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[Awakening] Can you save them both?


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#51
TBastian

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The skull on the keep after you leave Amaranthine is always there. Your journal is what it is - a journal made by you. You can't expect it to be entirely correct when your character wasn't at the Keep. Same for the map. It seems the Warden decided to go with the worst case scenario.
The only character you can't save with a high approval is Justice. If you want to save everyone and Amaranthine, do not leave him at the Keep (although since Kristoff is already dead I'm not sure what actually happens to Justice once Kristoff's body "dies"... again).
There is mention of dwarven upgrades being key to keeping the Keep in one piece for a while, so I'm guessing without those the Keep falls earlier and everyone inside probably dies. The trade routes/nobles are mentioned in some other part of the epilogue, so I'm guessing those won't affect whether the keep survives or not. They will probably affect how soon it recovers (if at all) or if your Warden ends up being a beloved but firm lord, a incompetent one or a tyrant. Or if the nobles decide to do away with you again, or if you become successful in establishing the Grey Wardens as a powerful/honorable force in the region.
In my ending my Warden decides to retire once everything in the Keep is in perfect order and leaves to continue his search for his beloved "dark sorceress". He was last seen heading towards Orlais iirc.

Modifié par TBastian, 24 mars 2010 - 02:50 .


#52
marquiseondore

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DragonShepard138 wrote...

I'm pretty sure you can't save both, I just tried. I have all the achievements for this game (which includes upgrading the stone barrier and the soldiers armor etc). It really does seem to be one or the other unless there is something I have missed along the way.

I completed the game in 13 hours 36 minutes and I chose to save Vigils keep and destroy Amaranthine so my party can remain.

I also did another save file (around the time of the Vigil vs Amaranthine decision) to search for items, this one I have chosen to save Amaranthine. I have found the "elementalists grasp gloves" for mages. I acquired it from the disciple or it could have been the armored ogre, they both died on top of eachother; the specs for the gloves are +10 for any elemental damage (+10 Fire +10 Cold +10 Shock +10 Nature +10 Spirit). On the other side of things, if you have chosen to save the keep, there are a pair of gloves along with an amulet I believe, that are fairly decent, but definitely not as noteworthy; if you have searched 70% or more of the games chests, including locked ones you're bound to find something much better. I haven't had enough time to use these gloves to see if they make the final boss battle any easier, but with the aid(s) that you (can) receive during the end "mission" I did ok and only had to revive Oghren once and heal my mage and Nathaniel once or twice each.


I just finished my game as an Orlesian Mage.  I was able to save both the Keep and AM City.  I left to defend the city and took Sigrun with me and left the others behind.  The walls were upgraded with granite, tunnels under the keep blocked, Silverlite armor for the soldiers, trade must flow side quest completed, conspirators dead.

#53
King_Rob

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I saved both the keep and the city. After finishing the defense of the city when going to the brood mother lair, it showed the keep as destroyed on the overland map. The prologue text said that the walls were impenetrable, the keep stood one day, two, three, then a week and the darkspawn attack eventually broke on it's walls.



I got the achievement for completely upgrading the keep, and I took Sigrun, Justice, and Velanna with me to fight in the town. All of my companions survived.



I might also note that I made friends with the architect, not sure if that plays into it or not.

#54
Killyox the Defender

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Mosh83 wrote...

Yeah, my codex told me that Oghren had died, but in the epilogue he just passed out due to blood loss and woke up a hero. Sigrun died. Justice, Anders and Nathaniel were with me in Amaranthine. Now what I'm more curious of is how leaving the architect alive changes things - I forgot to use any of the extra powers during the fight against the mother anyway, so I really didn't need his help. I guess I'll try again and kill both just for the sake of it...


SPOILER

Leaving Architect alive makes him keep to his word. Deep Roads are peaceful as never known before and darkspawn immidiately return underground once mother is killed and architect takes them there

SPOILER

#55
Syione

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When do get the message to defend the city or the keep? Is it after you finish the quest in the dwaven city?

#56
Default137

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Best Ending I've gotten so far is this.

Velanna, Sigrun and Justice come to Amarinthene with you, this is because no matter what approval they are at, they will not survive the Keep Battle, however make sure they are all at highish approval, if a companion is below 50-75 approval, they will leave the Wardens after all is said and done, while high approval ones will stay on.

Get both upgrades for the walls, 80 Soverigns will get you human walls, Granite will get you Dwarf Walls, you can find Granite in the Wending Woods.

Make sure to upgrade all armors, Iron Ore mine is in Kal'Hirol Forge area, in a little cart near the entrance to it, Veridium is in the Basement Cellar, where you fight the Ghouls, and Silverite is in the Silverite Mines of the Wending Woods, getting all three will fully upgrade your troops, if you just get Silverite, only a few men will be equipped, same with Veridium or Iron, it will not cover all your forces.

