness) or intimidation (viciousness) check to be allowed to hitch a ride into Amaranthine. The merchant's guard mabari listens to your story with sympathy, recollecting how he lost his own imprinted master at Ostagar, and was sold into slavery to the man you're riding with. He resolves to help you on your quest and joins the party.
Once you arrive in Amaranthine, you must find a way onto a ship headed for Kirkwall, but Pounce doesn't know which one is headed there. You can choose to side with the rats on the ship or the cats on the dock to get the information, and a battle between the two factions ensues. The lady cat, Mittens, is impressed by your valour regardless of your choice, and chooses to travel with you, in the interests of "getting to know you better".
You board the ship, and must play a sort of minigame where you must kill and collect a certain number of rats in a short timeframe for the crew to allow you to stay. A rat near the end begs for his life, offering a fuzzy toy version of himself if you allow him to live. If you take pity on him, you will gain your fourth party member, and the item that will allow you to distract foes in combat.
Once your group arrives in Kirkwall, the real adventure begins as you must follow a trail of clues and whispered rumours to find the man you seek. You must endure moonlit rooftop chases, a showdown with the local feral cat population and a little girl that wants to take you home and put you in doll's clothes to find your errant master!
Modifié par Threeparts, 24 février 2011 - 08:08 .




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