The easiest way to defeat them is to return to the main path while focusing on the poisonous spiders first, then killing the giant spiders as they crawl up the steps. When the Monstrous Spider spawns, it will not be able to physically fit up the steps, allowing you to simply bombard it with ranged attacks. At half health, a batch of reinforcements will spawn, but the Monstrous Spider will be blocking their path, allowing a Firestorm to eliminate the lot of them. The left path is blocked so proceed straight ahead.
In the next room, you will find another Deep Mushroom. The Hurlock bolters in this room may not chase the party even if you flee out of sight, so rush them and try not to die. Reinforcements spawn back the way you came, so use your best AoE abilities. Continue through this chamber to find Sandal, who has managed to wipe out the darkspawn and freeze an ogre in stasis by some mysterious means.
Reaching this point yields XP for quest progression, and Sandal hands over a Rune of Frost , which can be enchanted into a weapon later. Pick up the nearby Raw Lyrium and then continue your search for a another route.
You should also have obtained Stone's Breath , a powerful staff for this particular area of the game, so consider equipping it. Climb the stairs and emerge at a path across the lava, along with a stone column that has the Codex entry: Deep Roads. A fight with two waves of darkspawn including a darkspawn emissary , the path curves back around to the west. Get their attention, then hold position back by the stairs to stay on top of their spawn points, eliminating them with similar tactics as before.
Consider using the rubble as a chokepoint for the first group as well. Cross the bridge and head downstairs to face more bolters, using the corner at the bottom of the stairs for cover.
With them slain you can pick up some Raw Lyrium against a column on the south wall and the Blade of Red Birth from a chest near the stairs leading west. At the top of this foreboding set of stairs is an encounter with an ogre. The confined space and presence of 6 Complex-ranked traps which require 30 Cunning or more to detect and disarm makes staying in this room a bad idea.
For best results, retreat back downstairs to a roomier battlefield with no traps, then spread everyone out so its ram attack can be easily dodged without jeopardizing multiple companions. Use stun, freezing, and slowing abilities to reduce the frequency of its attacks, kite it with manual control of its primary target, and eventually the full power of the party will defeat it.
Return to the ogre's original chamber and disarm the traps, if you are able to do so. Follow the winding path to a large open room with a Boss-ranked dragon and reinforcements of several dragonlings.
Use similar tactics as those from The Bone Pit quest to deal with the dragon: kite it with their primary target while ranged characters attack. The simplest solution is to pull the dragon back into the winding path; the southernmost point provides plenty of room to dance around the dragon while evading the dragonling reinforcements entirely. Those who want a challenge can remain in the large room and use the stairs to kite the enemy. Another strategy is not to retreat so far, but to fight the dragon in the hallway without entering the large room.
The dragon will probably spawn and aggro before you get anywhere near the room proper. Slow it down and stop it with any crowd control you have while your party holds position in the hallway. Have your ranged attackers burn down its health as much as possible before it reaches you. When you cannot halt its advance any more, have a warrior Taunt the dragon and allow melee to engage. Continue dragging it farther back into the hallway until your crowd control cooldowns are up, and repeat.
By this time, you should be far enough back that only one or two of the second wave dragonlings will enter combat, if any. Be sure to keep ranged attackers and healers out of the way of flame breath. Once the large dragon is dead, you can return to the large room and handle the rest of the dragonlings separately, which shouldn't be troublesome. The dragon drops several valuable loot items, including:.
Complete the armor set to raise Hawke's stats, then continue up the stairs to discover the way through. The party automatically returns to Bartrand, who is "pleased" that the expedition is moving again. After the cutscene with Bartrand, Hawke and company arrive at an undiscovered thaig , the Primeval Thaig , which Hawke must explore. Despite serving as a moment's rest, the party does not heal any injuries obtained in the upper Deep Roads, so use Injury Kits if necessary and purchase additional healing items from Bodahn if needed.
Use the Enchantment Apparatus to enchant the Rune of Frost into a weapon, preferably Bianca or Stone's Breath if the former already has one, and the player can talk to Bodahn to receive thanks for saving Sandal.
Beyond Bartrand's camp is a passage to the northwest where the party battles a number of shades and a stone golem. The confined space favors the golem, so retreat back to the camp to have more room to spread out. Claim the deposit of Orichalcum before entering the Primeval Thaig proper.
Beyond that point, the party enters the Primeval Thaig, where they discover a pure lyrium idol. Bartrand, unwilling to share the profits of the expedition, takes the idol and locks them in the thaig.
The party needs to find a way out and decides to start with the opposite door. Cancel X. Topic Archived Page 1 of 3 Next Last. Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts.
User Info: ProfVanHellsing. User Info: smagusmagu. She leaves your party no matter what you do. If you bring her, she dies. If you bring her and Anders, he performs the Joining, she becomes a Grey Warden, and leaves.
If you don't bring her, she's captured by the Templars and placed in the Circle and effectively leaves your party. User Info: Fragnarok. To let her live you must either omit her from the party, or bring both her and Anders. She will still leave your party at the end of the act, but can rejoin in Act 3.
Spoilers: You'll lose Bethany after Act 1 no matter what you do, if you don't take her to the Deep Roads she gets taken by the Circle, if you take her she either dies or, if you have Anders with you, gets made into a Grey Warden, the Grey Warden seems to be the best choice since that's the only way she'll end up rejoining you near the end I think.
User Info: Asuir. Wish I had known : Ftw! User Info: giocare. I left her behind and I was able to recruit her later, so her becoming a Grey Warden has nothing to do with her rejoining you. If taken on the Deep Roads expedition she contracts the taint and dies unless Anders is in the party, in which case she is recruited into the Grey Wardens. During the Qunari siege in Act 2, she and several other Grey Wardens are attacked by the Qunari and receive support from Hawke.
Theres 3 different possibilities. You bring her on the deep roads. If you have Anders with you she will become a Grey Warden and leave until the near end of the game. Without Anders, she dies. You leave her out of the Deep Roads. If Hawke sides with the mages, Bethany is relieved. Leave her behind: she gets taken by the Circle. Will possibly rejoin in Act 3 2.
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