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<onlyinclude>{{LocationTransformer |
<onlyinclude>{{LocationTransformer |
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|style = {{{style|}}} |
|style = {{{style|}}} |
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− | |name = [[ |
+ | |name = [[Wounded Coast]] |
|icon = Wounded Coast Icon.png |
|icon = Wounded Coast Icon.png |
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|image = Wounded coast.jpg |
|image = Wounded coast.jpg |
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}}</onlyinclude> |
}}</onlyinclude> |
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− | ''' |
+ | The '''Wounded Coast''' is a feared place, one of the paths that travel into [[Kirkwall]], known for its bandits that hide among the rocky cliffs, as well as the predators that stalk the area. |
== Places == |
== Places == |
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{{:Slaver Caverns|style=iconmini}} (Act 1){{clrl}} |
{{:Slaver Caverns|style=iconmini}} (Act 1){{clrl}} |
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{{:Tal-Vashoth Cavern|style=iconmini}} (Act 1){{clrl}} |
{{:Tal-Vashoth Cavern|style=iconmini}} (Act 1){{clrl}} |
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+ | {{:Abandoned Ruins|style=iconmini}} (Act 1){{clrl}} |
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{{:Dank Cave|style=iconmini}} (Act 2){{clrl}} |
{{:Dank Cave|style=iconmini}} (Act 2){{clrl}} |
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{{:Bounty Hunter Getaway|style=iconmini}} (Act 2){{clrl}} |
{{:Bounty Hunter Getaway|style=iconmini}} (Act 2){{clrl}} |
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{{:Blackpowder Promise|style=iconmini}}{{clrl}} |
{{:Blackpowder Promise|style=iconmini}}{{clrl}} |
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{{:Duty (quest)|style=iconmini}}{{Note|can also be completed in Act 2}}{{clrl}} |
{{:Duty (quest)|style=iconmini}}{{Note|can also be completed in Act 2}}{{clrl}} |
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+ | |||
=== Act 2 === |
=== Act 2 === |
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{{:Swatch of the Jackyard|style=iconmini}}{{clrl}} |
{{:Swatch of the Jackyard|style=iconmini}}{{clrl}} |
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{{:Embrium|style=iconmini}} - to the left just short of the far western exit{{clrl}} |
{{:Embrium|style=iconmini}} - to the left just short of the far western exit{{clrl}} |
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− | == |
+ | === Other === |
⚫ | |||
− | |||
⚫ | |||
'''Act 1''' |
'''Act 1''' |
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− | {{:Avernus's Experimental Draught|style=iconmini}} |
+ | {{:Avernus's Experimental Draught|style=iconmini}} – on a Dead Messenger for the quest [[Dark Epiphany]] up to the right from where you came, there is a quest mark on him{{clrl}} |
{{:Design: Rune of Fire Warding|style=iconmini}}{{clrl}} |
{{:Design: Rune of Fire Warding|style=iconmini}}{{clrl}} |
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'''Act 2''' |
'''Act 2''' |
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− | {{: |
+ | {{:Formula: Mythal's Favor|style=iconmini}} – in a crate along the southern path{{clrl}} |
+ | {{:Design: Rune of Defense|style=iconmini}} – in a Pile of Bones, a skeleton sitting at a tree trunk, just as the east west path splits off towards where the Tal-Vashoth were in Act 1; the design can also be found in Act 3{{clrl}} |
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'''Act 3''' |
'''Act 3''' |
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{{:Formula: Fell Grenade|style=iconmini}}{{clrl}} |
{{:Formula: Fell Grenade|style=iconmini}}{{clrl}} |
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+ | |||
⚫ | |||
⚫ | |||
== Notes == |
== Notes == |
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* If [[the Warden]] chose to side with the [[Dalish]] during [[Nature of the Beast]], either by curing the [[Werewolf|werewolves]] or killing them, [[Hawke]] encounters a man at the Wounded Coast being harassed by Dalish assassins, who accuse him of being a werewolf. Hawke can side with the [[Elf|elves]], which leads to the man being killed, defend the man, upon which the elves attack Hawke, or convince the elves to leave the man alone. The accused man is different based on whether the Warden killed the werewolves or cured them. |
* If [[the Warden]] chose to side with the [[Dalish]] during [[Nature of the Beast]], either by curing the [[Werewolf|werewolves]] or killing them, [[Hawke]] encounters a man at the Wounded Coast being harassed by Dalish assassins, who accuse him of being a werewolf. Hawke can side with the [[Elf|elves]], which leads to the man being killed, defend the man, upon which the elves attack Hawke, or convince the elves to leave the man alone. The accused man is different based on whether the Warden killed the werewolves or cured them. |
||
− | :* Hawke convinces the assassin killing the human isn't what her mother would have wanted: {{Approval2|Isabela|-5}}. Talking the Dalish out of killing the human nets |
+ | :* Hawke convinces the assassin killing the human isn't what her mother would have wanted: {{Approval2|Isabela|-5}}. Talking the Dalish out of killing the human nets 500 XP and 50 {{s}}. This option is only available to a [[Dialogue wheel (Dragon Age II)|diplomatic Hawke]]. |
− | :* Hawke does not intervene on the man's behalf, resulting in 500 XP, |
+ | :* Hawke does not intervene on the man's behalf, resulting in 500 XP, 50 {{s}} and {{Approval2|Isabela|+5}}. |
