Dragon Age Origins Broken Circle Recap - TV Tropes
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The seventh element of the main mission in Dragon Age: Origins, and one of the four recruitment objectives. In the story, the player and party come to Kinloch Hold, owned by the Circle of Sorcerers, to recruit First Mage Irving's sorcerers for the new Ferelden army. However, everything becomes complicated when it turns out that the sorcerers have rebelled in the Circle Tower, to the point of being captured by demons.
Lake Calenhad Docks
Deciding to recruit the Circle of Ferelden Sorcerers, or to summon the sorcerer to save Connor Jerin of Redcliffe from demonic possession, the player and party travel to the Circle Tower. The player and party arrive at Lake Cullenhad Docks, located on the eastern shore of Lake Cullenhad in western Ferelden. The docks only contain a tavern called Spoiled Princess, and the player's destination, Kinloch Radial Tower Hold, can be seen on the peninsula in the middle of the lake. However, the stone bridge across the peninsula has been destroyed, and now the only way to get to Radial Tower is by ferry from the port of Lake Calenhad.
The ferryman on the lake, Kester, is found near the inn "Spoiled Princess", but is not currently at work, as the head of the Knights of Kinlochold Gregoire has ordered the ferry to be closed for a while. It is now clear that something suspicious is happening at Radial Tower. Instead of the ferryman, Carol, one of the Templars of Greygoire, is watching the port to make sure no ships go to Kinlochold. The party approaches the Templar Carol at the port, but Carol is aware that no one is allowed to go to Kinlochold, and does not believe that the player and Alistair Grey are the Bardins on a mission. Depending on how the meeting with Carol goes, the player can use some method of persuasion or intimidation to convince the Templars to transport them across the sea to Kinlochold.
Lake Calenhad Docks Side-Quests
Find an adept of a wizard group at the port and invited him to a side quest. The first request is to transfer three messages regarding the dismissal of wizards that the "group" wants to reduce. One is on the Cold Mountain Pass in Orzamar, and the other two are in Denerim. The appropriate side quest is to release yourself from a cable of a bloody wizard working in the northern part of the East Brecia Forest. Again, the side quests include a sorcerers collector to bring 10 bundles of deep mushrooms, which can be bought from various merchants in Ferelden districts. The last side quest is to mark the four magical spaces in Ferelden with a character of Cleburash, which has the power to attract sorcerers collective. These four magic spaces are located in Radial Tower, West Brekiria Forest, Alternate Taiga, and Denerim.
Circle Tower's Entrance: The Templar Barricade
The players and their friends who arrived on the peninsula sandwiched between Lake Karen Had noticed that they were in Kinrock Hold in Circle Tower. It is known that the magician's circle used to help Brites's Gray Wordens in the past, but when you enter Kin Rock Hold, it is clear that the magician's recruitment is not so easy. The guards of the Knights of Temple, who are the jobs of monitoring the wizards of Radial Tower, are noisy. The Knight Captain Gregoir continues to control and orders his friends of his Temple Knights to put a barricade on the door to the upper floor of the radial tower. Gregoir, who witnessed the arrival of the player, is still frustrated that Carol has allowed the port to pass. The player understands that he is trying to recruit a wizard fighting Blythe using Gray Baden's work. However, Gregoir realizes that Gray Baden cannot provide support and reports that he has lost the control of the circle tower. < SPAN> Find an adept of a wizard group at the port and invite him to a side quest. The first request is to transfer three messages regarding the dismissal of wizards that the "group" wants to reduce. One is on the Cold Mountain Pass in Orzamar, and the other two are in Denerim. The appropriate side quest is to release yourself from a cable of a bloody wizard working in the northern part of the East Brecia Forest. Again, the side quests include a sorcerers collector to bring 10 bundles of deep mushrooms, which can be bought from various merchants in Ferelden districts. The last side quest is to mark the four magical spaces in Ferelden with a character of Cleburash, which has the power to attract sorcerers collective. These four magic spaces are located in Radial Tower, West Brekiria Forest, Alternate Taiga, and Denerim.
The players and their friends who arrived on the peninsula sandwiched between Lake Karen Had noticed that they were in Kinrock Hold in Circle Tower. It is known that the magician's circle used to help Brites's Gray Wordens in the past, but when you enter Kin Rock Hold, it is clear that the magician's recruitment is not so easy. The guards of the Knights of Temple, who are the jobs of monitoring the wizards of Radial Tower, are noisy. The Knight Captain Gregoir continues to control and orders his friends of his Temple Knights to put a barricade on the door to the upper floor of the radial tower. Gregoir, who witnessed the arrival of the player, is still frustrated that Carol has allowed the port to pass. The player understands that he is trying to recruit a wizard fighting Blythe using Gray Baden's work. However, Gregoir realizes that Gray Baden cannot provide support and reports that he has lost the control of the circle tower. Find an adept of a wizard group at the port and invited him to a side quest. The first request is to transfer three messages regarding the dismissal of wizards that the "group" wants to reduce. One is on the Cold Mountain Pass in Orzamar, and the other two are in Denerim. The appropriate side quest is to release yourself from a cable of a bloody wizard working in the northern part of the East Brecia Forest. Again, the side quests include a sorcerers collector to bring 10 bundles of deep mushrooms, which can be bought from various merchants in Ferelden districts. The last side quest is to mark the four magical spaces in Ferelden with a character of Cleburash, which has the power to attract sorcerers collective. These four magic spaces are located in Radial Tower, West Brekiria Forest, Alternate Taiga, and Denerim.
The players and their friends who arrived on the peninsula sandwiched between Lake Karen Had noticed that they were in Kinrock Hold in Circle Tower. It is known that the magician's circle used to help Brites's Gray Wordens in the past, but when you enter Kin Rock Hold, it is clear that the magician's recruitment is not so easy. The guards of the Knights of Temple, who are the jobs of monitoring the wizards of Radial Tower, are noisy. The Knight Captain Gregoir continues to control and orders his friends of his Temple Knights to put a barricade on the door to the upper floor of the radial tower. Gregoir, who witnessed the arrival of the player, is still frustrated that Carol has allowed the port to pass. The player understands that he is trying to recruit a wizard fighting Blythe using Gray Baden's work. However, Gregoir realizes that Gray Baden cannot provide support and reports that he has lost the control of the circle tower.
Circle Tower's 1st Floor: Recruiting Wynne
Gregoire explains that because of this chaos, there is no hope of pursuing the Templar warriors who are trying to clean up the mess of the escape from Kinloch Hold, and that the wizards they were caring for are now sick. In fact, he knows that the chaos consists of rogues and demons who have invaded the Round Tower and occupied the upper floors. Gregoire adds that he does not understand why this happened, and that as soon as it became clear that the Templars had lost the battle, he ordered them to retreat to the entrance, but the wizards were left behind and listed as dead. Therefore, Gregoire decides to call for reinforcements from Denerim and plans to exercise the power of annulment. The Templars could completely disable the Circle Towers, which would effectively lead to the death of all wizards who are still alive and have any chance of fighting the demonic invaders on the upper floors.
Now you can choose about the future fate of the wizards of the Radial Towers. The player can either agree that the Templars have a duty to cleanse the Radial Tower and eliminate both the wizards and the demonic invaders, or assure Gregoire that he must save the wizard who is still alive and fighting on the upper floors. In the first case, it is enough to destroy everyone on the upper floors of the Circle Tower. If he chooses option 2, Gregoire will understand that the story will be considered harmless only if he finds and returns alive the first wizard, Irving, the favorite of the wizards of the Radial Tower. Otherwise, he will be acting under the power of annulment. Gregoire will then have the party enter the upper floors, where his Templars will barricade the door. Thus, the party is stuck on the upper floors until they complete their mission. Either kill everyone without wasting time saving the wizards, or fight the demons.
