Fahrenheit (Indigo Prophecy) - Review (PlayStation 2, Xbox and PC game)

Fahrenheit' was released in 2005 by Quantic Dream and was really a sort of early experimental game that would set the stage for their later games of 'Heavy Rain' and 'Beyond: Two Souls

Never Alone - Review (PC, Xbox One and PlayStation 4 game)

‘Never Alone’ is one of those games that test the traditional boundaries of what a video game should be as it really is a vehicle for telling a larger story, one of the Iñupiat people and it goes about this in such a heart-warming way that it’s difficult not to enjoy it.

Last Inua - Review (iOS and PC)

‘Last Inua’ is set in a frozen tundra and is an icy tale of a father and son’s journey to vanquish evil from the world in the form of a demon named Tonrar. The son, Hiko, is blessed with supernatural powers strong enough to defeat Tonrar but his frail, adolescent body is unable to handle these powers and as such he is too weak to embark on this quest alone.

Machinarium - Review (PC and Mobile game)

'Machinarium' is a point and click puzzle game where you take control of a small, unassuming robot in a robotic society that’s victim to a gang of antisocial thugs.

Harvest moon, A Wonderful Life, SE: Befriending villagers and receiving gifts

Friendship points can be acquired in the traditional, ‘gift-giving’ method but also by giving villagers discounts at your store. This means that if you give them three discounts a day (the maximum number) and one gift a day then you’ve acquired four friendship points.

Tuesday, January 21, 2014

Dragon Age II - Act III Roadmap guide to all Achievements/Trophies

 Roadmap guide to all Achievements/Trophies in Act III

Below you’ll find which achievements/trophies can be finally obtained during Act III. Many of these achievements/trophies are missable so be careful when going on a new quest as many areas will be inaccessible after leaving.

If you haven't looked at them yet you can find my previous Achievement/Trophy roadmaps for Act I here, and for Act II here. Most of these achievements require actions performed in the earlier Acts so those guides cover those actions.

Note: At the beginning of Act III make sure you pick the correct side during the conversation with Orsino and Grand Cleric Meredith for the Arcane Defender/Mage Hunter achievement. 




Supplier – Check the guide here for the last few ingredients for Supplier.

Archaeologist – In this Act all the entries are found during quests.

Entry 9 – During Anders final companion quest ‘Justice’. You need to have completed Anders' companion quests in Act I and II to receive this quest. The entry is located in the Sewers in Darktown. Travel to the southern-most room and, prior to the stairs, look in the small alcove on the left to find the entry.

Entry 10 –During the quest ‘On the Loose’. The entry is inside the Templar Hall and is hidden on a torch to the right of a door in the room beside Meredith’s.

Entry 11 – During the quest ‘Gamlen’s Greatest Treasure’. The quest will take you to Smetty’s Fish Guttery at the Docks. The entry is inside the Fish Guttery, down the ramp and is the pile of rubble between the two boats.

Entry 12 – During the quest ‘The Last Straw’. This quest will end Act III so ensure it is the last thing you do before ending the game. The entry is located on the Docks, by the crates to the right of the statue, after fighting a pride demon and shades.

Master Craftsman – You’ll want to make all the potions that you unlocked the recipes for in the previous two acts. To get the ingredients needed to make the last one you’ll need to go on Isabela’s companion quest, “No Rest for the Wicked’ as it is located in Castillon’s Landing.

Crowning Glory- You need to side with the Templars during the final quest ‘The Last Straw’ and should therefore pop on your ‘Mage Hunter’ playthrough.

Tag Team – You need to perform a cross class combo which you may have already unlocked through playing normally. You only need two classes to perform this such as a mage and a warrior. To get this achievement you first need to put an enemy into one of three debilitating states such as ‘Brittle’ with ice magic, ‘Stagger’ or ‘Disorient’ then have another class take advantage of this debilitating state. The easiest way I find to get this is to have a mage put an enemy into a Brittle state using ice magic then having a warrior use an upgraded ‘Mighty Blow’ ability to shatter that enemy. To make sure things go to plan you can change the tactics of your companions so as to make say, Fenris, use Mighty Blow on an enemy in a Brittle state.

