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Awakening what did you choose? outcome?? (SPOILERS)


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#51
Zeleen

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Corti78 wrote...

As I mentioned I did not save the Vigil, I didn't even fully upgrade it but all my companions survived while I saved the city. Seeing so many other people say their companions died makes me wonder what I did to trigger all my companions survival.


Tactics maybe?

#52
Zeleen

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This is good....
I had planned to save the city.. My thoughts are..  The keep has trained fighters mostly to defend it while the city has a few city guards and civilians.  Also I believe it's survival is more important to the over all well-being of the country.   I thought it would be the most honorable thing for the Warden to do.. looks like it probably is. But need to prepare for it... can you leave the area where Sigrum is to go to the Keep before you finish the quest? that may be a way to induct her as a Grey Warden before the final battle.(??)

Modifié par Zeleen, 18 mars 2010 - 07:39 .


#53
Ivikatasha

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I chose to abandon the city and burn it. Lets just say now I wish I hadn't, in the epilogue lots of people were pissed at me and the grey wardens for burning the city, they finally got over it once we rebuilt it though.



And Zeleen, the only way to be able to induct Valena and Sigrum into the grey wardens before the advancement of the story is to recruit both of them before you recruit Justice, since he is already a grey warden.

#54
radwimp

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I saved the city, it was a pretty rough decision though. I figured I might be able to go to the Keep afterward to see the damage, but then the ole Lothering death icon appeared. Tempted to restart because I wasn't sure if my other party members died, but decided to keep going, In the end I think leaving the Keep to defend itself is the best option. It only takes 5 years to rebuild in the epilogue, and you get the love of the country and people if you protect the city. The Wardens get valuable resources and are able to rebuild better.

Party survived [with disappearances of Justice/Valenna not explained], all of them had decent to high affection ratings.

Modifié par jewbagel, 18 mars 2010 - 08:23 .


#55
Tarante11a

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I torched Amaranthine and went back to fight at Vigil. All my chaps survived.

I saved the Architect and Justice had a big huff and I had to kill him.

In the end, apparently no one really knows what happens to me but some people say I go back to Denerim to collect Alistair (I was queen btw) and we ride off into the sunset together and either rebuild the Wardens or disappear into the Deep Roads.

Incidentally, Alistair turned up at the beginning and called me 'luv' and said he'd better get back to Denerim to do king things but not before he gave me a peck on the cheek - aw.



My epilogue sounded suspiciously... final, to me. Don't know if anyone else agrees.

#56
StrikeQ

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Deuterium_Dawn wrote...

Went with the city. Keep held out, Justice got his head cut off right before the victory horn(not sure if he's actually dead but Kristoff's wife got his body), Velanna got crushed by a wall but disappeared, everyone else lived. Sigrun eventually ran off for her Calling, Anders left for a couple months but came back, I ran off and got my sword stolen.


Pretty much identical to mine.

#57
Dansayshi

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StrikeQ wrote...

Deuterium_Dawn wrote...

Went with the city. Keep held out, Justice got his head cut off right before the victory horn(not sure if he's actually dead but Kristoff's wife got his body), Velanna got crushed by a wall but disappeared, everyone else lived. Sigrun eventually ran off for her Calling, Anders left for a couple months but came back, I ran off and got my sword stolen.


Pretty much identical to mine.


Same, cept I didnt run off, I vanished.

#58
jennamarae

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Sotaklas wrote...

but the thing that drew my curiosity more was at the epilogue at the end it said the warden left for no reason and no one seen him and that his tales are not over :D tease for next expansion ? :P who know's


I'm wondering if that has something to do with the conversation with Anders about what you'd do if you didn't have to be there. Kinda like at the end of Origins when you're asked what your plans are.

#59
Sesshomaru47

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Torched the city, but I felt bad about it. Anders chucked a big wobbly but I made him see reason. Next time I will leave all the people I dislike at the keep and save the city....

#60
blademaster7

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Is the "tale not over" part only existent in the ending where you vanish? That's the one I've got. It says that the darkspawn are no longer a threat and it was time to move on. What do the other endings say?

