From here, three paths leave in easterly directions:. The northeast and east paths are also connected after the respective landmarks. See below for more details on each section. The southeast passage leads to a misty magical barrier: when the party tries to pass through, a cutscene shows them magically turned around, walking out of the mist in the same location where they entered it.
The main quest line Nature of the Beast will be updated to reflect that the Warden needs to find a way to cross this barrier placate the forest or trick it. If you kill the Grand Oak first and don't have the wood, talk to the hermit, and he will offer to make you 'invisible' by enchanting a Werewolf Pelt , which you probably have since you picked it when killing them along the way. You also cannot kill the hermit even with forced attack during dialogue with him and will not find anything in the tree stump, i.
As he 'teleports' away from your knife attack, Morrigan or Wynne will mention his use of illusions. The northeast path has several bears.
Past them, the clearing in front of the ruins in this area is guarded by two ogres. When the Warden approaches the Mad Hermit's clearing, he will teleport in the middle of the camp, swinging fists to the empty air, dancing and overall being faithful to his name.
Engage him in dialogue, and he'll offer to help you reach the center of the Forest if you kill the Grand Oak in the Western Brecilian Forest and provide him with a Werewolf Pelt. The Warden has now various options, as described in the Mad Hermit entry, to receive the help they require to cross the magical barrier in the forest. They all involve a trip back to the Grand Oak so, keep your eyes open for newly spawned patrols in the forest. On the other side of the Magic Barrier, the Warden will encounter Swiftrunner once again.
The dialogue may lead to more unanswered questions about the conflict between the Dalish elves and the werewolves, but will also lead to an unavoidable fight with Swiftrunner and 3 rabid werewolves. When Swiftrunner's health gets too low, Witherfang will make an appearance, and bring the fighting to an abrupt end, allowing Swiftrunner to flee.
Just ahead lies the Southern Ancient Tombstone. Past the Southern Ancient Tombstone the Warden will have a brief encounter with another named werewolf, the Gatekeeper , and a couple of his aides. They will run away before the Warden can do anything, but drop a hint about a "Lady" to be protected.
Beyond this point lies the entrance to the Brecilian Ruins. The Warden enters this level from the eastern corridor, in a large room where a couple of werewolves give the party their own brand of welcome. The stairs leading down and north-ward from this room lead to the Lair of the Werewolves, the Warden's objective.
Unfortunately, the door is barred and to reach the lair the Warden will have to travel the long way through both the upper and lower level of the ruins to find a second entrance your quest log will update, telling you that you need to find an alternative path.
The only way is beyond the door facing west, where the Warden will meet giant spiders and Web Traps. Straight ahead, and to the north the Warden will find a couple of small rooms with columns, some Piles of Rubble and Cocoons. The party should follow the south branch, which leads downstairs. As you descend, you'll hear the sound of a large creature in the distance, along with an auto-save, as well as nervous comments by your companions.
At the bottom you'll enter a larger room with a few corpses lying around and a round mosaic in the center. There are a number of traps surrounding the mosaic. When you cross the mosaic, a Dragon will swoop down and attack. If the party includes a character that can disable traps, some of them can be disarmed before starting the fight with the Dragon.
The Dragon may drop a generic armor chest piece. The corpses, chests, and the Dragon Hoard in the room will make up for it. At the end lies the stairs to the Lower Ruins.
The Warden enters this level from the northern path in the middle of the map. The first thing the companions are likely to notice is a ghostly elf just ahead of the group. The spirit will move away as the party approaches, but a group of undead skeletons and corpses will raise up and attack. The two side rooms just ahead hold more skeletons, and the passage beyond that just before the collapsed portion contains web traps and more spiders.
The collapsed corridor will force the Warden to a detour eastward, leading to a larger room with a round mosaic in the center. After encountering a ghostly boy, a large group of skeletons will ambush the companions here. The group should continue east, and turn southward at the end of the corridor or northward to complete The Elven Ritual and subsequently The Mage's Treasure quests. A group of skeletons will be waiting at the bottom of a flight of stairs.
Once the group is defeated, a larger group of skeletons will spawn around the party. At the next crossing, the party will meet 2 groups of undead one from the side room to the east, the other from the corridor up ahead , while a third group waits behind the closed door to the West. The main path lies beyond that door. Approach this door with care, since the large room behind holds many enemies mostly skeletons , and a very large amount of traps 5 Pressure Plates surround you as soon as you step through the door, just to get you started.