Dragon Slayer
– You need to kill a High Dragon which is found in the quest ‘Mine Massacre’. You get this quest depending on whether you did the ‘Bone Pit’ and ‘Inside Job’ quests in the previous acts. If you’ve completed them you should go to Hightown and speak to Hubert in the market or, if you did not complete them you should travel directly to the Bone Pit to automatically start the quest.

Demon Slayer – You must collect three scrolls and complete their associated quests. The scrolls are found in:

Wounded coast – The Awiergan Scrolls, First Aspect. The scroll is found south of the western most exit by a scroll. After picking it up, save your game then continue west along the southern most path. Ignore the first turning north and continue on to the second one where you’ll see an ‘x’ on the map. A powerful demon called Medan is here and after several waves of corpses you’ll fight it. Defeat it to complete this part of the quest.

Sundermount 1 – The Awiergan Scrolls: Second Aspect. The scroll is found behind the ruins by the campfire on the way up the mountain towards Sundermount Passage. Once picked up you should prepare yourself for a difficult battle. Go through the passage to the Mountain Graveyard, beyond the graveyard there will be two revenants, two dragonlings and a named undead in an area marked ‘Hidden Lair’.

Sundermount 2 – The Awiergan Scrolls: Third Aspect. The scroll is found in the southern loop before the Dalish Camp, upon finding it head to where the second scroll was located to fight an Arcane horror and a lot of low levelled shades.This battle shouldn’t be very challenging.

Darktown – The Awiergan Scrolls: Pride Unbound. After finding all three scrolls head to Darktown and enter the hidden lair just south of Ander’s Clinic. Inside is a powerful Pride Demon called Hybris, focus all your efforts on him and make sure you’ve upgraded all your equipment to defeat him. Once Hybris is dead the achievement will unlock.

Chantry Historian – ‘The History of the Chantry: Chapter 4.’ This final paper is located on the upper level of the Chantry but this time to the left. The paper is on top of a stack of crates between the bed and the table, you should get this paper early on in the Act as there is a point of no return in the storyline that will bar you from getting it.

Romantic – To finish a romance you must finish all of your lover’s companion quests in Act III and then visit them in the Gallows before the final battle, this is when Orsino is standing before you and all your companions are circled around the area.

I Got Your Back - Check the guide here for the remaining armour upgrades for all companions.

Conqueror – This cannot be missed and is unlocked after your fight with Meredith.

Arcane Defender/Mage Hunter - During Act III you’ll have to side with either the mages or the Templars for every one of the three choices. This decision starts immediately in the opening cutscene of Act III, you should side with Meredith to side with the Templars or Orsino to side with the mages.

Depending on what this first choice is, your next decision is during ‘On the Loose’ where you should let Emile de Launcet go free to side with the mages or make him return to the circle to side with the Templars.

Your last decision is during ‘Best Served Cold’ where you can argue in support of the mages and ask Cullen to show mercy for Alain or agree with Samson that the mages need to be dealt with by picking ‘He’s one of Grace’s Followers’ then ‘Kill them all’. At the end of this quest, to side with the Templars, you should give Meredith the names of those involved.

Dragon Age II - Archaeologist Achievement/trophy Guide

"Archaeologist" - During each year in Kirkwall, discovered 3 secret messages from the Band of Three. This achievement is worth 50G for the Xbox 360 edition of the game and is a silver trophy for the PlayStation 3.

http://ramblingfoxreviews.blogspot.co.uk/2014/01/dragon-age-ii-archaeologist-achievement.html

Despite the achievement/trophy only requiring 3 entries a year there are actually 4 in each Act so, once you have 3 of them you can just leave the last one if you prefer. If you leave the Act without picking up at least 3 of the messages then you void the achievement, all entries need to be picked up in a single playthrough and don't count across different characters.

These entries can be easily obtained by searching for the codex 'The Enigma of Kirkwall' around the surrounding area. To check around you you can hold down the redial button and look at the items highlighted in the area.