#61
Dansayshi

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1 thing I really hated about the ending was that 4 wardens could take back a city, surely 4 wardens could hold a keep. It was so disproportioned. I got the vibe that you'd play as the characters you left at the keep, just like the fall of Denerim, when you play as the chars you left at the cities gates. It sucked when you killed the mother, then you did a blatent "Shepard walk" its not mass effect, dont even bother merging the 2 and that was it... Such an anti climax.

#62
Spectre Piatch

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I find the decision to side with the architect or to kill him really hard to make..

I mean, for an expansion?

Ending the damned Blight in an Expansion?

Slap my ass and call me sally, but that's not the right thing to do!

I'm confused, did the one thing, then reloaded the game, tried the other one.. I just can't make a decision.

#63
DiatribeEQ

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Gilsa wrote...

I recruited everyone except for the elf mage. The only personal quest I did not complete was Justice.

- Had soldiers watch the road to protect trade.
- Chose to save the city since I felt Vigil would stand with the upgrades it got.
- Took Oghren, Sigrun and Nathaniel with me. Left Anders and Justice at the keep.
- Released the talking darkspawn that helped in the city.
- Did not side with the Architect. I didn't think it was in the best interest of the dwarves to deal with darkspawn that retained their own minds so everything had to die, even this guy and the dwarven gal with him, sorry. Oghren and Nathaniel disapproved. Sigrun agreed with me.

My results:
- After the deaths of Architect and the Mother, all remaining darkspawn fled back into the deep roads.
- Architect disciples also fled back into the Deep Roads and so far, show no inclination towards vengeance against the Grey Warden that killed their savior.
- When Ferelden heard about the losses at Vigil, they donated money. Amaranthine was restored within the year. Vigil's Keep within five years.
- The war devastated the farmholds, but the land survived. In time, opportunity attracted settlers from other
regions.
- The Keep held out a week before it fell.
- There was a guy who stole to feed his family and I chose to conscript him so he  wouldn't be punished and his family would be fed. His card said he was a sheepherder-turned-soldier who eventually founded an order of knights  that lasted a thousand years.

Companions:
- Anders stayed with the grey wardens for a few years, announced he was leaving, but came back within two months because the wardens were his home.
- Nathaniel dedicated himself to the order and to clearing his family name. After saving Fergus Cousland from bandits, a portion of Amarathine was returned to the Howes. Nathaniel passed the holding to Deliah's son and
when a new castle was built there, a statue of Nathaniel was erected in the courtyard.
- Justice got beheaded during Vigil's Keep and Kristoff's wife reclaimed the ashes. (Note: I did not do Justice's
personal quest. Not sure if this had an effect on his outcome.)
- Sigrun disappeared, basically committing suicide, once the fight was over.
- Oghren stayed on, took an active role in his child's life, and had the warden-commander proof-read his letters to Felsi every week. (Note: Oghren was at 100 approval.)

As for my character:
- I did not stay commander of the grey for long since the threat was over. I vanished entirely and my tale is not
complete ... la la la.


Mine was almost identical to this, except that I did do Justice's personal quest, but was unable (not sure why) to do Oghren's (his was roughly 60-70).  Justice still gets beheaded right before the victory horn is sounded & Oghren doesn't take much interest in his child.

At the very least, the "rumors" was that I rejoined Lelianna & was supposedly seen in Denerim a year later.  Wish they left the rumored part out and just said "He rejoined Lelianna and they continued on with their lives together."  and that'd wrapped it up nicely for me.

#64
Suzene

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I chose to defend the city in the hopes that leaving Oghren behind at the Keep would get him killed. No such luck.

#65
KnightofPhoenix

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Matters of politics and the Keep:

- Had the army protect the city of Amaranthine. It's more valuable than the farms. Plus I thought, since it was a coastal city, then supplies can be brought from the sea.
- invited some noble "guests" to stay within the keep.
- Had the thief lashed.
- executed the deserter
- intimidated the revolt into leaving.
- Upgraded the keep and the men fully.

