[Awakening] Can you save them both?
#76
Posté 08 avril 2010 - 05:25
#77
Posté 08 avril 2010 - 09:12
#78
Posté 08 avril 2010 - 09:01
Ok, that was strange. I just finished it. After clearing the city the codex entrys for all I left at the keep (Andres, Oghren & Justice) where that they are dead and the map showed the keep as destroyed in icon and text. (after which I switched out of the game to check here in this thread to see that there are some bugs with codex and map after the citysaving).
I also did every upgrade for the keep itself and the soldiers (and also was very mercyful in the trials. I don't think they matter much in that case) and in the end after killing the boss I got all my happy ending messages with the keep that stood the attacks, Andres still alive for a very long time and Og taking some care of his "nugget"
Only annoing part was that with the stolen sword.
#79
Posté 09 avril 2010 - 01:13
Here was the sequence:
- Set troops to protect farmlands.
- Gave 80 sovereigns to dwarf to rebuild walls to dwarven standards and located granite in wending woods.
- Don't know if this has an impact, but found all the lyrium sand for the other dwarf to replenish his supply of explosives.
- Found and reported all three ore deposits (veridium, silverite and iron) to equip my troops with the best gear.
- When darkspawn start to move, all the troops return to the Vigil from the farmlands.
- Went to Amaranthine, killed all the Children and other darkspawn i.e. saved it and the remaining troops that were there and then went and killed the Mother.
- No, I didn't side with the Architect, I killed him and Utha.
- In the epilogue it said that the walls held against all the darkspawn and the silverite armour allowed my troops to kill darkspawn at a 12 to 1 ratio.
- Voila!
Buggy codex entry, I'd say. There is an absolute plethora of bugs in Awakening because it was so rushed. It really is unbelievably astoundingly low quality crap.
Modifié par krasnoarmeets, 09 avril 2010 - 01:15 .
#80
Posté 09 avril 2010 - 06:47
#81
Posté 09 avril 2010 - 07:09
#82
Posté 09 avril 2010 - 12:49
If you choose to save Amaranthine, Vigil's Keep is destroyed IN THE GAME. People aren't being exactly clear about this. When you leave Amaranthine, you will see it is grayed out and inaccessible, and so are the items & chars you left there.
The epilogue might tell you the keep survived (as well as some of the chars left there), but the game proper treats it as destroyed. Plus the codex says it's destroyed. Intentional or bug? I side with bug, but that's me.
BTW, it seems in every ending Justice abandons Kristoff's body, but that doesn't mean the spirit might not be encountered in the Fade, or could wind up in another.
#83
Posté 09 avril 2010 - 09:06
JPThunda wrote...
I chose to defend all 3. IWhat have I done wrong?
probably this- i believe, the soldiers are spread too thin if you send them to defend the trade routes, and amaranthine and the farmlands.
i know the keep falls if you send them to defend farmlands.
#84
Posté 10 avril 2010 - 07:50
Asai
Asai
#85
Posté 13 avril 2010 - 10:57
#86
Posté 13 avril 2010 - 11:09
I've yet to leave the city to perish though, i might do that as my moraley grey noble dwarf this play threw, i just invest so much in the vigil it's like "damnit i didn't pay 80 soverign to have to rescue the place!" i usuay end up wuith the happy ending for everyone but sigrun & valenna thanks to the buggy sidequests and those random 100+ friendship bugs
#87
Posté 14 avril 2010 - 06:23
#88
Posté 19 avril 2010 - 01:26
#89
Posté 25 avril 2010 - 10:00
So, from my PoV, I saved both :-)
#90
Posté 25 avril 2010 - 11:08
Alternatively many people dont work/school on weekends,Shador5529 wrote...
Near the END!?!? Jesus ****ing christ, the game has been out for all of 2 ****ing days. Do you people just take off work/skip school and play the thing straight through the minute you get it?
anyway you could still finish this game after a day of work or school its really very short
#91
Posté 01 mai 2010 - 04:54
I am right now playing Awakening at normal speed - and yes, I am an experienced RPG-player for almost 15 years now - I am at exactly 20 hours playtime during the defense of Amaranthine (so still a little time to go).
In comparison: for the first playthrough of Origins I needed about 140 hours, for the second about 110.
Ok, I admit: I read every dialogue, every item description, make every quest and now and then I stop for 5 to 10 seconds to admire the scenery. But isn´t that the essence of playing?
#92
Posté 02 mai 2010 - 03:22
I always listen to all the cutscene dialogue once -- sometimes I use the ESC key when I don't want to hear it a 2nd/3rd/etc. time.
However, I really do find - and I don't rush through these games - there's always stuff that I miss on a first playthrough that I then go back & discover due to the guides or online walkthroughs. You just don't know that you don't know what's there. "Unknown unknowns" in Rumsfeldspeak.
