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Lootable chest in Jaws of Hakkon endgame, weird teleport bug?


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11 réponses à ce sujet

#1
sunsphere5

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Ok so I've played through JoH twice now and I can't make heads or tails out of this odd chest towards the end of the game.  Right after you breach the ice wall, there's the path leading to the old temple where a Hakkonite bruiser breaks through a wall and attacks you.  If you go through the wall, you'll eventually reach a 3-sided structure with a lootable chest in it.  However, if I click on it, I either get teleported back to the broken wall or I get the animation associated with moving off screen into an area you're not supposed to go.  When I regain control and go back, there's no chest, instead there's two lootable pots with junk in them.  What the heck is this about?  Oh and the chest looks like those cubes you find in the Emerald Graves (I think?  Maybe Emprise) on that unmarked treasure hunt quest with the end being the despair demon named "treasure".

 

One plot related question; why can't the Hakkonites simply free the dragon as is? I mean, Ameridan dies while you are there, so his binding is at an end (or the Hakkonites end it), and Hakkon himself is clearly sentient and talking to you throughout the final fight, why does he need to be transferred to a different body?  Seems like he could have just flown away from Frostback basin and started laying waste to the lowlands.  Unless the hakkonites absolutely needed to control him?  But then what was the chieftan's endgame when he decided to try and absorb Hakkon's soul?  He wouldn't be a dragon so he wouldn't be nearly as dangerous to the lowlands, so who cares if he succeeds?

 

 



#2
Dai Grepher

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Don't know about your bug, since I never got anything like that. Just a bug that blocks the Firestarter trophy.

 

As for the storyline question, they could not free the dragon. Ameridan's magic was too powerful. There is a letter about it that you can find in the building about how it's magic tied in knots or something like that. So all they could do was transfer Hakkon out of the dragon and into something new, such as Storvacha. But since you saved her, Gurd Harrofson decides to absorb the spirit.

 

The reason Ameridan's magic "fails" is because he chooses to release the spell. He only releases it because he is certain that you can destroy the dragon.

 

Wish he'd have given me a head start though.

 

Hakkon stayed because he thought he could destroy you. It was in his nature to wage war. Gurd was thinking short term. He only knew to transfer Hakkon out of the dragon in order to free him. After the Inquisitor messed things up and laid siege to the hold, he had no choice but to try and absorb Hakkon himself and destroy the Inquisitor.



#3
sunsphere5

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Yeah, I saw that codex entry, but Ameridan also says that the years can only be delayed so long, not postponed indefinetly, so I assumed he was running out of strength, but I guess him releasing it so you can destroy it makes sense.  Although why he would think so is a bit weird, since at best you've just demonstrated you can kill revenant Gurd, not necessarily a dragon.  But that part is odd too; if you've killed Gurd-possessed-by-Hakkon, does Hakkon's spirit then go back to the dragon?  If it never left, what the heck was he possessed/altered by?

 

If I can ask, what did you encounter when you went to the area with the cube/chest?  just a normal lootable container?

 

I supposed I should have mentioned this is PS4.



#4
Obsidian Gryphon

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Actually, I also get the same experience with that chest and I'm on PC. I figured something extra must be done but I never bother to find out if this is true, I just move on.

 

Not clear on your question of possession. I would presume certain spells must be set on the vessel that is to hold Hakkon. Since the dragon vessel is held frozen, Gurd put another set on himself to pull Hakkon out. Once he's killed, Hakkon jumped back into the dragon since the original spells are still there.



#5
Melbella

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Ok so I've played through JoH twice now and I can't make heads or tails out of this odd chest towards the end of the game.  Right after you breach the ice wall, there's the path leading to the old temple where a Hakkonite bruiser breaks through a wall and attacks you.  If you go through the wall, you'll eventually reach a 3-sided structure with a lootable chest in it.  However, if I click on it, I either get teleported back to the broken wall or I get the animation associated with moving off screen into an area you're not supposed to go.  When I regain control and go back, there's no chest, instead there's two lootable pots with junk in them.  What the heck is this about?  Oh and the chest looks like those cubes you find in the Emerald Graves (I think?  Maybe Emprise) on that unmarked treasure hunt quest with the end being the despair demon named "treasure".
 
One plot related question; why can't the Hakkonites simply free the dragon as is? I mean, Ameridan dies while you are there, so his binding is at an end (or the Hakkonites end it), and Hakkon himself is clearly sentient and talking to you throughout the final fight, why does he need to be transferred to a different body?  Seems like he could have just flown away from Frostback basin and started laying waste to the lowlands.  Unless the hakkonites absolutely needed to control him?  But then what was the chieftan's endgame when he decided to try and absorb Hakkon's soul?  He wouldn't be a dragon so he wouldn't be nearly as dangerous to the lowlands, so who cares if he succeeds?