On a journey around the tower of the circle, the first time in the room, he encounters the old magician Win, two magician Petra and Kinon, and the devil Fury to break through the circle's obstacle. It is a magic door set by Win to avoid the invasion of monsters. After the demon is exterminated, Win's party tells the arrival of the player. Despite his short acquaintance in the Battle of Ostagal, Win keeps protecting himself from a player from the decision to protect his fellow magical.
Circle Tower's 2nd Floor: Uldred's Blood Mages
Win knows why the players are here, as the Temple Knights blocked the entrance. In response, the player explains that he came here to solve the problem of Gregoir's round tower, and that the cancellation law, which should be clearing this space, has already been completed. Win realizes that Gregoir has to think that all wizards have died to reach this conclusion. The player knows exactly what happened and that the circle tower is in such a state, and Win explains that there is a rebellion in real time. A magician called Urdred tries to take the right to govern the Ferelden magician circle after the Battle of Ostagal. Urdred and his blood magician joined Loghain and attended, persuading the circle to support Loghain's Felelden administration. However, the betrayal of loghain was discovered in Ostagar, and the battle broke out between the two. Win does not understand what happened to Urdred after the rebellion. She is still convinced that the existence of the devil in the circle tower is because of him. < SPAN> The party who went on a journey around the tower of the circle encountered a battle between the old wizard Win, two magician Petra, Kinon, and the devil Fury trying to break through the circle. 。 It is a magic door set by Win to avoid the invasion of monsters. After the demon is exterminated, Win's party tells the arrival of the player. Despite his short acquaintance in the Battle of Ostagal, Win keeps protecting himself from a player from the decision to protect his fellow magical.
Win knows why the players are here, as the Temple Knights blocked the entrance. In response, the player explains that he came here to solve the problem of Gregoir's round tower, and that the cancellation law, which should be clearing this space, has already been completed. Win realizes that Gregoir has to think that all wizards have died to reach this conclusion. The player knows exactly what happened and that the circle tower is in such a state, and Win explains that there is a rebellion in real time. A magician called Urdred tries to take the right to govern the Ferelden magician circle after the Battle of Ostagal. Urdred and his blood magician joined Loghain and attended, persuading the circle to support Loghain's Felelden administration. However, the betrayal of loghain was discovered in Ostagar, and the battle broke out between the two. Win does not understand what happened to Urdred after the rebellion. She is still convinced that the existence of the devil in the circle tower is because of him. On a journey around the tower of the circle, the first time in the room, he encounters the old magician Win, two magician Petra and Kinon, and the devil Fury to break through the circle's obstacle. It is a magic door set by Win to avoid the invasion of monsters. After the demon is exterminated, Win's party tells the arrival of the player. Despite his short acquaintance in the Battle of Ostagal, Win keeps protecting himself from a player from the decision to protect his fellow magical.
Win knows why the players are here, as the Temple Knights blocked the entrance. In response, the player explains that he came here to solve the problem of Gregoir's round tower, and that the cancellation law, which should be clearing this space, has already been completed. Win realizes that Gregoir has to think that all wizards have died to reach this conclusion. The player knows exactly what happened and that the circle tower is in such a state, and Win explains that there is a rebellion in real time. A magician called Urdred tries to take the right to govern the Ferelden magician circle after the Battle of Ostagal. Urdred and his blood magician joined Loghain and attended, persuading the circle to support Loghain's Felelden administration. However, the betrayal of loghain was discovered in Ostagar, and the battle broke out between the two. Win does not understand what happened to Urdred after the rebellion. She is still convinced that the existence of the devil in the circle tower is because of him.
Circle Tower's 3rd Floor: Bewitched Templar
Win's door is blocking the road to the upper floor, so you need to make a choice for wins. If he intends to kill everything, Win and his disciples will fight the player's group, Vin will die and the barrier will be removed. If the player continues to save the magician before he gets canceled rights, Win will join the group with the intention of saving the circle tower. The player agrees with Vin, who understands Gregova only when the tower's safety is only when the first magician is found, Irving is found. As Petra and Kinon continue to take care of their children's wizards, Petra asks the player to take care of Vin and tries to protect it from the monsters. After warning to one party and preparing for thoroughness, Win pulls out the magic barrier from the door. And the player and Vin begin a journey to the circular pagoda. While fighting a monster that has entered the student closet on the first floor, the party will eventually find the stairs to the second floor.
Circle Tower's 4th Floor: Encountering the Unique Abomination
The group arrives on the second floor of the Circle Tower and begins to go around the upper magician room. First, meet the sheep, the surviving magician who became the rest. He has no emotions. If a player with a wizard has not met him in advance, Abein will manage the magic warehouse of the circle and keep the warehouse clean, despite the fact that the war is currently occurring. It will appear as a working person. The tower dies, but Abein is convinced that Nayer magician will save everyone. The player asks what Nial was planning, but he answered that Aboin didn't know anything. Except that Nial and his minions came to Avin to regain Adralay Litannia Control, a spirit of blood magic. Vin recalls that Nial was one of the wizards who had seen a meeting with Urdred, and Win, who was backed by the suspicion that Nial was suspected that blood magic was causing the circle confusion. 。 So Win decides that the role of protecting the spirit is beneficial for us and should look for Nial. < SPAN> Win's door blocks the road to the upper floor, so you need to make a choice for wins. If he intends to kill everything, Win and his disciples will fight the player's group, Vin will die and the barrier will be removed. If the player continues to save the magician before he gets canceled rights, Win will join the group with the intention of saving the circle tower. The player agrees with Vin, who understands Gregova only when the tower's safety is only when the first magician is found, Irving is found. As Petra and Kinon continue to take care of their children's wizards, Petra asks the player to take care of Vin and tries to protect it from the monsters. After warning to one party and preparing for thoroughness, Win pulls out the magic barrier from the door. And the player and Vin begin a journey to the circular pagoda. While fighting a monster that has entered the student closet on the first floor, the party will eventually find the stairs to the second floor.
The group arrives on the second floor of the Circle Tower and begins to go around the upper magician room. First, meet the sheep, the surviving magician who became the rest. He has no emotions. If a player with a wizard has not met him in advance, Abein will manage the magic warehouse of the circle and keep the warehouse clean, despite the fact that the war is currently occurring. It will appear as a working person. The tower dies, but Abein is convinced that Nayer magician will save everyone. The player asks what Nial was planning, but he answered that Aboin didn't know anything. Except that Nial and his minions came to Avin to regain Adralay Litannia Control, a spirit of blood magic. Vin recalls that Nial was one of the wizards who had seen a meeting with Urdred, and Win, who was backed by the suspicion that Nial was suspected that blood magic was causing the circle confusion. 。 So Win decides that the role of protecting the spirit is beneficial for us and should look for Nial. Win's door is blocking the road to the upper floor, so you need to make a choice for wins. If he intends to kill everything, Win and his disciples will fight the player's group, Vin will die and the barrier will be removed. If the player continues to save the magician before he gets canceled rights, Win will join the group with the intention of saving the circle tower. The player agrees with Vin, who understands Gregova only when the tower's safety is only when the first magician is found, Irving is found. As Petra and Kinon continue to take care of their children's wizards, Petra asks the player to take care of Vin and tries to protect it from the monsters. After warning to one party and preparing for thoroughness, Win pulls out the magic barrier from the door. And the player and Vin begin a journey to the circular pagoda. While fighting a monster that has entered the student closet on the first floor, the party will eventually find the stairs to the second floor.