This will get you the epilogue stating most of your soldiers survived the night, as did Varel, and all your companions you left to defend the fort will survive, the only thing that "falls" is the outer/inner walls, but the stronghold itself survives with most of the men living through the battle. The village will have been rebuilt within the year, and the keep will be rebuilt within 5 years, with a force utterly devoted to the wardens. The thing I am super curious about is how the soldiers trial, and sending out the soldiers affect the final battle, basically, if you stop the conspiracy before you finish the first main mission, you won't deal with the nobleman killing ser tamra, instead, you will have to handle a soldier who deserted to protect her family, I told her that she could bring them back to the keep because it would be safer there, but the captain told me this would cause desertion to rise, as my men would think I was soft, I also had my men protect everything, which I assume means the keep was less protected during the final battle, as I only had 8 soldiers when I choose to go back and see how that fight was, while my friend said he had 20 something, I wonder if you have everyone set to defend the keep, rather then do anything else, will it fully survive the night, rather then get halfsacked?

I also wonder if bringing on the archer affects anything, I let the farmer join the army, and apparently he held off two ****ing ogres by himself in the battle, so maybe the archer is equally a badass, and together they can save the front areas.

I think I'll test it this playthrough.

Modifié par Default137, 27 mars 2010 - 07:52 .


#57
wizshaw

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Yep its possible, just as other people have mentioned. The expansion is about 20 hours long, so long as you try and do everything it offers. Hell I even went and bought all the best items from the shop and I clocked in around 22 or so.



I hope you can import your characters into the second one, my party is a beast.

#58
nuculerman

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wizshaw wrote...

Yep its possible, just as other people have mentioned. The expansion is about 20 hours long, so long as you try and do everything it offers. Hell I even went and bought all the best items from the shop and I clocked in around 22 or so.

I hope you can import your characters into the second one, my party is a beast.


pretty sure it's a new character.

The awakening's ending is pretty final.  Where in origins it would say "and he did this for a time," in this game my character retired and traveled with Lelianna, my lost love.  I was last spotted in Denerim with her.  Further, it mentions things that happen after my death.  So it definitely seemed to me that Bioware was setting me up for a new character in a new continent with a new mission objective.

I'm kind of hoping the Qunari invade Orleis for DA2.  But who knows.

#59
DeathViper1959

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6 hours without doing a few side quests, and DA can take 100 hours, so for ten dollars less than DA the xpack gives just a small portion compared to the original....oh that would explain the premium content that will be being done for the next 2 years anyway?...



the swiffer concept, create stuff that has to be replaced often to keep money flowing into your coffers.



first out were the pay per play games requiring a monthly fee, and now the premium content mods, if there is a huge market for Diablo 2 items among other item selling sites, why not cashin and sell premium mods, that started with NWN?



this pits the haves against the have nots, the have's having and posting about the goodies they got from there premium mods on the forums, hooks others who have not, to want those mods too, no one likes to feel left out.



I do not intend this as a rant, simply just showing the motive behind the scenes.

#60
Jukesbox360

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My first time through I saved Amaranthine and lost the fortress,

Second time through I saved Amaranthine and got reports that my fortress took heavy damage and was rebuilt.

Third time through I just burned Amaranthine and went to save my Fortress, my companions survived.. they all went their own way.. and I didn't stick around.. I wandered somewhere.. Maybe looking for more darkspawn or fade demons.. who knows.


#61
DragonShepard138

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marquiseondore wrote...

DragonShepard138 wrote...

I'm pretty sure you can't save both, I just tried. I have all the achievements for this game (which includes upgrading the stone barrier and the soldiers armor etc). It really does seem to be one or the other unless there is something I have missed along the way.

I completed the game in 13 hours 36 minutes and I chose to save Vigils keep and destroy Amaranthine so my party can remain.

I also did another save file (around the time of the Vigil vs Amaranthine decision) to search for items, this one I have chosen to save Amaranthine. I have found the "elementalists grasp gloves" for mages. I acquired it from the disciple or it could have been the armored ogre, they both died on top of eachother; the specs for the gloves are +10 for any elemental damage (+10 Fire +10 Cold +10 Shock +10 Nature +10 Spirit). On the other side of things, if you have chosen to save the keep, there are a pair of gloves along with an amulet I believe, that are fairly decent, but definitely not as noteworthy; if you have searched 70% or more of the games chests, including locked ones you're bound to find something much better. I haven't had enough time to use these gloves to see if they make the final boss battle any easier, but with the aid(s) that you (can) receive during the end "mission" I did ok and only had to revive Oghren once and heal my mage and Nathaniel once or twice each.


I just finished my game as an Orlesian Mage.  I was able to save both the Keep and AM City.  I left to defend the city and took Sigrun with me and left the others behind.  The walls were upgraded with granite, tunnels under the keep blocked, Silverlite armor for the soldiers, trade must flow side quest completed, conspirators dead.