Companions:

- Had all of them become Wardens except Sigrun, because I couldn't (got her last).
- Did all sidequests except Oghren's and Sigrun's (? I am not sure).
- All of them mostly approved.

The endgame:

- Chose to save Amaranthine. As the Prince Consort, I have an obligation to Ferelden as much as I do to the Wardens. Amaranthine cannot be sacrificed. Plus, I thought of this strategically. The Mother had two armies, one at the vigil and the other at the keep. Since the Messenger can lead me to the lair, I thought it would be wise to defeat the army at Amaranthine and quickly strike at the head (the Mother), while the bulk of her army was at the Vigil, which was fully upgraded. My only big regret is that the battle of Amaranthine pales in comparision to Vigil's Keep in terms of awesomeness.
I took Nathaniel, Oghren and Anders with me.
I spared the messenger.

- Chose to side with the Architect. I respect his desire to free his people. Plus, it was obvious that the mother is the immediate threat and not the Architect. The Architect can be delt with later should he prove to be a threat, but the mother, in her insanity, must be delt with now. 
  
Results:

- Vigil's Keep endured for a week against the Mother's horde. The knights of the Vigil, with Wade's armor, became known as the Silver Order. One of the finest in Ferelden.
- Amaranthine was rebuilt in a year. Ferelden saw the Wardens as heroes and donated lots of money for the rebuilding of the order. Vigil's keep was restored in 5 years.
- Velanna left.
- Sigrun died (sadly).
- Justice (or rather Kristoff)'s head was severed when the defenders were victorious. We don't know if the spirit died or not.
- Anders left the Wardens and joined a female pirate (my bets are on Isabela).
- Oghren trained Wardens, but he was irresonsable vis a vis felsi and his kid, so she stopped visiting him.
- Nathaniel Howe's name was redeemed. He rescued Teyrn Fergus Cousland. Parts of Amaranthine was restored to his family and a statue was erected in his honor.
- The nobility didn't dare to conspire against the commander, since their family members are taken hostage.
- The darkspawn messenger became a vigilante (possible companion in the future?).
- The Architect disapeared. The Wardens didn't like this and are tryign to find him.
- The Vigilance sword was stolen (?! was that really necessary?) 
- The PC returned to the court and resumed his duty as Prince Consort. Anora was happy to see him. He remained there for a few years, until he disapeared. His journey will presumabely continue (possible expansion?).
 
Overall, I am pleased.
I only wish that the battle of Amaranthine was as good as the battle of Vigil's Keep. I felt that I missed so much fun...
Oh well, next playthrough I guess.

Modifié par KnightofPhoenix, 19 mars 2010 - 01:44 .


#66
LadyShariaa

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I chose the city. I had all the upgrades to my keep... but it fell after a week.
Sigurn died valiantly and didn't run away.
Justice got his head lopped off.
Oghren passed out but lived (only one that I had left at the keep to live)

Anders was with me and he left and came back realizing the wardens were his home.
I can't remember the elf chicks but she was with me and ended up staying with the wardens then going to look for her sister or something...
Nathaniel ended up getting a piece of the Howe land given back to him and his family for his good deeds.

I NEED to find out how to make them all live!!! Thats my goal.... no friends die! AND save the city.... watch me figure it out on play through 10! haha

Oh PS:

My PC Returns to Court to be Queen with her Husband King Alistair!

Modifié par LadyShariaa, 19 mars 2010 - 04:43 .


#67
Kirika69

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My ending (human mage):



Upgraded keep fully, sent soldiers to protect everything, got all companions rep at least over 80. Only Sigrun didn't become a grey warden since it wouldn't let me before the final fight.



I chose the city. I killed the architect. I took Ohgren, Sigrun, and Velanna with me.



The results were Virgil's keep held out for ages, everyone became legendary, was rebuilt in five years as other people have already mentioned.



Some random guy became a hero, Ser Alec or something. I don't know where on earth that came from. It had me WTFing



Due to siding with smuggler's, they eventually got a stranglehold on the city guard and the city proper.