The Fade: Lost In Dreams
The Player's Dream
The group arrives on the second floor of the Circle Tower and begins to go around the upper magician room. First, meet the sheep, the surviving magician who became the rest. He has no emotions. If a player with a wizard has not met him in advance, Abein will manage the magic warehouse of the circle and keep the warehouse clean, despite the fact that the war is currently occurring. It will appear as a working person. The tower dies, but Abein is convinced that Nayer magician will save everyone. The player asks what Nial was planning, but he answered that Aboin didn't know anything. Except that Nial and his minions came to Avin to regain Adralay Litannia Control, a spirit of blood magic. Vin recalls that Nial was one of the wizards who had seen a meeting with Urdred, and Win, who was backed by the suspicion that Nial was suspected that blood magic was causing the circle confusion. 。 So Win decides that the role of protecting the spirit is beneficial for us and should look for Nial.
The Mage Trapped Within the Fade
After meeting Owain, the party continues their journey through the chambers of the elder wizards. Eventually, they encounter the blood wizards who serve Uldred. The blood wizards say they regret going to the rebels after what happened to Uldred, but agree to follow in the footsteps of the project, and attack the party upon their arrival. The party defeats the blood wizards, killing all of them except for the female blood mage, who is left wounded on the ground. The surviving blood mage begs them not to kill her, explaining that she did not want death and destruction in the first place. In fact, she just wanted to be free from the gaze of Chantry and his Templars. She then says that Uldred has merged with Loghain, and that if the wizards support Loghain's request for the role of regent of Ferelden, he will definitely help free the wizards from the Circle Tower. Wyn is aware of their fight for freedom, but acknowledges that the end result does not justify their methods. It is known that Andraste went to war with the Empire to create a better future for everyone, and so did the blood wizards, deciding to fight for a better life.
The blood wizards justify their influence by the fact that they had to fight anyway, forcing them to change history for the better for the wizards. Wyn is still not sure if the destruction of the Circle Tower was worth it, and the blood wizards fall into despair, claiming that Uldred has gone mad, while Uldred's minions will be persecuted for the damage they caused. The female blood mage still begs for her life and asks for a chance to redeem herself, for which she hides in the temple for a while. You are then forced to choose between destroying the female blood mage or letting her escape. If she survives, she will stand up, thank you for your mercy, and run to find a way out of the Circle Tower. The party then makes their way through the Elder Wizard's room, fighting monsters and blood wizards. Eventually, the party finds the stairs to the third floor.
Arriving on the third floor of the radial tower, the party begins their personal journey through the vast corridors. Alongside enemy demons, evil spirits and blood mages, demon-possessed Templars begin to attack the party. The party has the opportunity to fight with one of these demons against his hordes of enchanting obscurity. Eventually, the party reaches the last room of the huge hall on the third floor, where a large-scale battle with demons and nuisances unfolds. There are also three surviving Rest Magicians in this room, who begin to act due to their magical modifications and attack the party due to their exposure to demons there. If you choose the path of the wizards' income, when the tense atmosphere calms down, the Rest Magicians are released. Then, the party is sent up the stairs, and the main to the fourth floor.
Arriving on the fourth floor of the circle tower, the party begins their personal campaign in the room of the Templars. The party fights the usual enemies of the tower that they have seen up to this stage, but they come across a room where there is a templar who has been enchanted by a demon called DRAS. The enchanted demon invites the player to two options: let the demon escape with the templar's toys, or fight alongside the enchanted templar. If they fight the demon of lust, the demon will be killed, but this will take a long time. If they forget the demon of the living among the living, there will be no dora and no demon, but the templar will remain under the control of the demon of lust. After the encounter with the demon of lust, the party of players will flow through a battle with the chosen blood mage before continuing on their way.
Traversing the Sloth Demon's Domain
Eventually, the group comes across a room inhabited by the original abomination seen in the photo, standing over the corpse of a human male. Nasty speaks to the group, declaring that he has no interest in entertaining the new guests the group will be fighting. However, Nasty explains why they need to fight, as he is tired of the violence of his world. During this, the Mud lies down and asks the player to leave everything behind and leave the world. As a result of being exposed to the Mud's magic, the player and companions begin to tire. The player's companions struggle to stay awake until they lose consciousness. Eventually, one of them says that they have had their well-deserved entertainment and that the universe will continue to exist without them.
After being put to sleep by the original Mud in the Tower of the Circle, the player wakes up in a huge chamber. Standing before the player is Duncan, the current commander of the Burden, welcoming his new recruit, the Grayish Burden. The player doesn't seem to understand what's going on, but Duncan reminds the recruits that they're in Weishaupt's headquarters (the Greyish Varden's far-flung headquarters) and that the player has been here before. The player remains confused as to why they aren't fighting the Darkspawn, so Duncan convinces the recruits that the last big battle to defeat the Archdemon has already taken place and the Darkspawn are gone. So there's no need for the Greyish Varden anymore. They may well head to Weishaupt, where they'll be more interested in figuring out their situation than preparing for actual combat. However, the player doesn't believe this situation, as a stop for entertainment is not something Duncan or the Grey Varden would arrange. Duncan starts to get nervous as the recruits reject the peace offer, and the player becomes convinced that it's definitely not Duncan who has defected. This results in Duncan the Trickster attacking the player, but the Trickster is defeated as a result.
Next is the fight against Vaishapt's trickster, Duncan. The player touches it and sails to a different space. The player teleports the floating peninsula, and a space in the universe appears. Thus, it becomes clear where the original radial tower sent the player. Now, the intelligence of the player is in Fade. Fade is a metaphysical kingdom like in a dream, and is a place of ghosts and devils, consisting of floating islands and lyric veins. Players study the former island district known for their wet fades, rediscover teleportation pedestals, fade portals, and nearby male circles. This is the most magician, standing in a circle in circle before sleeping the player. This magician, in fact, assumes that the player is in the same story as him, as a person who has fallen into a trap in a field, the player should actually be so, but the original mud is his own. It is only assumed to actually get out of the sleeping trap that tried not to forcibly leave the victims. In the case of the players, this was trying to force Duncan to retire and exist.
A man was in charge of his own experiment in a fiera, and he was able to get out of his personal sleep later, but he was stuck in his life to find an exit. Ta. The player knows who is the magician, seeing Niard finding the player's group in the excuse of Adra scrolling. Nial knows that he has met a devil's conspiracy (unique horror) as a result of helping the circle tower. Like the player, the devil Lenist used his magic to sparring Neer and effectively faded his intelligence. Niall is in charge of using ADRALLAH casting to resist the control of the wizard of blood in the battle for the release of the circle, but in fact he was actually locked by FAIDA. He knows, falls in despair, and his whole life, is now very slow to help his own fellow mage. Players persuade the nials, in fact, they will find the exit, but Nayer does not guarantee it. < SPAN> Next, a fight against Vaishapt's trickster, Duncan. The player touches it and sails to a different space. The player teleports the floating peninsula, and a space in the universe appears. Thus, it becomes clear where the original radial tower sent the player. Now, the intelligence of the player is in Fade. Fade is a metaphysical kingdom like in a dream, and is a place of ghosts and devils, consisting of floating islands and lyric veins. Players study the former island district known for their wet fades, rediscover teleportation pedestals, fade portals, and nearby male circles. This is the most magician, standing in a circle in circle before sleeping the player. This magician, in fact, assumes that the player is in the same story as him, as a person who has fallen into a trap in a field, the player should actually be so, but the original mud is his own. It is only assumed to actually get out of the sleeping trap that tried not to forcibly leave the victims. In the case of the players, this was trying to force Duncan to retire and exist.
