Should i give merrill the arulin




















So aside from those occasions when more DLC was released i never bothered much with Origin's much after that. And DLC aside that was all within a handful of months after it was first released and haven't touched it much sense then. And aside from a handful of events I have forgotten almost everything about it.

That doesn't sound too bad when you say it like that. So i guess I'll just go ahead and give it to her. If you have played the DLCs then you should know a bit about the mirrors as it's featured in Witch Hunt; Morigan is using it for some purpose. It's been corrupted by the darkspawn taint which ends up infecting your character; Duncan finds you with fever outside some ruins and takes you to the camp. The Keeper tries healing you for 2 days and since it appears you're cured they send you to the ruins once more to search for Tamlen who vanished, Merill accompanies you as a temporary playable character.

You never find Tamlen in the ruins but you do find Duncan who destroys the mirror and informs you that your infection has only been delayed, that the only cure or hope for you is becoming a gray warden. Afterwards you know that Merill resorts to Blood magic to obtain help from a demon to cleanse the corruption from the Mirror and thus she carries the pieces with her to Sundermount in DA:II.

I wouldn't recommend helping Merill complete the task as things end very badly, but if you want to see what happens by all means help her. Oh in case you're wondering about Tamlen, he finds you much later in the game, but his taint is far too advanced for you to do anything and he asks you to kill him.

If you refuse or offer help he turns into a shade and attacks you. Log In Sign Up. Keep me logged in on this device Forgot your username or password? Don't have an account? Sign up for free! What do you need help on? Cancel X. Topic Archived First Page 2 of 2.

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. Do you just not go? PM me if you want to avoid spoilers. Plaintiff wrote Depending on your dialogues choices, Merrill can die after the battle with the Pride demon I think, not sure on this point. On full friendship, Merrill will keep the eluvian and presumably keep working on it, though you can convince her to do other things in the meantime, rather than obsessing over it.

If on the rivalry path, you can convince Merrill to break the eluvian and tell her to focus on "helping the alienage" or a few other options. DarthCaine wrote I'm not sure whether I should give her the knife to repair the mirror. What are the outcomes of each action? I don't care about spoilers. Act 2: Merrill's quest "Mirror image" consequences? By Guest - Sat Dec 10, am. The first two choices result in you attacking the clan. So I never ever want to defend Merrill and end up slaughtering the whole camp, just cause she used blood magic.

Gaining the friendship points has nothing to do with being "nice". It's about being supportive of Merrill. If Anders is in the party, or if Hawke is a mage , regardless of specialization, she implores that Pol be revived; if no mage is present, she pleads to bring him to the Keeper.

No matter whether it is Hawke or Anders that responds, both determine that it is already too late for him. Merrill then laments his death, unable to fathom why he ran. As the party egresses from the lair back the way they came, Merrill is shaken by how Pol acted like she was "a monster. Don't forget the Deep Mushroom on your way back up. On the way out the door Merrill reflects on how the clan looked at her when they arrived and wonders what they may have been saying about her since she left, insisting that she would never hurt the clan.

You'll fight some more corpses on the way out, but there are some Normal-ranked and higher Skeleton Archers to worry about. In the entrance chamber you'll fight a Frost Horror, which fights identically to an Arcane Horror, and many corpses and skeleton archers, among which is an Elite-ranked archer.

Take out the horror and feel free to fall back into the narrow paths if you don't feel like taking on so many at once, especially after coming off the varterral fight with few potions to spare. The cliff walls will break line of sight and set them up for AoEs. The party exits the caves and returns to the Keeper. As you receive the reward and give the retrieved amulets of the hunters, Merrill, bewildered, demands an explanation why Pol kept his distance from her.

Marethari admits that she warned the clan to stay away from Merrill, as Merrill may bring back the taint. She also attempts to persuade Merrill to abandon the Eluvian, but Merrill is persistent. Though Merrill has contributed her part, Marethari, doubtful of her, does not give her the Arulin'Holm ; instead, she gives the artifact to Hawke. If Hawke investigates before coming up with the decision, Hawke learns that Merrill studied blood magic because the shard she obtained was tainted.

A demon advised her to use the forbidden magic so that she could cleanse it. If Anders or Fenris is in the party, he objects, but she argues that it was the only way, as she did not have an abundance of lyrium to work with. If you are seeking the Supplier achievement, be sure and grab the Deep Mushroom , Glitterdust , and Orichalcum. Dragon Age Wiki Explore.

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