:* Hawke defends the human, which forces a confrontation with the Dalish: {{Approval2|Isabela|-5}}. This option is the most profitable and yields the most XP, around 100 XP and some random loot for the kills, plus 500 XP and 50 {{s}} as the man thanks Hawke. |
:* Hawke defends the human, which forces a confrontation with the Dalish: {{Approval2|Isabela|-5}}. This option is the most profitable and yields the most XP, around 100 XP and some random loot for the kills, plus 500 XP and 50 {{s}} as the man thanks Hawke. |
||
:* Before Hawke begins the dialogue, the Dalish assassin says to the accused man, "Do you even know her name, shem? No? It's [[Danyla]]. She's dead." Danyla was part of the [[Lost to the Curse]] quest in ''[[Dragon Age: Origins]]''. |
:* Before Hawke begins the dialogue, the Dalish assassin says to the accused man, "Do you even know her name, shem? No? It's [[Danyla]]. She's dead." Danyla was part of the [[Lost to the Curse]] quest in ''[[Dragon Age: Origins]]''. |
||
* There are two accessible areas that don't show on the map. One in the northern labyrinth and one in the Tal-Vashoth camp to the left before the cave. Both areas are hidden behind bushes and contain normal loot. |
* There are two accessible areas that don't show on the map. One in the northern labyrinth and one in the Tal-Vashoth camp to the left before the cave. Both areas are hidden behind bushes and contain normal loot. |
||
− | |||
− | {{DEFAULTSORT:Wounded Coast, The}} |
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[[Category:Dragon Age II locations]] |
[[Category:Dragon Age II locations]] |
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+ | [[Category:Locations]] |
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+ | |||
+ | * The name may be a reference to the [[w:c:baldursgate:Sword Coast|Sword Coast]] in BioWare's earlier game, Baldur's Gate, as an answer to [[Merrill]]'s banter questions about why it is called that and how it got wounded. |
Revision as of 00:57, 12 April 2020
The Wounded Coast is a feared place, one of the paths that travel into Kirkwall, known for its bandits that hide among the rocky cliffs, as well as the predators that stalk the area.
Places
Wounded Coast Approach (Act 1)
Slaver Caverns (Act 1)
Tal-Vashoth Cavern (Act 1)
Abandoned Ruins (Act 1)
Dank Cave (Act 2)
Bounty Hunter Getaway (Act 2)
Quests
Act 1
Act 2
Act 3
The Awiergan Scrolls: First Aspect
Enemies
- Dalish Assassin - Dalish Warrior - Dalish Archer
- Raider - Raider Assassin - Raider Archer - Raider Reaver
- Shades
- Abomination
- Tal-Vashoth
- Mabari
- Slavers
- Spiders
Notable items
Crafting resources
Here are the resources in this area for the Supplier achievement:
Act 1
Glitterdust - at the end of the south-pointing dead end on the extreme northeast side of the map.
Elfroot x2 - one on the south side of the north path just past that first northeast clearing, the other one at the dead end on the far west of the map.
Spindleweed - on the path to the northeastern clearing
Lyrium - Tal-Vashoth cave during Blackpowder Promise quest
Silverite - during the Blackpowder Promise quest, relatively in the same area with Raw Lyrium.
Act 2
Lyrium - in the Dank Cave during Forbidden Knowledge
Elfroot - about halfway down the east-west path on the south side (a little past the first Raiders)
Embrium x2 - one on the south path by the blocked mine, one on the north path where it slopes up to the right
Act 3
Elfroot -just past the mine cart on the east-west path
Embrium - to the left just short of the far western exit
Other
Act 1
Avernus's Experimental Draught – on a Dead Messenger for the quest Dark Epiphany up to the right from where you came, there is a quest mark on him
Act 2
Formula: Mythal's Favor – in a crate along the southern path
Design: Rune of Defense – in a Pile of Bones, a skeleton sitting at a tree trunk, just as the east west path splits off towards where the Tal-Vashoth were in Act 1; the design can also be found in Act 3
Act 3
Stores
Notes
- If the Warden chose to side with the Dalish during Nature of the Beast, either by curing the werewolves or killing them, Hawke encounters a man at the Wounded Coast being harassed by Dalish assassins, who accuse him of being a werewolf. Hawke can side with the elves, which leads to the man being killed, defend the man, upon which the elves attack Hawke, or convince the elves to leave the man alone. The accused man is different based on whether the Warden killed the werewolves or cured them.
- Hawke convinces the assassin killing the human isn't what her mother would have wanted: Isabela: rivalry (+5). Talking the Dalish out of killing the human nets 500 XP and 50 . This option is only available to a diplomatic Hawke.
- Hawke does not intervene on the man's behalf, resulting in 500 XP, 50 and Isabela: friendship (+5).
- Hawke defends the human, which forces a confrontation with the Dalish: Isabela: rivalry (+5). This option is the most profitable and yields the most XP, around 100 XP and some random loot for the kills, plus 500 XP and 50 as the man thanks Hawke.
- Before Hawke begins the dialogue, the Dalish assassin says to the accused man, "Do you even know her name, shem? No? It's Danyla. She's dead." Danyla was part of the Lost to the Curse quest in Dragon Age: Origins.
- There are two accessible areas that don't show on the map. One in the northern labyrinth and one in the Tal-Vashoth camp to the left before the cave. Both areas are hidden behind bushes and contain normal loot.
- The name may be a reference to the Sword Coast in BioWare's earlier game, Baldur's Gate, as an answer to Merrill's banter questions about why it is called that and how it got wounded.