Act I


Entry 1: Gallows courtyard – Turn to an immediate right upon entering and go to the Northern most part of the area. The entry is hidden in a pile of rubble by a closed gate.

Entry 2: Viscount’s Keep – When collecting this entry the icon indicating it is there will not appear but, after collecting it, it will show up on screen. The entry is located on one of the two pictures that are separated by a red vase, on the right side of the desk, in Seneschal Bran’s office.

Entry 3: The Bone pit – After receiving the quest ‘The Bone Pit’ go to the location and find a piece of paper sticking out from under one of the rocks that blocks a pathway leading to the left. It is right beside the Elfroot and is at the southeast dead end.

Entry 4: The Alienage in Lowtown (at night). Beside Merill’s house in a small alcove, beside a manhole.

Act II


Entry 5- In the Kirkwall Chantry on the upper level, you’ll find the entry inside a book on top of a table near the fireplace. This is the same location as where you find ‘Chapter 1’ of a History of the Chantry during Act I.

Entry 6 – In the Quanari Compound in the Docks. Go up the stairs on the left to find it between the rocks on the ground.

Entry 7 – Gallows Dungeon – this dungeon can only be accessed during Anders’ Dissent companion quest. The entry is located in the northern dead end clearing, west of the exit just after the battle with Ser Alrik.

Entry 8 – Located in Darktown (day or night) under some rubble in the corner that’s closest to the west exit of the area. Just past the exit that’s close to the poison shop.

Act III


All entries are found during quests that are listed below.

Entry 9 – During Anders final companion quest ‘Justice’. You need to have completed Anders' companion quests in Act I and II to receive this quest. The entry is located in the Sewers in Darktown. Travel to the southern-most room and, prior to the stairs, look in the small alcove on the left to find the entry.

Entry 10 –During the quest ‘On the Loose’. The entry is inside the Templar Hall and is hidden on a torch to the right of a door in the room beside Meredith’s.

Entry 11 – During the quest ‘Gamlen’s Greatest Treasure’. The quest will take you to Smetty’s Fish Guttery at the Docks. The entry is inside the Fish Guttery, down the ramp and is the pile of rubble between the two boats.

Entry 12 – During the quest ‘The Last Straw’. This quest will end Act III so ensure it is the last thing you do before ending the game. The entry is located on the Docks, by the crates to the right of the statue, after fighting a pride demon and shades.

Monday, January 20, 2014

Dragon Age II - Act II Roadmap to all Achievements/Trophies

Roadmap guide to all Achievements/Trophies in Act II

Below you’ll find which achievements can be obtained in Act II or which need actions performed in Act II to be unlocked at a later stage. All of these achievements are missable so be careful when going on a new quest as most areas will be inaccessible after leaving. Below are some extra bits to bear in mind and, if you've not yet looked at my guide for Act I yet you can check it out here.

Note – Later on in this Act, after 'Following the Qun' you’ll go to the Hawke Estate at night and find both Aveline and Isabela there, both requesting help. You should help Isabela first or else she’ll leave your party permanently and void the Supplier and Master Craftsman achievements/trophies. Agree to help Isabela and, later on, when given the option to hand her over you should refuse.

Note– Anders may leave the party during the quest ‘Night Terrors’ and ‘Dissent’ so keep him. 
If Anders leaves you’ll void the Supplier achievement/trophy. Highlight for extra info but spoilers: In Dissent he will ask if he should go and you should keep him, in Night Terrors he will attack you if you side with the demon and you’ll be forced to kill him.

http://ramblingfoxreviews.blogspot.co.uk

Act II Completionist guide


Exorcist – You should do this as soon as possible because it will be inaccessible later on. You’ll either start this quest (‘Forbidden Knowledge’) by reading a letter on your writing desk or by interacting with the evil tome at the Chantry or Viscount Keep. You need to find 5 evil tomes and destroy them all – do not read them. I recommend not taking Merrill with you if you want to be friends with her as she will gain +10 rivalry for each book destroyed. Each tome will be guarded by various creatures so be prepared for a battle.

1. The Chantry – Upper level, left side, on the table.

2. Viscount’s Keep – Back of the keep on a bench to the left side of a large room.

3. