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Awakening: Points of interest for your companions


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#1
Nyaore

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I was thinking that someone should compile all the points of interest in the game where you can talk to your companions. Mostly so you can get to know them all better without having to redo each dungeon looking for them; but also because some people do seem to be having problems gaining the loyalties of a few of the characters like Oghren. I'm sorry if someone has posted this before.

Here's the ones I remember:

Amaranthine:
Oghren: Advertisement board down the steps from the Chantry.
Velanna: The tree just a few paces away from said board, next to the door that leads up to the battlements/walkways.
Sigrun: Shiny crystals on the weapon smith's booth in the Market district - near the supply depo where you fulfill Ander's personal quest.
(You can also get a small amount of approval from Oghren if you take him with you when you click on the crystal's for Sigrun. Provided by Gilsa)
Anders: A tree near the oxen cart in front of the main gates into the city.
Nathaniel: Chantry statue.
Justice: Chantry statue as well.

Vigil's Keep: (These ones are easy since most are right next to the characters or directly outside the throne room.)
Oghren: Cask directly behind where he is standing. (I've found you can select this one multiple times in order to trigger different conversations with Oghren. It might be a glitch, as clicking on the cask after you've run out of dialogue options simply triggers one of Oghren's many selected one liners, but some of the conversations I got from doing this weren't present when I did my previous playthrough where I only fiddled with the cask once. So it might be worth a look.)
Velanna: Statue of Andraste in the courtyard.
Sigrun: Bookcase directly behind where she is standing.
Anders: Statue of Andraste in the courtyard like Velanna.
Nathaniel: Picture of his mother next to where he is standing.
Justice: Kristoff's chest, behind his position in the throne room.

Wending Woods:
Sigrun: A non-descript tree in the middle of that raised piece of land in the first half of the area - near where the initiially non-hostile Charred Sylvan was standing. (It's the only one in that area who isn't already engaging the bandit's in combat when you come across it. I apologize for the rather poor directions, but that's literally as close as I can put it's location while using existing markers in the area. Any of the other noticeable landmarks are a tad too far away to work properly.)(You've gone too far if you go across the bridge.)
Justice: In the Dalish camp, select the elven corpse behind the shallow graves. (Provided by Valdemera)

Kal'Hirol:
Oghren: Anvil in the room where Colbert's associate/acquiantance is being held in a cage suspended above a pool of magma.
Anders: Basket of lyrium in the room where you can repair all the broken weapons you have gathered up until that point in the game. (It's in the room that has that huge pillar directly at it's center with a stream of magma flowing down from it.)
Sigrun: Right after entering Kal'Hirol from the Knottwood Hills. - You can't respond to what she says though. (Provided by Iseleth)

Black Marsh:
Nathaniel: A tree to your left shortly after entering the Black Marshes. (Provided by Sarah1281)

The Fade:
Oghren: The boat hanging in the air directly behind the spot where you start the level.


Proximity Triggered Conversations:
(As the name implies, these are conversations that trigger when you happen to walk too close to a certain area in the game with a specific character in your party. I won't include the ones that are directly linked to a specific companion's loyalty quests, as I feel those have already been covered to the point of ad nauseam. Instead I'll just post the ones that happen seemingly out of the blue that have no bearing on whether or not your companions get a happy ending.)

Amaranthine:
Velanna: Go up to the two elves who are standing near the dilapidated house on your right hand side shortly after you enter the area from the World Map screen. The dialogue should trigger on it's own once you get close enough.

Those are just the ones I could remember off the top of my head. Do you all remember where the others can be found?

Modifié par Nyaore, 25 mars 2010 - 01:58 .


#2
Sesshomaru47

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I did not know that. I had only found a bucket for Anders and the cask for Oghren. Thanks!.

#3
Sarah1281

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Nathaniel has one shortly after entering the Black Marshes when you click on some sort of plant.

#4
Nyaore

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No problem! :)

Sarah1281- Thanks for pointing that one out. I'll add it to the list immediately. :D

Modifié par Nyaore, 20 mars 2010 - 08:58 .


#5
Nyaore

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Does anyone know where Justice's other locations are? He can't just have that one in the castle.

#6
Valdemera

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Justice has one in the Wending Woods, Dalish camp, and the elf corpse behind the shallow graves.

#7
Nyaore

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Sweet, thanks! :D *adds to the list*

#8
Iseleth

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iirc, Sigrun has one in Kal'Hirol (I believe it's just after entering the first area, but I could be wrong). It's not a conversation: she make a comment, but you cannot reply.

#9
Nyaore

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I forgot about that one. Thanks for posting it. ^_^



I also figured out where Justice's conversation happens in Amaranthine, it's on the Andraste statue where you can also get Nathaniel's conversation.

#10
MarkyBoy147

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is there a conversation guide up yet? oghren is a moody boy

#11
Venatio

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Thanks!

#12
TheBlackBaron

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This should be a sticky. =]

Modifié par TheBlackBaron, 21 mars 2010 - 09:32 .


#13
Gilsa

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Thanks for starting this thread -- very handy.

#14
Nyaore

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I'm glad it's useful for you all.