Keep the group from entering the door, and pull the skeletons to you they have archers so you may have to run behind a corner to force them closer, or close the door after getting their attention. If the party can disarm traps, do so between pulling groups; otherwise walk carefully each party member past the door and hugging the wall. A stealth rogue with Combat Stealth can scout ahead and disable all the plates.
A mage with area of effect or missile defense spells would be effective here. The skeleton groups and traps don't stop right past the door, so keep an eye on the movement of your companions. Once the room is disarmed and skeletons are eliminated, the party can move through the door on the west side, into the corridor that was beyond the collapsed section at the beginning of the level.
Skeletons of all kinds will greet the Warden past this point. Once the initial groups are dealt with, the party can descend the first flight of stairs into this enormous room. Don't let the statues and paraphernalia distract you, because an arcane horror will spawn as soon as the Warden gets close enough.
The arcane horror will teleport from one corner of the room to another at regular intervals if someone tries to attack it at melee, making the fight difficult. At the same time, a large number of skeletons from the surrounding balconies and ancillary passages will pour into the room and attack the party. The arcane horror will drop a pair of Ashen Gloves among other things.
More loot can be found down the flight of stairs facing south from this room a sarcophagus holds Ancient Elven Armor unlocking Codex entry: Ancient Elven Armor and a Legacy White Shear. One of the chests has a lock difficulty of Very Hard 60 XP —it can be opened if you have a character with Device Mastery technique and at least 24 points of cunning—it doesn't contain important loot though, thus it isn't a big loss if you can't open it.
A few more skeletons await the Warden on the path heading north from this room, but the entrance to the Werewolf Lair is just past them. The Warden enters the Werewolf Lair through a passage in the Lower Ruins, arriving into the northern-most room of the level, a small safe area separated from the main room ahead by a door the corpses can be looted for Corpse Gall.
Beyond the door, a large group of werewolves , including shadow werewolves , stand guard and will attack as soon as the Warden opens the door. Shadow werewolves use stealth and will try to overwhelm your companions.
Once this group is defeated, the party can explore the large room ahead: be careful of traps and more werewolves including hidden shadow werewolves just ahead. The companions can use the barricades for cover and to lure the werewolves closer when the party is ready. The flights of stairs to the sides may yield some loot, but lead nowhere. The only option is to move forward and down the stairs headed south. Past the door at the bottom of these stairs, the party will meet the Gatekeeper accompanied by three other werewolves.
He has been sent by The Lady to offer an opportunity to parley. If the party agrees to parley, he will take them to the Lady of the Forest. The alternative, of course, is to attack the werewolves. If you fight the Gatekeeper, more werewolves will join him from adjacent rooms total of 7 ordinary, 4 rabid, and 2 shadow , resulting in a very tough battle. DWSmiley Status: Offline.
By chefbobby - Thu Oct 21, pm. Also, the cutscene that leads to the attack on the Dalish is epic. I'm glad someone else said this. For me the cutscene alone is worth it. Zjarcal wrote For me the cutscene alone is worth it It is an epic scene. But fighting the elves afterward - I just can't bring myself to do it again, especially killing Lanaya. That experience helped me decide that Darkspawn Chronicles isn't for me.
Well, that Dalish clan you were looking to recruit has been more or less paralyzed and trounced by the Werewolves. Point one for the weres. There werewolves have no non-combatants besides their wounded. They are nearly a pure fighting force. The werewolves can increase their ranks faster than any other force.
They can take those non-combatants of other races and turn them into darkspawn-killing fighters as well. Not only can the weres grow their ranks, they make Ferelden more capable of combat than it was. You need to have high enough persuasion, then in the conversation with the Lady of the Forest, select the option that is something like "I have a better idea, lets kill the elves. Other Answers. The only way to side with the werewolves is to kill all the elves.
When you talk to the Lady in the ruins, there is a persuade option, which is something like "let's kill the elves". You have to have a very high persuade skill. User Info: aRPGfan. OK, you need at least a level three persuation skill and then when you get there you say "I have a better idea, lets just kill the elves.
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