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Magical Weapon of Mass Destruction?


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18 réponses à ce sujet

#1
Carmen_Willow

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Someone may already have thought of this. If so, my apologies, but I was playing this evening trying to get my canon male mage elf through the game when I wondered, "I'm always activating these 'ancient elven artifacts' for Solas. What if, instead of helping to strengthen the veil I am actually arming a magical weapon of mass destruction?"  "What if that synchronization we took so much time to do actually synchronized the device that will bring about the destruction of Thedas as we know it?

 

Yeah, I know another Dalish elf believed they would "strengthen the veil" but so many of the things 'we Dalish' believe are lies, she could have been wrong as well. What if we are being ANDERIZED all over again?  <grabbing handsful of hair and wailing>.

 

Okay, so if this has already been discussed, sorry. But if it hasn't what do you think? Would Bioware do that to us--again?



#2
DarkSun09

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Go smash a few of them just in case. Solas won't know. He's got dozens.

But yeah, we probably did activate some sort of mechanism that'll help him destroy the world. In the aftermath, it'll be our turn to tear out our hairs in guilt and regret. Ha ha ha  :crying: what have I done?


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#3
KCMeredith

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HA

 

Good thing I didn't touch a single one of them, never trust a mage.


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#4
thats1evildude

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I doubt that very highly, as activating them is optional.

More likely, they do just what Solas says they do: strengthen the Veil so that Tears don't form. But the tiny effect they have on the Veil won't halt his plans.

#5
Riverdaleswhiteflash

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Do we even get to say whether or not we activated them in the Keep? I get the feeling if they mattered over longer than the course of Inquisition/Trespasser, we'd have the option to say we'd ignored them, and I don't remember seeing such an option.



#6
KaiserShep

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It seems to me that there's no special requirement to activate them, and just about anyone could turn them on.



#7
thats1evildude

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Do we even get to say whether or not we activated them in the Keep? I get the feeling if they mattered over longer than the course of Inquisition/Trespasser, we'd have the option to say we'd ignored them, and I don't remember seeing such an option.


No, there is no mention of them in the Keep.

#8
Riverdaleswhiteflash

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No, there is no mention of them in the Keep.

Then they're probably not important after the Breach is sealed again. If they were, you'd think the game would at least remember whether Solas manipulated us into activating them, or had to send one of his elven agents to do it. I think Kaiser's right that anyone can turn them on, but the Inquisitor being the one to do it strikes me as worth at least an offhanded mention.



#9
Carmen_Willow

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When you go back and play after knowing about Solas, every comment and action takes on several layers of meaning. Given what I know now, I wish they'd give me DLC where I could run around and deactivate them "just in case." (Kidding folks.)

 

You have to admit, it would have been a great gimmick: Everyone who activated the "ancient elven artifacts" has to go and deactivate them as their first quest in DA:4. Oh well, I'm sure the game will be just fine without it. LOL


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#10
myahele

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Well we know ancient elvhen had spells that takes years to set up and activate. It's highly possible that there's more of those devices throughout Thedas.



#11
In Exile

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I think they're just there to hint at the true nature of Solas. When we turn on enough, we find a rift that's already open, which is unlike anything else we see (usually we need to tear it open with the Anchor and then close it again). But Solas created a stable breach.
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#12
thats1evildude

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I think they're just there to hint at the true nature of Solas. When we turn on enough, we find a rift that's already open, which is unlike anything else we see (usually we need to tear it open with the Anchor and then close it again).


Is that how it works on other platforms? On the XBone, most Fade Rifts are open already and start spitting out demons as soon as you approach.

#13
In Exile

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Is that how it works on other platforms? On the XBone, most Fade Rifts are open already and start spitting out demons as soon as you approach.

 

They're supposed to be this weird crack in the fabric of the world that BURSTS! open when you walk near it (you first see the anchor act up, and you hear that crackling sound it makes). But this doesn't quite happen the same way when you find that one rift. 

 

Think back to the first cutscene with the breach, in the prologue. Solas has you use the Anchor to tear open the Fade rift at the heart of the breach, so that you can then seal it up again. That's the usual mechanic... all except for this far more stable breach. 



#14
thats1evildude

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I get the hand crackling with energy when I'm near a Rift, but they can generally be seen from a distance.

#15
Riverdaleswhiteflash

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They're supposed to be this weird crack in the fabric of the world that BURSTS! open when you walk near it (you first see the anchor act up, and you hear that crackling sound it makes). But this doesn't quite happen the same way when you find that one rift. 

 

Think back to the first cutscene with the breach, in the prologue. Solas has you use the Anchor to tear open the Fade rift at the heart of the breach, so that you can then seal it up again. That's the usual mechanic... all except for this far more stable breach. 

I got the impression that that was just them fluctuating on their own, and the fact that the demons don't appear until you do was them not seeing much reason to come through until victims came by. There are some you have to tear back open on your own after they've partially sealed due to being open too long (or at least I think that's the explanation for the one at Ground Zero,) but those don't act quite the same way; the Inquisitor consciously chooses to open the only two of those that come to mind. (Ground Zero and the one in the Fallow Mire.)



#16
thats1evildude

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I assumed that the Rifts were pulling those demons out of the Fade as part of automatic defence system.

The real danger of the Rifts is that they prevent mortals from passing, in addition to releasing the odd spirit into the world.

#17
Riverdaleswhiteflash

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I assumed that the Rifts were pulling those demons out of the Fade as part of automatic defence system.

The real danger of the Rifts is that they prevent mortals from passing, in addition to releasing the odd spirit into the world.

I hadn't thought the Rifts could think. I thought they were just oddly shaped doors, though with magical implications that made magic easier to perform and caused spirits to accidentally fall through them.



#18
thats1evildude

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I don't think they're sentient. It's more like ... a plant shooting poison needles at animals who brush their leaves. It's just an automatic function.

#19
Riverdaleswhiteflash

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I don't think they're sentient. It's more like ... a plant shooting poison needles at animals who brush their leaves. It's just an automatic function.

I see. That's possible.