Alistair's Dream
A man was in charge of his own experiment in a fiera, and he was able to get out of his personal sleep later, but he was stuck in his life to find an exit. Ta. The player knows who is the magician, seeing Niard finding the player's group in the excuse of Adra scrolling. Nial knows that he has met a devil's conspiracy (unique horror) as a result of helping the circle tower. Like the player, the devil Lenist used his magic to sparring Neer and effectively faded his intelligence. Niall is in charge of using ADRALLAH casting to resist the control of the wizard of blood in the battle for the release of the circle, but in fact he was actually locked by FAIDA. He knows, falls in despair, and his whole life, is now very slow to help his own fellow mage. Players persuade the nials, in fact, they will find the exit, but Nayer does not guarantee it. Next is the fight against Vaishapt's trickster, Duncan. The player touches it and sails to a different space. The player teleports the floating peninsula, and a space in the universe appears. Thus, it becomes clear where the original radial tower sent the player. Now, the intelligence of the player is in Fade. Fade is a metaphysical kingdom like in a dream, and is a place of ghosts and devils, consisting of floating islands and lyric veins. Players study the former island district known for their wet fades, rediscover teleportation pedestals, fade portals, and nearby male circles. This is the most magician, standing in a circle in circle before sleeping the player. This magician, in fact, assumes that the player is in the same story as him, as a person who has fallen into a trap in a field, the player should actually be so, but the original mud is his own. It is only assumed to actually get out of the sleeping trap that tried not to forcibly leave the victims. In the case of the players, this was trying to force Duncan to retire and exist.
Dog's Dream
A man was in charge of his own experiment in a fiera, and he was able to get out of his personal sleep later, but he was stuck in his life to find an exit. Ta. The player knows who is the magician, seeing Niard finding the player's group in the excuse of Adra scrolling. Nial knows that he has met a devil's conspiracy (unique horror) as a result of helping the circle tower. Like the player, the devil Lenist used his magic to sparring Neer and effectively faded his intelligence. Niall is in charge of using ADRALLAH casting to resist the control of the wizard of blood in the battle for the release of the circle, but in fact he was actually locked by FAIDA. He knows, falls in despair, and his whole life, is now very slow to help his own fellow mage. Players persuade the nials, in fact, they will find the exit, but Nayer does not guarantee it.
Leliana's Dream
Nayer explains that he was guiding the player to the base of raw fade Island and exploring it. He explains to the player that he is actually in the territory of the sloth. The imp is located in the central floating peninsula, and five floating islands are surrounded by a pentagon. However, it is impossible to reach the central island with a sloth monster, for example, five surrounding islands play a role of protective walls. According to Nayer, the islands are like a maze that blocks the dead ends and obstacles, and Nayer cannot find the right path. The player confirms that his group's colleagues have arrived at Fade, but Nayer says they are now likely to be addicted to their dream traps on other floating islands. Thus, over time, they will be able to find them on the outer pentagonal five islands.
Morrigan's Dream
And the player knows the mechanism of protection walls to protect the sloth peninsula. Nayer, on the other hand, has found a devil that seems to be stronger than others, and launches a unique concept that the sloth devil has one minion on one of the five islands. If you defeat the five devils of the sloth, the obstacles that block the road to the road to the island of the sloth's demon must disappear. Players learn how to pass through the island, and Nayer explains that this is a labyrinth with obstacles. To pass through it, you need the necessary tools, for example, to pass through a fir e-like hall, you need the ability to get smaller to flowing a small tunnel. In the latter case, Nayer says that Fade has a small rat spirit. After getting enough information about how to guess the sloth's devil's FADE area, the player flows on the Fade portal near Nial. < SPAN> Nayer explains that he was guiding the player to the base of the raw fade Island and exploring it. He explains to the player that he is actually in the territory of the sloth. The imp is located in the central floating peninsula, and five floating islands are surrounded by a pentagon. However, it is impossible to reach the central island with a sloth monster, for example, five surrounding islands play a role of protective walls. According to Nayer, the islands are like a maze that blocks the dead ends and obstacles, and Nayer cannot find the right path. The player confirms that his group's colleagues have arrived at Fade, but Nayer says they are now likely to be addicted to their dream traps on other floating islands. Thus, over time, they will be able to find them on the outer pentagonal five islands.
Oghren's Dream
And the player knows the mechanism of protection walls to protect the sloth peninsula. Nayer, on the other hand, has found a devil that seems to be stronger than others, and launches a unique concept that the sloth devil has one minion on one of the five islands. If you defeat the five devils of the sloth, the obstacles that block the road to the road to the island of the sloth's demon must disappear. Players learn how to pass through the island, and Nayer explains that this is a labyrinth with obstacles. To pass through it, you need the necessary tools, for example, to pass through a fir e-like hall, you need the ability to get smaller to flowing a small tunnel. In the latter case, Nayer says that Fade has a small rat spirit. After getting enough information about how to guess the sloth's devil's FADE area, the player flows on the Fade portal near Nial. Nayer explains that he was guiding the player to the base of raw fade Island and exploring it. He explains to the player that he is actually in the territory of the sloth. The imp is located in the central floating peninsula, and five floating islands are surrounded by a pentagon. However, it is impossible to reach the central island with a sloth monster, for example, five surrounding islands play a role of protective walls. According to Nayer, the islands are like a maze that blocks the dead ends and obstacles, and Nayer cannot find the right path. The player confirms that his group's colleagues have arrived at Fade, but Nayer says they are now likely to be addicted to their dream traps on other floating islands. Thus, over time, they will be able to find them on the outer pentagonal five islands.
Shale's Dream
And the player knows the mechanism of protection walls to protect the sloth peninsula. Nayer, on the other hand, has found a devil that seems to be stronger than others, and launches a unique concept that the sloth devil must place one minion on one of the five islands. If you defeat the five devils of the sloth, the obstacles that block the road to the road to the island of the sloth's demon must disappear. Players learn how to pass through the island, and Nayer explains that this is a labyrinth with obstacles. To pass through it, you need the necessary tools, for example, to pass through a fir e-like hall, you need the ability to get smaller to flowing a small tunnel. In the latter case, Nayer says that Fade has a small rat spirit. After getting enough information about how to guess the sloth's devil's FADE area, the player flows on the Fade portal near Nial.
Sten's Dream
The player is teleported to the neighboring peninsula, Raw Fade, where they find the ghost of a rat that the Demon of Wrath attacked. The ghost of the rat thanks the player for the income, but tells them that there is still a lot of time left. After asking the player to help the other trapped dreamers and destroying the demon Le Lenivtsa, the ghost of the rat highlights the opportunity to transform into a rat within Fade. The rat's soul then dies and disappears. The way forward is shown to the player in the guise of a small rat mound in the ground, and the player transforms into a rat and travels through a small tunnel. Going through the rat tunnel will eventually lead the player to a rope room in the Templar's Nightmare Peninsula, where they will destroy the first of the Rodillian demon's five minions, the Demon of Desire. They return to the starting peninsula with Niall, where the wizard realizes that the player has learned something. The player is actually in charge of being given the legal ability to transform into a rat to travel through the tunnels in the hills, and Niall is actually pleased that the ambition of the process has finally been noticed. Niall suggests that you are obliged to have other forms.