Said the messenger became a mysterious hero or something, with is strange since I had him KILLED. Did the sergeant disobey my order, heh.



Darkspawn retreated, though the cycle of the blight will continue.



As for companions, Justice fought bravely at the keep but was beheaded. Kristoff's wife got her husband's ashes. Nathaniel fought like hell at the keep to defend his home, and survived. He later saves Fergus Cousland, gets some former Howe land back, gives it to his sister's son. They build a statue of him. Anders killed heaps of darkspawn, stayed with the grey wardens while avoiding the circle.



Velanna saves some human settlement from darkspawn or something, and we become good friends still, but the disappearance of her sister due to my slaying of the architect is always a source of friction between us. Ohgren stays with the wardens and is a doting father, sending letters to his kid and Felsi. Sigrun eventually goes into the deep roads to answer her legion of the dead calling (probably dies).



Farmers love me for giving soldiers to defend their lands, Crows steal my sword, and eventually I go off on more adventures with Leiliana.



All in all a good end. Except the messenger part. I killed him, grr!



I guess I should see what happens when you go to the keep instead.....

#68
Walina

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I really don't undersand why yur pc had to "go somewhere" in the epilogue...

Modifié par Walina, 19 mars 2010 - 06:26 .


#69
blademaster7

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Walina wrote...

I really don't undersand why yur pc had to "go somewhere" in the epilogue...

Same here. It caught me off guard. My character quited the Wardens and vanished. I didn't expect that from a Human Noble that saved Ferelden twice. And now I'm reading that the PC vanishes even if you're king/queen. Puzzling, really.

Bioware must be up to something. Or maybe they're just keeping their options open for now.

#70
ComTrav

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Saved the city. Aggronor Aeducan is basically a wrecking ball on his own (<3 2h warrior buffs), and having fortified the Keep to Dwarven standards and Silverite armor, I figured it'd be fine without him. (And Nathaniel, Sigrun, and Velana.) Anders, Oghren, and Justice stayed behind; Justice was beheaded, Oghren was a hero (never got him to own up to his son, though...)



One of my favorite lines of the game:

Militia: More darkspawn are coming!

Warden Commander: My might will crush them!



Sigrun disappeared (despite pretty high approval), Velana was nicer towards humans but resented the Warden Commander for killing the Architect, and Nathaniel gets part of the Howe's land restored and a statue. Town and keep rebuilt, farmland somewhat protected which helped.



I killed the Architect, because intelligent darkspawn could be an even greater menace then the cycle of Blights.

#71
wcholcombe

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blademaster7 wrote...

Walina wrote...

I really don't undersand why yur pc had to "go somewhere" in the epilogue...

Same here. It caught me off guard. My character quited the Wardens and vanished. I didn't expect that from a Human Noble that saved Ferelden twice. And now I'm reading that the PC vanishes even if you're king/queen. Puzzling, really.

Bioware must be up to something. Or maybe they're just keeping their options open for now.


I think it is based off of what you tell anders when talking about being a warden and what you would do if you could leave.

I selected basically "Once a warden always a warden" so we shall see what ending I get.

Oh and the reason the keep falls with the party members there and doesn't hold like in amarathine, is because the attack on the city is a feint. the vast majortiy of the army goes to the keep.

And if you have read the calling how could you spare the architect?

Modifié par wcholcombe, 19 mars 2010 - 05:06 .


#72
LadyDamodred

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Vigil's Keep:
-Keep and men fully upgraded.
-Used the Dark Wolf to find the conspirators.
-At court, had Alec join the army, imprisoned the deserter, said Howe was a traitor and let the original bann keep the land.
-Decided to try and protect all three areas (farms, trade, city).
-Persuaded the rioters to back down.

Companions:
-Maxed approval with all companions before the final battle.
-Completed all Joinings except Sigrun, as she was my last companion.
-Completed all side quests.