I'm still trying to find out if Velanna has another conversation point, as it just seems odd that all the others have at least three places you can talk with them at and she only has two so far. I'll post the location if I find it. =)

#15
Nyaore

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Well I found a new one for Velanna, but it's more of a sudden conversation than something you have to click in order to trigger. Or, at least, I didn't notice my really doing anything that would have merited it happening other than simply walking too close to them.
Just go up to the two elves who are standing near the dilapidated house on your right hand side shortly after you enter the area from the World Map screen. It should trigger on it's own from there. (Be prepared for epic ****iness.)

Modifié par Nyaore, 22 mars 2010 - 12:44 .


#16
MarkyBoy147

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I dont seem to be able to use the crystals on the weaponsmiths stal with sigrun, any ideas?

#17
clafount

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Oh man, there are so many that I've missed! And I could not figure out this:



<i>Anders: Basket of lyrium in the room where you can repair all the broken weapons you have gathered up until that point in the game. </i>



I *knew* there had to be a point to those stupid broken weapons and armor but I never figured out what it was. Thank you!



Well, I guess I will play my rogue/archer/Queen after all.

#18
Nyaore

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MarkyBoy147 wrote...

I dont seem to be able to use the crystals on the weaponsmiths stal with sigrun, any ideas?

I had a bit of trouble trying to get that one to activate as well. Just play with the camera angles for awhile and you should be able to select it. (That stall is so cluttered that it can at times be hard to select the right person/object that you want to interact with.)

clafount- Glad to have been of help!

Modifié par Nyaore, 24 mars 2010 - 10:14 .


#19
marquiseondore

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Thanks for this! I missed the one of Sigrun in the Wending Wood.

#20
Gilsa

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I don't know if this is really relevant, but if Oghren is in the party when you click on shiny crystals (in Amaranthine) for Sigrun, he will join in on the conversation. Depending on how you respond to him, you can get either +1 or -1. Not much, but since it's a city, can easily swap him in and out for that teeny bump in approval. =p

#21
Yriss

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This thread is genius. If only I had seen this a few days ago when I was running around and getting dizzy trying to find conversation trigger points (was trying to boost Oghren and Sigrun's approval before engaging in the final battle).



Thanks!

#22
Nyaore

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Gilsa wrote...

I don't know if this is really relevant, but if Oghren is in the party when you click on shiny crystals (in Amaranthine) for Sigrun, he will join in on the conversation. Depending on how you respond to him, you can get either +1 or -1. Not much, but since it's a city, can easily swap him in and out for that teeny bump in approval. =p

You're right, I completely failed to notice that. Thanks for pointing it out! :D I'll add it to the list under Sigrun's annotation.

#23
CybAnt1

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Yriss wrote...

This thread is genius. If only I had seen this a few days ago when I was running around and getting dizzy trying to find conversation trigger points (was trying to boost Oghren and Sigrun's approval before engaging in the final battle).

Thanks!


Dunno, some of us think it's just crazy running around with characters looking for trigger points in order to get up their approval

Yes, maybe the old system of "let's play 20 questions with everybody at camp" had flaws. This seems to be a case where the cure may be worse than the disease. 

It's a bit silly a list like this has to be made.

And let me again ask a dumb question that seems to get to the heart of this particular new game design decision?

If somebody hadn't told you on the forums, or you didn't read in the Prima guide/Wiki/whateva, that there was a tree you needed to click on in the middle of the Wending Wood to start a dialogue with Sigrun, could you have figured this out on your own

If not - isn't this fracked game design? Just saying, is all? 

#24
Nyaore

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CybAnt1 wrote...

Yriss wrote...

This thread is genius. If only I had seen this a few days ago when I was running around and getting dizzy trying to find conversation trigger points (was trying to boost Oghren and Sigrun's approval before engaging in the final battle).

Thanks!


Dunno, some of us think it's just crazy running around with characters looking for trigger points in order to get up their approval

Yes, maybe the old system of "let's play 20 questions with everybody at camp" had flaws. This seems to be a case where the cure may be worse than the disease. 

It's a bit silly a list like this has to be made.

And let me again ask a dumb question that seems to get to the heart of this particular new game design decision?

If somebody hadn't told you on the forums, or you didn't read in the Prima guide/Wiki/whateva, that there was a tree you needed to click on in the middle of the Wending Wood to start a dialogue with Sigrun, could you have figured this out on your own

If not - isn't this fracked game design? Just saying, is all? 






I'll definitely agree that it isn't the smartest system to have in a game when you have nothing else to pair it with. Frankly I'd love to see a hybrid of the Origin's system and the one in Awakening, with more emphasis on Origins type dialogue, but that's just me. I like the fact that the characters react to the world around them in Awakening, but it does get rather tedious having to search for all the conversation starters after awhile. Especially if you're trying to get the approval of someone like Oghren, who makes such searches an absolute must if you wish to finish his companion quest. *shrug*

Modifié par Nyaore, 25 mars 2010 - 02:34 .


#25
Stoomkal

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Yup.



Everyone is running around trying to find hidden objects... just to have a conversation.



Epic Fail.