Aller au contenu

Photo

Do certain quests become unavailable if you progress too far?


  • Veuillez vous connecter pour répondre
27 réponses à ce sujet

#1
jaypaul97

jaypaul97
  • Members
  • 24 messages

Hi, new to DA:O. Loving it so far, and for that reason I don't want to miss any quests. What I'm worried about is that if I progress too far in the story mode will certain quests become unavailable to me? For example, if I go too far in the quests surrounding Arl Eimon and the sacred ashes and Redcliffe, will I lose access to the quests regarding treaties with the elves/dwarves?

 

Also, I tried doing the Witherfang quest and reached the part with the ruins, and hit a part that is basically impossible no matter the strategy with my level 8-9 characters and roughly 5 normal and 13 lesser healing potions (not at Witherfang yet, but just a part with a ghost boy and about 10 skeletons). Is it best to level up and return to this area later? Which quests are best done at lower levels to level up?


  • Matt VT Schlo aime ceci

#2
mousestalker

mousestalker
  • Members
  • 16 945 messages
None of the main quests ever become unavailable. At this moment, I can not think of any minor quests that do because of leveling. The Slim Couldry quest line becomes unavailable if the PC either has no skill in pickpocketing or doesn't speak to him during your first time in the Denerim market.

The Chanter's board quest and exploring Denerim yield easy experience. If you do every side quest offered, you will level swiftly.

Here is a hint about skeletons. They are vulnerable to fire. They resist cold. If you can get fire bombs or find a mage that casts fireball, your life will get a lot easier. Cold iron runes on your weapons help as well (Something it took me forever to learn: Runes are reusable. You can remove them from weapons as needed and recycle them as you like.)

My favourite tactic for dealing with them is exploitish. You enter the chamber through a narrow doorway. The Glyph of Repulsion will completely block that doorway. Thanks to the little cut scene, you can not prevent your companions from entering the chamber. When the cutscene ends, cast the Glyph o' Repulsion on the doorway, pause and set all four party members to run through the glyph and stop. Then cast your favourite area of effect spell or spells on the chamber you just left. Depending upon how powerful your mages are (Big hint: Storm of the Century is great here) you should either have heaps of dead skellies or very weak living ones.
  • caradoc2000 et luna1124 aiment ceci

#3
Gilsa

Gilsa
  • Members
  • 5 828 messages

Mousestalker is right -- you won't lose any of the main quests that have to do with the treaties. The dialogue might change here and there, depending on the order you've done them in, but that's just to acknowledge the progress your warden has made. ("We need -- oh, wait, you have it already? Wow, you are a rock star, dude.")

 

It might be possible to miss out on some side quests if you don't go back to the NPCs and turn them in prior to completing the main quest in the area, but I honestly can't remember specifics. These quests would be trivial to the overall plot so play your game without fear.

 

And yes, some areas don't scale with your level so you'll need to return when you're stronger. There is one companion that people acquire late in the game due to the area's difficulty, but there is a way around it.

 

Spoiler


  • luna1124 aime ceci

#4
Riverdaleswhiteflash

Riverdaleswhiteflash
  • Members
  • 7 914 messages

Once you make any progress in the Main Quest, Lothering is destroyed and anything there you haven't done, you can't. Furthermore, once you beat Nature Of The Beast the quests revolving around the fact that you're allowed into the forest and the elves aren't become moot. Finally, when you finally beat Loghain anything you haven't done in Redcliffe can't be done.


  • mousestalker et Vazgen aiment ceci

#5
jaypaul97

jaypaul97
  • Members
  • 24 messages

Thanks, and yeah I noticed how Lothering is gone. Is there another good place to get flasks? I know I can get elfroot from the Dalish person in the Dalish camp, and I used to get flasks in Lothering. The Distilled solution needed for health poultices is also hard to come by. Is there a good place ot get crafting goods and what not, because all videos I see of DAO people usually have like 80 or more health potions. 