What I meant was physically saving both. Like to get double the exp.

#62
DragonShepard138

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According to the story everyone was saved though, just that the keep would take longer to develop after getting beat on for a week straight.

#63
Sovrath

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kosarev wrote...

7th_Phoenix wrote...

 Technically, you can "save" both the Keep and Amaranthine; however, you can only participate in one of the sieges.

If you want to "save" both the Keep (i.e. surviving companions) and the city; pay the 80 sovereigns to the dwarf (don't remember his name -- usually stands by himself near the keep exterior exit; his brother makes those bombs out of lyrium sand). Pay him the hefty sovereigns to fortify the Keep and send him guards to protect the workers. Thus you can go about with participating in the siege of Amaranthine (meaning just saving the city instead of returning to the Keep)... your companions will survive and the city thrives.

According to the epilogue, the city will recover within a year and the keep in five. Companions live, the Keep is well, as well as the city... depending whether you sided with the smugglers or Constable Aiden.

So technically... you can "save" both the Keep and Amaranthine.



Cant be as you say, cause I repeat, i had ALL the upgrades, and 2 of my companions died and keep was destroyed. I think your keep too, cause rebuilt in 5 years is what it says when it gets destroyed. Did you check if ater amaranthine there was a skull on map where keep should have been?

I think that some characters die no matter what if you leave then behind. So leaving anders nathaniel and oghren ( i think) its what makes all your companions survive.


I had all if not most (can't remember about the veridium) and left nathaniel, oghren and anders at the keep and they all lived. So it "can" be.

Modifié par Sovrath, 28 mars 2010 - 05:06 .


#64
ChaosUndivded

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K3m0sabe wrote...
Indeed, the expansion felt very short, tho it is probably on par with throne of bhaal or any of the Neverwinter expansions.


on par with ToB... surely you jest.. NWN maybe, they weren't that great.. but BG2, SoA and ToB are probably biowares best efforts.. then again i seem to be a DAO:A hater, was very dissapointed with it afterall.. lame continuity, lame dialogue system (had potential though..), WAY short for what it cost and the ending.. like wtf.. hardly any buildup for a 20second fight and game over..

but in answer to the OP, yes you can save both amaranthine and vigils keep..

#65
ChaosUndivded

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DeathViper1959 wrote...
the swiffer concept, create stuff that has to be replaced often to keep money flowing into your coffers.


simple answer... EA...

they dont care about keeping players happy, they care about their $$$ which is why DAO:A was buggy as hell, EA wouldnt let BioWare mess with their release schedule..

buy now, patch later, that should be EAs new motto

#66
DeathViper1959

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EA has been around for a long time, they made games for the Vic20 i think.



But i know they made games for the commadore 64, and the amega if i remember, that was back in the early 80's so 30+ years....

#67
gskurski

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I had everyone survive both saving Amaranthine and Defending the Keep. I didn't do Sigrun's or Velanna's personal quests. When I saved Amaranthine I left behind Velanna at the Keep and it said she got crushed by a broken wall or something like that, but that there was no body. I'm pretty sure Sigrun was moody and disappeared to Kal'Hirol both when I took her and left her behind (and both saving and burning Amaranthine).



Things I did:

Had all upgrades to keep (all ores including silverite, granite walls + soldiers for the workers, 80 sovereigns for the dwarf, gave the guy a bunch of lyrium sand, had 2 merchants, Armaas and Lilith).

Said "Let's do our best to defend everyone" at the beginning.

The only personal quests I missed were Sigrun and Velanna.



I played through both saving Amaranthine and Defending the Keep. When I saved Amaranthine I spared the Architect and when I saved the Keep, I killed him.

#68
CybAnt1

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The bottom line, I've found, is whether the Keep "survives" (and the companions left there) or not, is simply a matter of revelation in the Epilogue.



If you save Amaranthine, you may find out in the Epilogue that the 3 companions you left there survived (textually), but they will be unavailable and so is your Keep (and thus anything you left in the personal chest, etc.)



Yes, this is a massive spoiler, but for those who want a stern metagame warning, let me give it: if your plan is to save Amaranthine, take with you whoever you want for the final mission. The other 3 become unavailable to you. Also make sure you have everything you need from your Keep, you won't be able to go back.



It would be cool if there was a mod to let us defend the Keep with the 3 companions we left behind, a la the defense of Denerim's gate in DA:O, even if it still resulted in the usual outcome, it would be nice to participate in the battle, however futile.




#69
Ceridraen

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I got the 'good ending,' too. (I also played it again to save the keep, but that's kind of depressing) I was so sure I'd get to go back to the keep, as you do in the 'interlude' part of the Archdemon battle, but nope!