 
 

Actually, I also get the same experience with that chest and I'm on PC. I figured something extra must be done but I never bother to find out if this is true, I just move on.
 
Not clear on your question of possession. I would presume certain spells must be set on the vessel that is to hold Hakkon. Since the dragon vessel is held frozen, Gurd put another set on himself to pull Hakkon out. Once he's killed, Hakkon jumped back into the dragon since the original spells are still there.


I've had that same bug in my last couple of games. I just roll with it and go back for the loot. :lol: I wonder if it is similar to the transport points in MP? I haven't played it enough to really know how those work though.

 

As for Hakkon, Ameridan says that the spell Gurd attempted has disrupted his bindings so the dragon is breaking free. Who knows how much longer he could have kept it up without the interference from the Hakkonites?



#6
Dancing_Dolphin

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I get the same teleport thing on console, but I always thought it was purposeful because when you go back the loot container has changed. I just assumed it was the Avvar spirit gods saying, "Nope. You're not my people. Here, have this instead." Plus those boxes are always associated with weird stuff.



#7
BansheeOwnage

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I've had the same bug each playthrough on Xbox One, and my girlfriend has had it each time on PS4 as well. Someone mentioned PC, so this is very consistent across all platforms. Maybe it's intentional? I don't know what the point of it is though :huh:



#8
sunsphere5

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What a strange bug then, not a crash, not one of those lootable resources buried in the ground you can't get to, but a teleport followed by an object being replaced by two objects that contain crappy loot.  I initially thought maybe it was another one of those super obscure easter eggs like the tiniest cave or the nug king.  Not as annoying as the "stand-in-one-place-and-never-fight" bug that my companions always experience in almost every fight I guess...



#9
sunsphere5

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And I still think the ending is screwy with Gurd being possessed by something, then the dragon being fully restored as a god (sentient and talking to you) which seemed to be the Hakkonites ultimate goal anyway, so why can't he just fly off and destroy the lowlands or whatever their goal is?  And for perspective, you can kill at least 10(!) high dragons; why is this one so terrifyingly dangerous to the world, even in Ameridan's time?  If you and 3 companions can kill 10 of these things, who cares if one comes down from the north and attacks Orlais?  wouldn't be much more than an inconvenience...



#10
Melbella

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And I still think the ending is screwy with Gurd being possessed by something, then the dragon being fully restored as a god (sentient and talking to you) which seemed to be the Hakkonites ultimate goal anyway, so why can't he just fly off and destroy the lowlands or whatever their goal is?  And for perspective, you can kill at least 10(!) high dragons; why is this one so terrifyingly dangerous to the world, even in Ameridan's time?  If you and 3 companions can kill 10 of these things, who cares if one comes down from the north and attacks Orlais?  wouldn't be much more than an inconvenience...


Well, we know what Gurd and his buddies are trying to do ie download Hakkon's spirit into Gurd, but that doesn't mean they were successful at doing so. In fact, since Gurd turns into a Revenant, I'd say they missed the boat big time and found a pride demon instead of the spirit next door. Oopsie. As for why Hakkon would be more dangerous than a typical high dragon....he has real intelligence, rather than just animal instinct, to guide him. Being a spirit that embodies war, however, kind of led to his downfall since it's not like he could run fly away from a fight with the Inquisitor without betraying his very nature. Who knows? Maybe after being bound in a physical body for 800 years, he actually wanted to be freed.



#11
thats1evildude

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Gurd summoned Hakkon out of the dragon, which made him a revenant. When he died, the spirit flooded back into the dragon. But now it was awake, and Ameridan's spell was weakened as a result.
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#12
Dai Grepher

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If I can ask, what did you encounter when you went to the area with the cube/chest?  just a normal lootable container?

 

I supposed I should have mentioned this is PS4.

 

As I wrote, I didn't encounter it. I think I actually left that alone my first time through. I went back to it last night and it does the same thing on PC. I had Sera open it with Lightning Flask active, and it allowed her to remain in place while the other members got the "out of bounds" animation. The chest simply disappeared and was replaced with drums. So I think this is supposed to happen.

 

Going back to that area after Hakkon is defeated shows nothing there at all. So it seems you are supposed to interact with it, get sent back to a few yards before it, and then walk back up to it and loot the drums.

 

Maybe it works differently if a certain character interacts with it. Cass, Sera, and Dorian all get the same result. I did JoH after I beat Corypheus, so Solas wasn't with me. Maybe Cole or Solas have a different result, but I doubt it.