#6
Riverdaleswhiteflash

Riverdaleswhiteflash
  • Members
  • 7 914 messages

Thanks, and yeah I noticed how Lothering is gone. Is there another good place to get flasks? I know I can get elfroot from the Dalish person in the Dalish camp, and I used to get flasks in Lothering. The Distilled solution needed for health poultices is also hard to come by. Is there a good place ot get crafting goods and what not, because all videos I see of DAO people usually have like 80 or more health potions. 

Protip: if you do the Persuade option when talking with the Lady of the Forest (you'll know which one when you see it) you can't use the Dalish supply of elfroot either. Also, I forgot to warn you that once you beat the game, you're barred from all sidequests you haven't yet done except for the DLCs. (I was glad to hear that Inquisition doesn't do that, but my joy is somewhat blunted by the fact that my PC can't play it.)



#7
mousestalker

mousestalker
  • Members
  • 16 945 messages
Flasks, concentrate and distillation are available from the bartender in Denerim. You may want to go to get side quests and get some supplies.
  • luna1124 aime ceci

#8
jaypaul97

jaypaul97
  • Members
  • 24 messages
Thanks again. One final question to end all questions if anyone knows: is there a big benefit to play through Origins entirely before using the DA Keep to create a world state for Inquisition? Or does it not make a big difference (despite plot spoilers)? By the way I don't intend to buy and play DA2...

#9
Riverdaleswhiteflash

Riverdaleswhiteflash
  • Members
  • 7 914 messages

Thanks again. One final question to end all questions if anyone knows: is there a big benefit to play through Origins entirely before using the DA Keep to create a world state for Inquisition? Or does it not make a big difference (despite plot spoilers)?

Origins is a good game on its own (some on this forum argue it's better than Inquisition), but if you want to play Inquisition play Inquisition. I don't see how you're better off in Inquisition having played Origins except for knowing the world better.



#10
jaypaul97

jaypaul97
  • Members
  • 24 messages
Ok, thanks, I thought maybe the DA Keep can do something extra with the actual save files or something but I guess not. And yes in terms of a lot of things I actually prefer Origins ( I played DAI a bit already).

#11
caradoc2000

caradoc2000
  • Members
  • 7 550 messages

Ok, thanks, I thought maybe the DA Keep can do something extra with the actual save files or something but I guess not.

The Keep only imports your Warden's picture, gender, race and class. Any gameplay choices will have to be manually input within the Keep. Same goes for DA2.



#12
Gilsa

Gilsa
  • Members
  • 5 828 messages

Thanks again. One final question to end all questions if anyone knows: is there a big benefit to play through Origins entirely before using the DA Keep to create a world state for Inquisition? Or does it not make a big difference (despite plot spoilers)? By the way I don't intend to buy and play DA2...

 

Only in terms of emotional investment. While we play different protagonists for each game, there are still some themes and characters that connect across the series that would make you care enough to wonder what happened to them or what is yet to be. Other than that, there's no compelling reason to not play DA:I right now. I've found that people who jumped into the Mass Effect trilogy with the second game instead of the first have had vastly different reactions to the final game than those who played all along. It's just a different experience, that's all. Up to you.



#13
Gambit458

Gambit458
  • Members
  • 267 messages

If you plan to do quests for the elves but plan on siding with the werewolves, make sure you do the quest first because if you kill the elves then you can never turn them in. For ex, helping the halla or finding Iron bark for the crafter



#14
jaypaul97

jaypaul97
  • Members
  • 24 messages
I've done all the treaties except for th Dwarves, then I guess it's some sort of battle vs the Giant Dark spawn dragon. I've heard that side quests are inaccessible after that so is there really an incentive to keep playing and get high level gear?

#15
caradoc2000

caradoc2000
  • Members
  • 7 550 messages

There is a lengthy segment in Denerim (the dwarf quest is a long one as well) once you have all the treaties. Side quests will stay available until the Landsmeet.

 

Note that the level cap for DAO is 25.