I did wonder if it matters how you gear those 3 you leave behind. My daughter hated Velanna & didn't recruit her - she left just 2 to defend, & got the same good ending. (keep upgraded & all) So does it matter, if approval is up, if they're geared & specced for defense? It almost seemed as if the approval matter as to whether they live or die, but not their gear or spec.

#70
Seraphna

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nuculerman wrote...

pretty sure it's a new character.

The awakening's ending is pretty final.  Where in origins it would say "and he did this for a time," in this game my character retired and traveled with Lelianna, my lost love.  I was last spotted in Denerim with her.  Further, it mentions things that happen after my death.  So it definitely seemed to me that Bioware was setting me up for a new character in a new continent with a new mission objective.

I'm kind of hoping the Qunari invade Orleis for DA2.  But who knows.


Try and be pretty less sure then. Since if you beat the game, the last line in the ending makes it insanely clear that it's not over yet. The exact words I got were "though everyone was sure this was not the last they had heard of her. Her story was not yet complete..."

And the Origins ending says that only for Lelianna, and it doesn't give a definate time frame of when them reuniting ever occurs. When something is vague, don't call it definate.

#71
Tatooine92

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Seraphna wrote...

nuculerman wrote...

pretty sure it's a new character.

The awakening's ending is pretty final.  Where in origins it would say "and he did this for a time," in this game my character retired and traveled with Lelianna, my lost love.  I was last spotted in Denerim with her.  Further, it mentions things that happen after my death.  So it definitely seemed to me that Bioware was setting me up for a new character in a new continent with a new mission objective.

I'm kind of hoping the Qunari invade Orleis for DA2.  But who knows.


Try and be pretty less sure then. Since if you beat the game, the last line in the ending makes it insanely clear that it's not over yet. The exact words I got were "though everyone was sure this was not the last they had heard of her. Her story was not yet complete..."

And the Origins ending says that only for Lelianna, and it doesn't give a definate time frame of when them reuniting ever occurs. When something is vague, don't call it definate.


Yeah, my first character's adventures had better not be over! I've finally broken her in, made her the very best! I finished Awakening with her the other day and was rather PO'ed that the epilogue dared dictate what my girl went to do. It said she went after Zevran.  ZEVRAN!  She didn't even romance that slimy assassin!  *facepalm*  And she would never leave the Wardens.  Ever.

That was my big problem with it.  But, well, this is why fanfiction was invented, and I intend to write plenty to fix the shortcomings of the Awakening epilogue.

#72
uecasm

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Looks like it's mostly just a codex issue. After saving Amaranthine, my codex updated to say that everyone at the keep had died, and the skull appeared on the map, which confused me to the point that I actually went back and replayed it a few times. But when I couldn't get it to stop doing that, I went ahead and finished the game anyway, and in the epilogue it definitely said that the walls held and that everyone lived. So, yay!



I had a similar problem in Origins (albeit less dramatic) -- despite saving everyone at Redcliffe my Codex insisted that the mother had sacrificed her life.

#73
Shazzie

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Well, this gives me a tiny urge to actually finish my game.

I had the Keep, and soldiers, fully upgraded. I had done all companion quests, and had very high or max loyalty with all of them. Everything seemed golden, so I chose to save Amaranthine with Anders, Sigrun, and Justice. I saved the city. I felt good.



Then my Codex said everybody - my companions, and the seneschal- died at the Keep and that it was completely destroyed. I sat here in shock for a few moments before exiting the game, and I haven't loaded it up since.

I'm still debating if this tiny little urge is enough to see if the Codex is incorrect, that this is just yet another Awakenings bug, or not. I dunno. I may just wait for a patch and see if it revives my interest in Awakenings any. I love Origins, but I've hit so many brick walls with Awakenings that it's sapping all the joy out of it, so I may just wait until everything gets cleared up so that I can freely enjoy it with no reservations.

#74
Ulicus

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As has been mentioned already, more than once, the codex and map are simply incorrect. It's really not a big deal. (Especially since the codex is an IU document and your character had been told that if s/he defended Amaranthine then the Keep would fall)

If you've fully upgraded the keep and have high influence/whatever, it'll remain standing in the epilogue.

Modifié par Ulicus, 05 avril 2010 - 05:11 .


#75
Etnofoob

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i opted to save amarentine and have vigil's keep face the darkspawn on its own. the keep was fully upgraded with mechants, walls, soldiers' armour and the tunnel sealed with the dwarven doors. i took Anders, Justice and Nathaniel with me to amarentine.



according to the epilogue the keep survived the siege for a week, the darkspawn horde broke on the walls. out of the companions i left behind, Ohgren en Sigrun not only survived but made a critical difference in the battle. Velena was also left behind, but a wall collopased om her. Her body was never found tho, so in my mind she did survive as well.