Endgame:
-Went to Amaranthine and decided to save it.
-Took Oghren, Nathaniel and Anders with me.
-Executed the messenger.
-Killed the Architect.

Results:
-Some Disciples escaped, but have shown no sign of seeking revenge.
-Deep Roads remained plagued by darkspawn and cycle of Blights will continue.
-Generous donations and Amaranthine was rebuilt in 1 year, The Vigil in 5.
-Constable Aidan dispatched the smuggled goods.
-Peasants suffered and after their first successful riot, later riots were put down brutally.
-Farmholds developed a reverance for the GW, coming to rely on them for order and protection.
-Dirk started a charity for actual Blight Orphans.
-The Vigil stood for a week before falling, developing a mythic reputation the survivors being hailed in legend.
-The Vigil becomes a trading hub, but breeds scheming and treachery between merchants and nobles.
-Bann Esmerelle commits suicide.
-Sir Alec the Valiant founds an order of knights that lasts for 1,000 years.
-Vigilance was stolen by the Crows.  (Clearly, I need to go have a chat with them.)
-The Vigil's soldiers become the SIlver Order.
-Kal'Hirol was reclaimed for good by House Helmi.
-GWC was invited to Orzammar to honor the casteless of Kal'Hirol.
-Anders remained with the GW, and then left to lecture.  He returned to the GW within 2 months and remained for good.
-Velanna's body was never found.
-Nathaniel dedicated himself to the order and saved Teyrn Fergus.  He gave the holding to his nephew and a statue of him was erected.
-Justice fought valiantly and was beheaded, allowing Aura to collect her husband's ashes.
-Sigrun charged the darkspawn and did not flee this time.
-Oghren remained with the GW, but visited Felsi often and wrote letters.
-I did not remain Commander of the Grey for long.  I returned to court to be queen and was greeted by King Alistair grinning from ear to ear.  Some years later, I vanished entirely.  No one knows why, but no one thinks my tale is complete.

(I realize that last section is a little long.  I'm curious to see how different some of these things end up, and if these are all things that can be altered.  It would be nice to know exactly what influences all the companions surviving, whether its's who you take with you or what.)

I must confess I dislike the use of 'vanishing entirely'.  I understand my tale not being complete, especially if there's going to be another expansion.  But my character would just not up and leave her husband, her country and her order for good.  She fought too hard for all those things to just leave them.  Another problem is that epilogues give both immediate and long term events, making it tough to say when exactly all these things happen.  I don't think my PC quits as the GWC as soon as these events are over and she returns to court.  I know a specific timeline is impossible for many reasons, but something a little more like "Returned to Denerim, managing both her duties as GWC and queen for a couple/few/several years before resigning as the GWC" would be appreciated.

I know, I know, I quibble over small things.  ^_^

#73
Zeleen

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Dansayshi wrote...

1 thing I really hated about the ending was that 4 wardens could take back a city, surely 4 wardens could hold a keep. It was so disproportioned. I got the vibe that you'd play as the characters you left at the keep, just like the fall of Denerim, when you play as the chars you left at the cities gates. It sucked when you killed the mother, then you did a blatent "Shepard walk" its not mass effect, dont even bother merging the 2 and that was it... Such an anti climax.


What's a "Shepard walk" ??

#74
Nyaore

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I saved Amaranthine instead of Vigil's Keep; and out of all the characters I left to defend the Vigil only Velanna 'died'. Though her card in the epilogue mentioned that nobody even found a body to bury under all the rubble so I'm sure she's still alive and well somewhere - kicking ass and taking names.

I had all the upgrades available for the Keep, completed every companion quest except for Oghren's (does Sigrun even have one?), sealed the underground entrance into the cellars, gave that one dwarf all the Lyrium sand I could find, gave that grain stealer a chance to fight in the Keep's army, sent the soldiers out to partol the farm lands instead of keeping them nearby, and so on and so forth.

Modifié par Nyaore, 19 mars 2010 - 07:32 .


#75
Yakko77

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I assume upgrading the keep and the soldiers weapons is a great help in keeping your wardens alive?