Wynne's Dream
Using the Raw Fade Island Podium, the Demon Domain got four floating islands: Mage Asander, Darkspawn Invasion, Burning Tower, and Temple Nightmare. Studying these islands required fighting enemies such as demons and darkspawn, and figuring out how to get around some obstacles. Now, if the player has the mouse configuration, he has the ability to go through a small tunnel to enter the fresh room of the island of Darkpauna's Penetration. Only in this room will the human ghost fight the Darkpaunas, and the player will lose from there. Before leaving the human ghost, the player will gain a chance to transform into the ghost of the user. The new configuration of the spirit allows the player to cast some spells and also flow through the magic door, where only all chances of touching the perfume have all chances. The player enters the Raw Fade and uses the ghost form to go through the magic door to Ivnen's room. The player then kills the Demon of Desire, who is the second of Besser of Lenza's five minions.
Zevran's Dream
The player eventually reaches a new room on Burning Tower, where he fights the possessed Temple Knights. Attacking the Knights of the Temple and releasing the devil's possession, the Knights of the Temple gives the player a burning man. With the new Burning Man Form, players can use a number of flames to overcome flame obstacles. In the Burningman form, the player travels on the flame of Burning Tower Island and eventually encounters Lagos rooms. After that, the player defeats the third Rage Demon, out of the five sloths. If you continue to explore five pentagonal floating islands, the new form will allow players to enter a new room on Mage Asander. Here, the hostile shrine and golem fight Mage. When the player saves the magician from a dream enemy, the mage is golem in the form of a golem. The new golem gives the gole m-specific attack skills and the ability to break through the huge stone doors. In the form of a golem, you can defeat the stone door that blocks the road to Slavren's room on the island of Mage Asunder. When you enter the Slabren room, the player kills the fourth devil avomination out of the five children of the devil rock.
Final Battle Against the Sloth Demon
Returning to the dark spawn invading island, Golem is also needed to defeat the huge stone door that blocks the road to Utkill's room. Then, of the five slosage devils, defeat the last minion, Dark Sponn. If all five slosage minions die, the sloth can be opened to Nakajima. If the player wants, you can teleport to three dream islands. Three dream islands are islands for three friends who act together at the round tower. These dream islands are unlocked by defeating two lilies minions on the islands surrounding the pentagons.
If Alistar was in a group group, he lived a happy life with his sister Goldanna and two children on Fade's dream island. Alistar was pleased that he would not have to return to the suffering or fight, but when he began to remember that the player was fighting at the circle tower, Goldanna and their children would turn into monsters. Alistar is released from the sleeping trap and then disappears from the island.
If your dog is in a "circular tower" group, when the player finds her, she is still sleeping on the "weakening" Dream Peninsula. When the player approaches the dog and wakes up, the dog barks on the player and then disappears.
Circle Tower's 4th Floor (continued): The Imprisoned Templar
If Lerian was a radial tower in the group, she was in the chapel again on the dream peninsula and prayed to a dear mother. Leriana is satisfied with being in the chapel, but when the player lets Lerian learns "sign", the Creator supports the gra y-like Valdenes and the respected mother is a demon. And when Liana is released from the dream trap, she disappears from the island.
If Morigan was a radial tower in the group, she would be on the Peninsula of Fade's dream with her real mother Vrem. Unlike other dream traps, Morigan is not deceived. She has already had the opportunity to say that she was stuck in a fake dream, and in fact, the border remains and tries to drive himself out of her mother. Players and Morigan are released from the devil trying to become themselves, and Morigan disappears from the island.
If Ai was a radial tower in the group, he would be drinking his dreams on the peninsula's fieldation and drinking at the Orzamar tapstar bar. Apart from this, he was rugged by Gonome and was fucked, but Oglen endured the data as a result of insulting words. When the player rejected him, the surrounding gestures became a monster and attacked. He was released from a sleeping trap like Ai and disappeared from the island.
Circle Tower's 5th Floor: Uldred
If Shele is in a radial tower group, it will be a frozen sculpture once on the Peninsula of the dream dream. When the player is dressed in a suit, his will is stripped. He has not yet realized where he is at that moment, and the player actually reports that he was sent to FAID. In his own dialogue, Shail is not aware of why he was a golem. Shail ignores it and decides to fight him in a trap and fight toward it over the abyss of the island.
If the walls were in the radial tower, he lived in the world of Faira's dream, talking to two Kunar soldiers. When the player starts asserting that "his friends are dead," Kunari soldiers do not release the wall and attack him and the player in the demon. It was released from a sleeping trap, and the island wall disappeared.
If Wynne was in the Circle Tower group, in her dream she finds herself in the Fade Peninsula, among the corpses of several student mages lying on the ground. Wynne is disappointed and guilty that she was unable to help her fellow mages. As the player begins to assert that she cannot escape the dream, the corpses of the mages melt into demonic forms, begging her to stay and perish. Released from the sleep trap, Wynne disappears from the island.
If Zebran was in the Radial Tower group, he must take a torture test in the Fade's Dream Peninsula to become a full-fledged assassin in Anti-Van Crow's organization. As the player begins to assure him that he will not fail, the member of Raven's Order who provided Zebran with the check becomes annoyed and transforms into a demon to destroy him and the player. He then disappears from the island, just as Zebran is released from the sleep trap.
Circle Tower Freed: Recruiting the Mages or the Templar
The protective barrier disappears, and the player is teleported to the central peninsula of the Sloth Demon's Fade domain. Here, the player encounters the Sloth Demon in its original Arcane Horror form, who is happy about the escape of its captive Sloth Demon. The Sloth Demon warns the player not to return and the player prepares for a fight. If the player has not woken up their companions from their slumber, the player will either have a chance to fight the Sloth alone, or, thanks to the awakening of the player's companions, will suddenly be found on the central peninsula, ready to meet the Sloth with the player. The Sloth Demon will eventually try to convince the players to return to the dream and rest, but the player will decide to destroy the demon and escape the Fade, eventually being attacked by the Sloth Demon.
The final battle in the Fade takes place between the player and the demon Lenivian. Facing Leniste, the player has the ability to apply four fade-forms, which will undoubtedly help his companions if they awaken from their sleep traps. The fight is delayed, as Leniste flows through five forms (Cannibal, Wrath, Dung, Shadow, and Fear), rising each time one of them is defeated. Eventually, Leniste Demon is defeated in his fifth and final form, Arcane Horror, allowing the player to leave the Fade with his companions. The player catches up with Niall before leaving the Fade, but Niall is not easy to trust.
After reminding the player about Adora Litania, Niall asks his savior to remove the scroll from his corpse for the upcoming battle against the Circle's bloodthirsters. The mention of the fact that Niall is dead confuses the player, as he actually reports in Faida that his intelligence has long been lost. The group quickly returns to their bodies, but Niall, for example, has long since decayed and has nowhere to return to, as if it were just another lunch. The player is left confused, as Niall had only been in the eclipse for a shorter time than the group. However, Niall explains that the demons of Reni-Reniste fought using the related energy to operate in FAID's own realm, which exhausted Niall's corpse in the real world as much as it did when he died. As a result, Niall has made peace with his own death. His only regret is that he was unable to save the Tower of the Circle, and he again asks the player to erase the Litany of the Adrara Scroll. Saying goodbye to Niall, the group finally leaves the eclipse behind.