#16
mousestalker

mousestalker
  • Members
  • 16 945 messages
You get both experience and cash for doing side quests. Some higher level gear (Red Jenny Gloves and the Fade Wall shield, for example) become available as well

#17
Jeffonl1

Jeffonl1
  • Members
  • 800 messages

And once the landsmeet begins many quests become unavailable, or cannot be completed.



#18
aries1001

aries1001
  • Members
  • 1 752 messages

Please tell me that yout visited your campsite? If not, then please do so.  In it, you can find Bodahn and Sandal! Bodahn sells flasks. Sandal can do enchantment. Just go to the world map and select camp. You'll automatically be transported there. Please also remember to change your team mates once in and while. They will level up behind the scenes.

As for the dwarf quest, be sure to to do all the sidequest before leaving for the Deep Roads (it is a very very long long long time you will be away). The dwarf quest is essentially deciding who will be king, either a dwarf named Bhelen or a dwarf named Harrowmount. Also, have you gotten Shale yet? If not, then please do so. Shale is a free companion from free premium content. And Shale is really, really helpfull, especially in battles with many, many enemy npc and monsters.

Remember to raise your companions approval with gifts also, as this will grant your access to their personal quests. 

Just as curios sidenote: What version of DAO do you have? The normal version or the deluxe version? Because in the digital deluxe version (i think this is it?) there are feastdays gifts and pranks. Giving the gifts from this dlc to your companions will automatically raise their approval rating by 50 points.

Also, please remember to give materials for your army e.g. runes for the Circle, elf roots for the Dalish, gold for Eamon's knights and gems for the dwarfes. (topaz and malachite - please hold on to them as you'll need them). Also, remember that armor might be well and good, but the defense rating is the one you should be raising. Dexterity seem to raise this.

As for your question, only after leaving for the Landsmeet (and you still have a long way to go before you come this) will all sidequests become unavailable to you. The shops in Denerim will close and you can't travel anywhere on the world map.

Also, please note that you're free to go Denerim again and again or to the Circle whenever you want. There are certain quests in Denerim which yields easy experience for your party. If you go to the bartender and ask about certain favors...he will have some quests for you. Untill you go to the Landsmeet, you can travel to and from anywhere on the world map. Only then, as others have said, will all sidequests close. And all merchants in Denerim become unavailable.

Also, how have evolved or specced your mages or leveled your mages up? I always have Morrigan take winter's grasp and cone of cold. Especially cone of cold is very usual as is tempest.  After the dwarven quest (which is indeed very long) there will be some other quests before you (and your army) will battle dig big bad archdemon.
 



#19
jaypaul97

jaypaul97
  • Members
  • 24 messages
I went to the party but have yet to do the enchantment quest. I think I have the basic version. It was back when DAO was free on Origin. I hope the dwarf part is indeed long, I've yet to get any really good armour, would hate to get juggernaut armor or something only for the game to end.

#20
caradoc2000

caradoc2000
  • Members
  • 7 550 messages

The dwarf quest is long, some would argue too long.



#21
Riverdaleswhiteflash

Riverdaleswhiteflash
  • Members
  • 7 914 messages

Note that the level cap for DAO is 25.

Is it even possible to reach that with the (official) materials that it applies to? I have all the DLCs that are accessed during the main campaign and a fanmade scenario along the same lines called "Hilltop Under Siege" that's good for about an extra level, but I always hit level 25 early into Awakening. (Before meeting Anders, usually, but always after meeting Mhairi.) This is despite the fact that I usually complete what I believe to be all the sidequests in Origins.



#22
aries1001

aries1001
  • Members
  • 1 752 messages

The dwarf quest is long, some would argue too long.

 

The dwarven part of the game is indeed very, very long. Also, here you'll meet a character who has infinite supply (99) of deep mushrooms. Be sure to buy enough of these as you'll need them later in the game. (ps: you'll need at least one character which has the master herbalism skill for a - ahem - certain quest). I would advice you to get Shale. There should be a certain person with an ! over his head in your camp.  Please talk to him and follow him to where he want to go. Also, Shales is really really interesting, especially if you go to the deep roads with Shale in your party.