#93
Posté 03 mai 2010 - 03:58
#94
Posté 03 mai 2010 - 04:33
They should have let you go to the vigil if you had upgrarded it after saving Amaranthin, the hole decision was forced.
Modifié par Revya, 03 mai 2010 - 04:34 .
#95
Posté 03 mai 2010 - 07:26
whitneyc71 wrote...
where do you find the granite to rebuild the walls? i have completed most of the side quest minis the orphans, and wades superior armor/weapons except the dragonbone sword. but trying to find the granite i have backtracked the wendind woods , the cove, the 2 farms , kal hirol. can anybody help me with this.
The granite deposit is in the Wending Woods; go over the bridge near where Velanna first appears and keep going north to the end of the path, just off to the right and down, the deposit is there. Use your [Tab] key to highlight as you go and you'll see the words "Granite deposit".
#96
Posté 03 mai 2010 - 07:31
Revya wrote...
THe hole Vigil and Amarathin is buged.
They should have let you go to the vigil if you had upgrarded it after saving Amaranthin, the hole decision was forced.
It's not bugged. All the choices you've made up to that point have a bearing on the results of this last decision. On my second play-through, I noticed that a number of the epilogue balloons changed considerably from the first time through because of choices I had made differently. The script-writers were quite ingenious. One positive decision could result in one positive result but also a negative elsewhere. Of course, if you're just burning through the game to set a speed record, you won't notice these subtleties nor will you appreciate them.
This game was truly made for PC-players and not the ADD-aflicted, "button-mashers" who frequent consoles.
#97
Posté 06 mai 2010 - 02:18
Zy-El wrote...
Revya wrote...
THe hole Vigil and Amarathin is buged.
They should have let you go to the vigil if you had upgrarded it after saving Amaranthin, the hole decision was forced.
It's not bugged. All the choices you've made up to that point have a bearing on the results of this last decision. On my second play-through, I noticed that a number of the epilogue balloons changed considerably from the first time through because of choices I had made differently. The script-writers were quite ingenious. One positive decision could result in one positive result but also a negative elsewhere. Of course, if you're just burning through the game to set a speed record, you won't notice these subtleties nor will you appreciate them.
This game was truly made for PC-players and not the ADD-aflicted, "button-mashers" who frequent consoles.j/k - I'm yanking your chain!
The problem is that after they give up on the Keep the Darkspawn can just go and attack Amaranthin or even you on you r why to the final boss.
This is, as stupid as the hole Ostagard battle, Loghain is good at gorila warfare but he sucks at war with another army.
Modifié par Revya, 06 mai 2010 - 02:19 .
#98
Posté 06 mai 2010 - 01:01
Bluto Blutarskyx wrote...
JPThunda wrote...
I chose to defend all 3. IWhat have I done wrong?
probably this- i believe, the soldiers are spread too thin if you send them to defend the trade routes, and amaranthine and the farmlands.
i know the keep falls if you send them to defend farmlands.
I chose to defend all 3 and my keep turned out all right, and I feared it wouldn't. Maybe there was someone you forgot to give money to? It's been a while so I forget exactly what I did, but I know that anytime anyone asked me for money/troops for the Keep I gave it to them.
#99
Posté 28 décembre 2010 - 05:22
I certainly don't believe in rushing through games. I like enjoying the scenery. I do most sidequests, depending on how interesting they are, and frankly sometimes depending on what I know metagame about the benefits of doing them. I like solving the puzzles (many just skip them), and sometimes can't do it on my own, thanks for help Prima & forums.
I always listen to all the cutscene dialogue once -- sometimes I use the ESC key when I don't want to hear it a 2nd/3rd/etc. time.
[/quote]
However, I really do find - and I don't rush through these games - there's always stuff that I miss on a first playthrough that I then go back & discover due to the guides or online walkthroughs. You just don't know that you don't know what's there. "Unknown unknowns" in Rumsfeldspeak.
[/quote]
My way of saying that is "my character gets more and more awesome every time I play"
#100
Posté 30 décembre 2010 - 07:36
Revya wrote...
The problem is that after they give up on the Keep the Darkspawn can just go and attack Amaranthin or even you on you r why to the final boss.
This is, as stupid as the hole Ostagard battle, Loghain is good at gorila warfare but he sucks at war with another army.
No, you have the timeline all wrong. According to the way the ongoing narrative and epilogue portray it, the battle at the Keep is still going on when you finish at Amaranthine and head out to tackle the Mother. Basically the Vigil is holding the Darkspawn army's attention while you are taking your few sturdy warden companions on a commando raid to take out their now relatively unprotected command and control. Basically the problem that you are saying shows the human player to be "stupid" is the very problem the player is actually inflicting on the Darkspawn, i.e. they failed to keep his whole force tied down and now he is using that free contingent to decapitate the Darkspawn forces.





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