The players and friends who returned from the solar eclipse wake up in their own body in the Temple Knights' room on the 4th floor of a radial tower in the real world. Looking over the room that has fallen asleep, the corpse of the defeated devil Renivitsu and Niager is rolling on the floor. The player robbed Adra's Ritany from Niara's corpse, and the group goes on the way. There is still a certain distance to the Temple Knights Quarter, where he encounters a dragon that has settled on the upper floor of the round tower. While fighting the dragon, the player will eventually reach the stairs on the highest 5th floor of the tower. However, near the stairs, there is a temple Knights trapped in a magical barrier man, where players approach the Knights Temple to talk to him.
Saving Connor
It turned out that it was Karen and template, and the prisoners took care of a wizard student on the tower and founded a security guard's 1st. Karen calls the player's group the number of devi l-like illusions and abandon them to trust them. He was tortured by a bloody magician in a magic Kutuzka. The party discusses to forcibly concentrate Karen, and he finally succeeds. The Knights of the Temple realize that a group of players is actually a real person seeking help. Karen confesses that if the player is a magician, the player is found, and if the player is a woman's wizard, he has entered the player. Karen asks why the players are here, and the player explains that they are actually here to help the tower of the circle, in fact Gregoir is achieving its goal. Karen, on the other hand, is delighted to hear this, and in fact, he trusts that players will not only destroy Urdred, but will also destroy others. Karen knows that blood wizards have trapped them in a singl e-cells like animals, and that they are actually reincarnated with many experiments, for example, his comrades. , < SPAN> The players and friends who have returned from the solar eclipse wake up in their own body in the Temple Knights' room on the 4th floor of a radial tower in the real world. Looking over the room that has fallen asleep, the corpse of the defeated devil Renivitsu and Niager is rolling on the floor. The player robbed Adra's Ritany from Niara's corpse, and the group goes on the way. There is still a certain distance to the Temple Knights Quarter, where he encounters a dragon that has settled on the upper floor of the round tower. While fighting the dragon, the player will eventually reach the stairs on the highest 5th floor of the tower. However, near the stairs, there is a temple Knights trapped in a magical barrier man, where players approach the Knights Temple to talk to him.
It turned out that it was Karen and template, and the prisoners took care of a wizard student on the tower and founded a security guard's 1st. Karen calls the player's group the number of devi l-like illusions and abandon them to trust them. He was tortured by a bloody magician in a magic Kutuzka. The party discusses to forcibly concentrate Karen, and he finally succeeds. The Knights of the Temple realize that a group of players is actually a real person seeking help. Karen confesses that if the player is a magician, the player is found, and if the player is a woman's wizard, he has entered the player. Karen asks why the players are here, and the player explains that they are actually here to help the tower of the circle, in fact Gregoir is achieving its goal. Karen, on the other hand, is delighted to hear this, and in fact, he trusts that players will not only destroy Urdred, but will also destroy others. Karen knows that blood wizards have trapped them in a singl e-cells like animals, and that they are actually reincarnated with many experiments, for example, his comrades. The players and friends who returned from the solar eclipse wake up in their body in the Temple Knights' room on the 4th floor of a radial tower in the real world. Looking over the room that has fallen asleep, the corpse of the defeated devil Renivitsu and Niager is rolling on the floor. The player robbed Adra's Ritany from Niara's corpse, and the group goes on the way. There is still a certain distance to the Temple Knights Quarter, where he encounters a dragon that has settled on the upper floor of the round tower. While fighting the dragon, the player will eventually reach the stairs on the highest 5th floor of the tower. However, near the stairs, there is a temple Knights trapped in a magical barrier man, where players approach the Knights Temple to talk to him.
Circle Tower Side-Quests
It turned out that it was Karen and template, and the prisoners took care of a wizard student on the tower and founded a security guard's 1st. Karen calls the player's group the number of devi l-like illusions and abandon them to trust them. He was tortured by a bloody magician in a magic Kutuzka. The party discusses to forcibly concentrate Karen, and he finally succeeds. The Knights of Temple notices that a group of players is actually a real person seeking help. Karen confesses that if the player is a magician, the player is found, and if the player is a woman's wizard, he has entered the player. Karen asks why the players are here, and the player explains that they are actually here to help the tower of the circle, in fact Gregoir is achieving its goal. Karen, on the other hand, is delighted to hear this, and in fact, he trusts that players will not only destroy Urdred, but will also destroy others. Karen knows that blood wizards have trapped them in a singl e-cells like animals, and that they are actually reincarnated with many experiments, for example, his comrades. ,,
The player asks about the condition of the first wizard, Irving, and Karen explains that Irving is in the horror room on the fifth floor, which means he is probably being tortured. Karen, angry at the death of her comrade, declares that the blood magicians must pay for what they did to the prisoners, and forces the player to choose between killing all the magicians or not. If the player decides to kill all of them, Vin will attack the player once that is accomplished, leading to her death. If the player chooses to save the still innocent magicians, Karen criticizes the choice, but dissuades them, thinking that it is wrong to kill innocent people. Overall, Karen is forced to make the decision to save the innocent wizards, as she cannot do anything in the magical prison. Karen then tells the player that the magical prison is the work of Uldred and his minions, the Blood Mages, and that they must die in order for Uldred to be released. After listening to Karen, the party goes down the stairs to the fifth floor. The party ascends to the fifth floor with the horror camera, where the main villain resides, standing behind the current state of the tower. In the horror chamber, the first wizard Irving and several circle magicians stand by as Uldred's prisoners, supporting his minions, the blood magicians and various abomin. Uldred and his minions are now in the horror hall, performing a magic ritual to turn the magicians who oppose him into dedicated abomin. Uldred and his minions turn their next victim into an abomin, and notice the party's arrival. The player asks about the condition of the first wizard Irving, and Karen explains that Irving is in the horror chamber on the fifth floor, meaning that Irving is probably being tortured. Angered by the death of her comrades, Karen declares that the blood magicians must make amends for what they did to the prisoners, and forces the player to choose between killing all the magicians or not. If you decide to kill everyone, Vin will attack you when that is accomplished, leading to her death. If you choose to save the still innocent magicians, Karen criticizes this choice, but dissuades you, thinking that it is wrong to kill innocent people. Overall, Karen is forced to make the decision to save the innocent magicians, as there is nothing she can do in the magical prison. Karen then tells Uldred and his minions, the Blood Mages, that the magical prison is the work of Uldred and his minions, and that they must die in order for Uldred to be released. After listening to Karen, the party goes down the stairs to the fifth floor.
Broken Circle Quest Completed
The party ascends with the horror camera to the fifth floor, where the main villain behind the current state of the tower resides. In the horror room, the first wizard Irving and several circle magicians stand by as Uldred's prisoner, supporting his minions, the Blood Mages and various Abomin. Now Uldred and his minions are in the Hall of Horrors, performing a magic ritual to turn the magicians who oppose him into devoted Abomin. Uldred and his minions are transforming their next victim into Abomin and notice the arrival of the party. The player asks about the condition of the first magician, Irving, and Karen explains that Irving is in the Horror Room on the fifth floor, which means he is probably being tortured. Angered by the death of her companions, Karen declares that the blood magicians must make amends for what they did to the prisoners, and gives the player a choice: either kill them all or not. If they decide to kill them all, Vin will attack the player once this is accomplished, leading to her death. If they choose to save the still innocent magicians, Karen criticizes the choice, but dissuades them, thinking that it is wrong to kill innocent people. Overall, Karen is forced to make the decision to save the innocent magicians, as she cannot do anything in the magical prison. Karen then tells them that the magical prison is the work of Uldred and his minions, the Blood Mages, and that they must die in order for Uldred to be released. After listening to Karen, the party descends the stairs to the fifth floor.