And btw, the enchantment part of DA:O is not a quest. Bodahn and Sandal show up in your camp - and Bodahn sells very nice armor....and Sandal does the enchantment part. Just remember to press the key as this will show all the loot in the area. And this is usually how you'll get better armour. And some junk pieces which you can sell to Bodahn. Also, please remember that every time, you go to camp, your injuries are automatically healed (if you've 'died' in battle). 

I'd recommed you at least get the mod from dragon age nexus which allows you to travel anywhere (it is called anywhere travel dragon age). And please also get the mod that lets you have chest in your camp - the one made by Craig Graff. It is a really, really nice touch. And believe me, you'll need for later.

Also this: You do know that can make both your mages arcane warriors? This makes it so that the magic score is the one deciding how good armour they can use i.e. if they have a magic score of say 30, they can use armour which normally requires 30 strength. Anyway, from what I've found out during my third playthrough (now) of this game, defense is the stat you really, really will want to raise. As this giverns how often you'll get hit i.e. how much and how often you're able to dodge. I have my team all have a defense rating about 65-80, I think. I would also strongy recommed that you buy and play Lelianas Song as this will give you a very nice armour for your rogue(s).

 

 

edit: I've done everything in the game (all the dlc quest, all the companion quests and all the sidequest, a part from some minor ones). And my main character is now level 22, I think. All other characters are, I think, level 21. The dwarven quest is a very nice way to level your characters up a bit. Also, before going to Orzammer, where the dwarved live, be sure to head to Denerim and do alle the Chanters board quest, the Mage's collective quests as well as quests for the the Blackstone Irregulars. This will net you some nice and much neeed money as well giving you tons of experience - which you means at least 2-3, if not more, levels. For both your main characters as well as your followers.


Modifié par aries1001, 06 janvier 2015 - 09:53 .


#23
jaypaul97

jaypaul97
  • Members
  • 24 messages

I just did the dwarf quest. That was annoying...I felt like I was playing a game of lie-down simulator 2015 with all the spiders' overwhelm affects. What potion would I use the deep mushrooms for? Is this for the final fight? Also, currently I have 2 warriors and 2 mages as my party set-up, is that optimal? I still find that I run out of heals for the 2 warriors with 2 mages.

 

^^I'll probably try mods after my first playthrough, though that one looks good, thanks.



#24
aries1001

aries1001
  • Members
  • 1 752 messages

And yes, the deep roads is indeed a very, very long questline.....however, you have at least 10, or maybe 20 hours, to play before you're ready to fight the Archdemon.

If you have two mages, you have Morrigan and Wynne? If so, you can use Wynne's group heal ability to heal your entire group. Stonefist is always good as well as it knocks people and monsters down. You'll ned the deep mushrooms for the lesser injury kit potion. It helps to clear your team of any injuries they might have gotten should one of them have 'died' in battle. You'll also need it if you want to craft (make) your own injury kits. And there's a certain quest for the mages collective or the chanters boards where you'll need to collect 10 deep mushrooms.

 

Wynne comes with the heal skill and so does Morrigan. I'm not sure you know this? but you do know that you can into your skills and drag some of them i.e. the heal skill into your skill bar. The same goes your your warriors' skills. Cone of cold is very effective as is tempest. Telekinetic weapons are also every effective. 

I don't know how you've gotten by without a a rogue to open locked chests? In these locked chests you'll often find equipment you can either use or sell. Also, I don't know if you have Leliana or not? If you have her, she's a very good rogue. And her captivating song really helps you - and your team - against the enemies.


 



#25
caradoc2000

caradoc2000
  • Members
  • 7 550 messages

I don't know how you've gotten by without a a rogue to open locked chests? In these locked chests you'll often find equipment you can either use or sell.

Not to mention you get hefty XP from locks and traps.