Modifié par genocidal villain, 06 mai 2011 - 03:59 .
Who should I take to fight "The Mother"
Débuté par
genocidal villain
, mai 06 2011 03:57
#1
Posté 06 mai 2011 - 03:57
Trying to go for a good ending for all my characters except for Justice which is an obvious choice in DA:2. I'm trying to get all my companions to survive, especially Sigun since I have to take her or she dies at the keep when I save Amarathine.
#2
Posté 06 mai 2011 - 04:30
If Vigil's Keep is fully upgraded, everyone (except Justice) survives. Velanna disappears after the fight though.
Of course, if you abandon Amaranthine, and go to save the Keep, they all live.
Of course, if you abandon Amaranthine, and go to save the Keep, they all live.
#3
Posté 06 mai 2011 - 08:08
Ignore the endgame slides.
They all live.
They all live.
#4
Posté 06 mai 2011 - 08:36
This is an incomplete list of companion endings.
If Amaranthine saved and Vigil's Keep upgraded:
Sigrun
-If left at the Keep she takes command of the defense, and it is implyed she dies
-If taken to fight the Mother (and companion quest done by saying "I don't want to lose friends") she lives and is kept from her Call by the Warden-Commander who keeps finding tasks to keep her busy.
Nathaniel
-If left at the Keep he survives but leaves the Wardens, and Delilah's son later redeems the Howe name
-If taken to fight the Mother he remains with the Wardens and later saves the life of Fergus Cousland, who grants him some land as a reward. He passes it on to Delilah and her son.
Justice (doesn't matter because DA2 retcons these away)
-If left at the Keep he's decapitated defending it.
-If taken to fight the Mother and companion quest done he serves with the Wardens for years until Kristof's wife asks for her husband's body back. He says goodbye to everyone and vacates the corpse.
Velana
-If left at the Keep she'll be crushed by falling masonry, but her body will never be found.
-If taken to fight the Mother, her companion quest done and the Architect spared she'll a) save a human village single handedly in the future, and
will eventually disappear while in the Deep Roads claiming she saw her sister.
Anders (doesn't matter because DA2 retcons these away)
-if left at the Keep and his companion quest is done he'll survive and say he's leaving the Wardens, only to return 2 months later and stick around for good.. He later travels to the Circle to deliver a lecture on darkspawn magic, much to the dismay of the templars
Oghren
-If left at the Keep and his companion quest done with the Warden-Commander encouraging him to remain a part of his child's life, he'll single handedly defend the gates against two ogres, only to pass out from blood loss afterwards. He survives and is hailed a hero, and keeps in contact with Felsi and his child through visits and letters (which the Warden Commander proof reads).
If Amaranthine saved and Vigil's Keep upgraded:
Sigrun
-If left at the Keep she takes command of the defense, and it is implyed she dies
-If taken to fight the Mother (and companion quest done by saying "I don't want to lose friends") she lives and is kept from her Call by the Warden-Commander who keeps finding tasks to keep her busy.
Nathaniel
-If left at the Keep he survives but leaves the Wardens, and Delilah's son later redeems the Howe name
-If taken to fight the Mother he remains with the Wardens and later saves the life of Fergus Cousland, who grants him some land as a reward. He passes it on to Delilah and her son.
Justice (doesn't matter because DA2 retcons these away)
-If left at the Keep he's decapitated defending it.
-If taken to fight the Mother and companion quest done he serves with the Wardens for years until Kristof's wife asks for her husband's body back. He says goodbye to everyone and vacates the corpse.
Velana
-If left at the Keep she'll be crushed by falling masonry, but her body will never be found.
-If taken to fight the Mother, her companion quest done and the Architect spared she'll a) save a human village single handedly in the future, and
Anders (doesn't matter because DA2 retcons these away)
-if left at the Keep and his companion quest is done he'll survive and say he's leaving the Wardens, only to return 2 months later and stick around for good.. He later travels to the Circle to deliver a lecture on darkspawn magic, much to the dismay of the templars
Oghren
-If left at the Keep and his companion quest done with the Warden-Commander encouraging him to remain a part of his child's life, he'll single handedly defend the gates against two ogres, only to pass out from blood loss afterwards. He survives and is hailed a hero, and keeps in contact with Felsi and his child through visits and letters (which the Warden Commander proof reads).
#5
Posté 06 mai 2011 - 01:25
I would suggest taking Nate to the Mother since it seems like you plan on playing DA 2.
#6
Posté 07 mai 2011 - 12:22
If you take Sigrun and spare the Architect she goes to her calling, I believe. So don't take Sigrun AND Velanna (one will object no matter what you choose re Architect).
#7
Posté 07 mai 2011 - 12:59
If you have High Approval, Sigrun stays. Also, I'm pretty sure you can persuade them to stay.Shinobu wrote...
If you take Sigrun and spare the Architect she goes to her calling, I believe. So don't take Sigrun AND Velanna (one will object no matter what you choose re Architect).
#8
Posté 07 mai 2011 - 03:12
Hmm. I guess LookingGlass 93 covered it, then. If all the companion quests are completed and Sigrun is told the Warden doesn't want to lose more friends then Sigrun and Velanna could go to the final battle. I still think the Architect must be spared for Velanna to remain, though.





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