The party ascends with the horror camera to the fifth floor, where the main villain behind the current state of the tower resides. In the Chamber of Fear, the first wizard Irving and several circle magicians stand by as Uldred's captors, supporting his minions, the Blood Mages and various Abomin. Now Uldred and his minions are in the Hall of Horror, performing a magic ritual to turn the magicians who oppose him into dedicated Abomin. Uldred and his minions turn their next victim into an Abomin, and notice the party's arrival.
Hades
Uldred greets the player and invites them to join him. However, the player and his allies reject him, knowing that he has gone mad. Uldred will then complain that someone like Chantry did not have the best chance to understand the greatness of the sorcerer, and that he has turned out to be far greater than anyone in the sorcerer's circle. Uldred also points out that the First Mage Irving is on his side. However, it is revealed that Irving is being held against his will and tortured by the Blood Mysteries. Irving struggles to restrain himself, but manages to avoid the group of players. Surely, Uldred must stop him, for those who create an army will kill everything. After this, Uldred returns his concern to the group of players, who he does not want to get acquainted with as long as they are supported by the Templars. He invites the player to transform into a demon to freeze some of his army, but he refuses. Uldred has already gained enough power and is ready for battle. The player's companions remind them to use the Scroll of Adlara's Prayer when the battle begins.
The final battle of the Radial Tower takes place in the Hall of Terror, where the party battles Uldred and his minions, the Blood Wizards and Abominations. Uldred gains demonic powers and reveals his true form, transforming into a powerful and proud demon that attacks the party. During the battle, Uldred begins a magical ritual to turn the captured mages into minions of the Abomination, but the player uses the power of the Scroll of Adlara's Prayer to nullify the ritual. Irving, the first Enhancer, has the ability to transform into an Abomination, preventing the player from recruiting wizards into the Ferelden army. Uldred and his minions are eventually killed by the party, ending the unrest at the Circle Tower.
Contents
- When the First Wizard Irving has survived all the ordeals, he has not yet recovered from the effects of the blood magic he was tortured with by Uldred and remains in a difficult state. However, he returns to the Knight Commander Griagar and convinces the player that he can tell the Templars that the Radial Tower is safe again. If the First Wizard Irving is killed, the player consults with Cullen about the elimination of the wizards, and he goes to inform Gregoire of this.
- The player returns to the entrance of the circular pagoda with the living first wizard (magician is alive) or Karen (the magician is dead), and that Kinrok Hold has become safe again with the Knight Gregor. Tell the Temple Knights. When Irving and the Mage died, the player and Karen reported to Gleagua that the tower had been cleared, Gleaugua thanked the player's efforts, invited the Temple Knights to the new Gray Vaden army in Ferelden. Invite to resist, the player agrees. .
- If the magician survives, there are two options that can happen after Irving can happen after Gleagua's death and the circle tower has become safe again. One is to solicit the Temple Knights. If the magician escapes, the player can persuade Gregoir, Irving, Win, and that the survivors may still have a blood mage. Therefore, the magician must be isolated for the time being. While the magician is isolated, Greeagua suggests that several Knights of Temple will participate in the new Gray Vaden army in Ferelden, which opposes Zurata, and players agree to it. Despite the containment order, Win is still a friend and is sent to the Circle Tower with the player group to help the Force.
- Another option after rescue the mage is to solicit them to the Ferelden army. When he is released from the magic prison, Karen persuads Gregoir that he should kill the magician, but Gregoir does not ask anything to decide as the Knights of the Round Tower. The player asks about Gregoir's decision, but the Knight Manager answers satisfactorily if he doesn't do anything any more, as it is enough to say that all the first wizards are safe. After playing the player's labor, the Knights of the Temple must remain to take care of the surviving magical, but if I have Avin permit, some mages will be Ferelden's new Gray Vaden Army. It reveals that it can be added.
- To complete the mage recruitment, the player speaks to Irving. The first mage points out that despite what happened at Circle Tower, things could have gone a lot worse, and is pleased that the group decided to help them. The player asks for help in the fight against the Light Ones, but Irving acknowledges that surviving the challenges of the Circle Tower is not worth it if they die during the Darkpunk invasion. As a result, Irving agrees to send some mages to Ferelden's new army to aid the Grey Varden. Wynne asks Irving for permission to continue traveling with the player to achieve his goal. Irving wants Wynne to stay to help rebuild Circle Tower, but agrees to release Wynne after Wynne assures him that he is capable of rebuilding Circle Tower on his own.
Summoning Hades, Pope of Sin
During the Earl of Redcliffe mission series, the player is given a choice on how to deal with Connor Guerin, including rescuing him from demon possession. One option is for the player to abandon the quest and go to Circle Tower for help. Compared to Jovan's magical blood ritual, where Isolde must be sacrificed to save Connor, the Circle Tower mages perform a normal ritual using lyrium, and can perform the ritual without dying.
After this, the player begins the Broken Circle quest. If the original wizard Irving is saved along with the mages selected to be recruited into the Grey Warden's army, the player can ask Irving to help save Connor. Irving agrees to help and travels to Redcliff with some mages to take the lyrium needed to perform the ritual to free Connor from demon possession.
Hades and his Sins
There are a certain number of side tasks that the player and his satellites can complete while progressing through the Tower of the Circle. The first task requires the player to find six apprentice notes on the first to third floors of the tower and perform a ritual to invoke the demon Shah Wilda. The death of this demon allows the player to obtain the Original Two-Handed Knife of Usaris. 2 Side Quest - Loot a small colored casket from the Irving Room, which can then be given to a mysterious figure (said to be a Reddish Jenny) in the Golden Lane Dwelling in exchange for a certain amount of gold coins. The third side quest has five pages in the main hall, which explain how four wizards fell victim to a conman named Beikh Joam. Outside the Radial Tower, the player's party encounters JOAM Beikha in the world above the lanes, where he dies.
Finally, the side quest also consists of several parts. The first part links the player to the Font of Invocation in the Odomastiff's library. As a result, the font calls into the universe of a demon called Trickster Wim, but what escapes from the turret. This leads to the reveal of two parts of the quest. A fresh side quest appears on the Chantry board, and the temple asks someone to go and unlock something, such as killing a merchant on the lane. Of course, as the party travels the lane, there is an encounter with the world where they encounter Wim's Tristar with a merchant caravan that only destroyed the demon, and the party kills Wim.
After fulfilling the order in the Radiant Tower, the party (most likely, together with Vin) will perform other main tasks of the recruits, for example, to continue the journey to Felden, for example, of Kinrochhold.
During the journey to Felden, and at the end of the quest "Torn Circle" on the way, a world awaits, where a group of wizards and templars fight against dark creatures. Secondly, the group of players will undoubtedly help free them from the black creatures, so wizards and templars, for example, will be seen as recruits to join the fresh army of the grey-haired Valdenoff Fellord, on his way to money.
Hades, Father of Sin (has other names) - A magical hyper-spatial entity who, when summoned to the realm, causes chaos, blames people for their sins, and generally causes discomfort.
Hades has a lot of sel f-defense and attack spells, and is a strong partner for those who are not prepared, such as freedom to move, immunity to space and atmosphere, and increase reaction time.
1 Aida's call, dad's crime
2 Hades and its sin
3 skills
4 Tactics and methods, how to do not fall in the field
5 How to deal with after the sin and if Hades dies
The only way to call Shin's father, Aida, is to use dark species that could only be used for wizards before. After the dark seeds of 10 corpses or unknown human body are absorbed, the user can select a method of calling for help (not difficult for the wizard). After the summon, Hades immediately starts fighting in the district with those who have not collaborated with him.
With the help of dark seeds, the creature who started the challenge would be Idelite Aida, and if they processed that challenge, they would be more powerful. Note, however, that resisting him can turn his anger at you.
Aida has three modes and can be changed freely.
In the judge mode, Hades walks around the place, occasionally tape to random members and draw to himself to judge sins. Sin is no exception, and players can be judged twice for different sins.
Each sin is "spoiled" and "punishment". The crimes of spoilers are usually harmless, and they give players with modest prizes, but some of them are ironic to the player. The punishment sin usually receives some punishment associated with the guilty crime.
Greedy desires are the sins of desires, and the desires that sinners have more and more. The result reflects the internal desire of sinners to accumulation and theft.
In the greedy indulgence, the greedy indulgence leads to a random random mineral bundle of gold, diamond, and silver.
"Punished greed" and the punished greed lead to a cockroach with the ability to transfer the heart.
Great food is a sin of many people and pamper a lot of guys blessed. The result reflects the inner desires of the sinner for consumption.
"Large food", which turns into a large food, leads to a large amount of unresolved foods such as meat and fabric.
The punished large food and the punished large food are the periods created by Tolstoy, which led to the sinners actually obtaining a large amount of calorie drugs.
Pride pride is a sel f-sin, and the sinner looks at the side of others. The result is reflected in the sinners' attitude towards themselves and finds themselves.
The accus of pride's pride gives the sinners a hammer of indulgency, and the users are surprised at those who surprise their hardships. Each blow to disperse the target of the reagent and take a small number of pit work.
Abilities
"Punished pride" punished pride identifies the sinner with a punished pride hammer, which has the same effect as the pride hammer, but is a revolutionary direction. Each blow is received from the target and gives a small number of pits.
Desire is a strange sin, a desire that sinners want to own people and things, or to be around them. The result is reflected in the perspective of the sinners and the relationship with things. | The indulgence of desires, "The indulgence of desire is distinguished from sinners," can be applied to attract everything for themselves, and in fact, is close to the best. It is not recommended to put a lot of things other than blue. | Punished desire, "The punished desire is a sinner" Gives a punished granite of the desire, and it contains a double lining effect. If applied near your ally, the granit will heal both. If someone in the range of the impact is in a place where you can not approach, you will gradually lose the user's mind until you have a heart attack. | The jealousy of Netami is the sin of the desire, and the desire to own or something that a sinner owns or something. The result is reflected in the natural desire of the sinner who wants to own something. |
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"Replacement of jealousy" and jealousy indulge in the sinners actually perceive any crew's appearance, DNA and appearance. At the biological level, it is worth noting that it is similar to a reborn person, from fingers, blood, and appearance. | If the punishment is punished, the sinner will be turned into any race, good and evil. This sin is selected among all the inexpensive looks, so you may be important for you (for example, an angel), for example, for life (for example, shadow animals). The | Sloth is the sin of nothingness, the sinner's desire to throw everything away and get it all out in exchange for a good night's sleep. The result shows the sinner's natural desire to produce nothing. | "Indulgence of Wrath" causes the sinner to indulge in what would actually be an average period of drowsiness. This has no ill effects on the sinner and can be overdone. |
"Punished Sloth" Punished Sloth basically leads to the sinner being covered in frost, slowing his movements and affect, freezing his breath, and dealing a small amount of damage from burns. | Wrath of Wrath is the sin of hate, the sinner's desire to annihilate, torture, or defile the people and things around them. The result is reflected in the sinner's rage and their goals. | "Indulgence of Wrath" ruins rage, turning the sinner into a rage demon, similar in function to a murderer. Punished Rage"Punished Rage makes the user sin, go insane for a moment, hallucinate and hear things, and consume a large amount of oxygen damage. | "Indulgence of Wrath" causes the sinner to indulge in what would actually be an average period of drowsiness. This has no ill effects on the sinner and can be overdone. |
Name | Action | Situation/Trigger | "Indulgence of Wrath" causes the sinner to indulge in what would actually be an average period of drowsiness. This has no ill effects on the sinner and can be overdone. |
Shocking Sin | Electrifies all targets near the thread of lightning. | During simple combat, there is a chance of a defensive effect. | 1 in 3 with a 20% chance per hit. |
Inverted Gravity | Damages the attacker and throws them in a random direction with enough force to move around. | Possible defensive effect during simple combat. | 1 in 3 with a 20% chance to hit. |
Sinny Lear | Summon a horde of tiny floating eyes to attack high targets. Disappears after 15 seconds. | Gain defensive effect during simple combat. | 1 in 3 with a 20% chance to hit. |
Reflect | Hades reflects a huge percentage of the scales thrown back at the archer, but cannot block all shots at close range. | Effective when inconsistent scales get in. | 100% chance at long range. |
Acolyte Charm | The Acolyte's call distinguishes between Idolite Aidas bound to him with an ethereal band. It is impossible to attack them or move more than 5 tiles. | Effective when inconsistent scales get in. | 100% chance at long range. |
Ethereal Chain | Hades binds any fleeing challenge to himself, drawing them back to him. Causes a short period of stun. | Turns on when the current combat mission attempts to escape. | Every 6 seconds if the task is more than 4 tiles away. |
Ultimate: Rage | Each task teleports everyone in a 6x6 tile radius of Hades, dealing a small amount of damage. Time freezes while this effect is active. | Activates when Aida Rage counter is over 100. | Does not include Kuldown, but only activates when Rage is over 100. |
Ultimate: Sloth | Hades marks tasks within a 6x6 tile radius, capturing them and stunning them for a short time. Time stops while this effect is active. | Activates when Aida Rage counter is over 100. | Does not include Kuldown, but only activates when Rage is over 100. |
Tactics and Methods for not getting Judged.
Ultimate: Absorb Sin
Hades teleports to the Chapel (if the card allows) and eats the power of all condemned sins to heal himself. With this, he will heal less.
Works when the helper's pit delivery is below 1/4 of the maximum.
It may take 3 seconds for the underworld to be in the holy land.
Trial of Sin
Hades chooses a job in the station, teleports, or moves the station for himself. Time stops during this effect.
Periodically if Hades is in Arbiter mode.
30 seconds, but is reduced by 1/4 when he takes damage (default 7, 5C).
Final Judgement
After Sin, and what to do when Hades is dead
Upon death, Hades returns to his personal kingdom. In it, he retracts a huge warning, which immediately triggers a deadly explosion that affects everyone in the area of close combat.
Works when Hada is near the doom.
Only used once, resulting in the death of the aid.
By default, Hada is aggressive. If found near himself and there is no mistake in judgment, it is recommended to flee if not properly equipped.
Hades rotates between three different modes: Judgement, Rage, and Flee.
In the "Judgement" phase, Hades attacks the highest targets and judges their sins. He then sharpens his senses about the consequences of innocent or punished sins.