After having ended the siege of Crossroad Keep I traveled to the Vale of Merdelain. There, Neeshka disappeared (As she should), but then I was forced to choose three companions to travel with me.
This is where it's getting weird. The first time I completed the OC, I had all the companions with me at this stage. I fought with them all the way to the Inner Sanctum.
What is supposed to happen? Am I supposed to have all my companions with me, or only three?
Different approaches to the ending? (OC, Spoilers)
- Fiberfar
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Different approaches to the ending? (OC, Spoilers)
[QUOTE=Luis Antonio]ONLY RETARDED PEOPLE WRITE WITH CAPS ON. Good thing I press shift
[/QUOTE]
[QUOTE=Luis Antonio]Bah! Bunch of lamers! Ye need the lesson of the true powergamer: Play mages, name them Koffi Annan, and only use non-intervention spells! Buwahahahahah![/QUOTE]
[QUOTE=Luis Antonio]Bah! Bunch of lamers! Ye need the lesson of the true powergamer: Play mages, name them Koffi Annan, and only use non-intervention spells! Buwahahahahah![/QUOTE]
You're only supposed to have three for the Vale. Then everybody is supposed to join you in the little room at the start of the Inner Sanctum.Fiberfar wrote:What is supposed to happen? Am I supposed to have all my companions with me, or only three?
SWC
Sir Edmund: "Should you obey the lord who asks you to put a village of innocents to the torch? Is that chivalrous? Is it noble?"
Me: "It's a great way to get promoted, I know that much."
Me: "It's a great way to get promoted, I know that much."
- XantharTheFlame
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The same thing happened to me the first time I played through -- I got to keep everyone but Neeshka (the scene where she disappeared didn't play, but she disappeared anyway). Maybe that's why it didn't trigger the party selection dialog and I got to keep everyone?
I thought it was something that got changed in a later update.
XantharTheFlame
I thought it was something that got changed in a later update.
XantharTheFlame
- Fiberfar
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Yeah, the scene where she disappears did not trigger.
Anyways, it's harder to control all your members than just three. They run everywhere.
Anyways, it's harder to control all your members than just three. They run everywhere.
[QUOTE=Luis Antonio]ONLY RETARDED PEOPLE WRITE WITH CAPS ON. Good thing I press shift
[/QUOTE]
[QUOTE=Luis Antonio]Bah! Bunch of lamers! Ye need the lesson of the true powergamer: Play mages, name them Koffi Annan, and only use non-intervention spells! Buwahahahahah![/QUOTE]
[QUOTE=Luis Antonio]Bah! Bunch of lamers! Ye need the lesson of the true powergamer: Play mages, name them Koffi Annan, and only use non-intervention spells! Buwahahahahah![/QUOTE]
- Loki[D.d.G]
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Is that a bad thing? Sometimes, you can get outnumbered by the vast amounts of undead in the Vale. So, having that trigger not firing isn't such a bad thing.Fiberfar wrote:Anyways, it's harder to control all your members than just three. They run everywhere.
Love is just a chemical. We give it meaning by choice ~ Eleanor Lamb, Bioshock 2: Sea of Dreams
- Fiberfar
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They are a lot harder to control, due to the lack of open space down there. There was a lot of "Stand your ground", run particular character to an area, select the next and have him/her say "stand your ground". Fighting all those mages and what not was hell. They're hard, and focusing the attack of your group is impossible.Loki[D.d.G] wrote:Is that a bad thing? Sometimes, you can get outnumbered by the vast amounts of undead in the Vale. So, having that trigger not firing isn't such a bad thing.
[QUOTE=Luis Antonio]ONLY RETARDED PEOPLE WRITE WITH CAPS ON. Good thing I press shift
[/QUOTE]
[QUOTE=Luis Antonio]Bah! Bunch of lamers! Ye need the lesson of the true powergamer: Play mages, name them Koffi Annan, and only use non-intervention spells! Buwahahahahah![/QUOTE]
[QUOTE=Luis Antonio]Bah! Bunch of lamers! Ye need the lesson of the true powergamer: Play mages, name them Koffi Annan, and only use non-intervention spells! Buwahahahahah![/QUOTE]
- XantharTheFlame
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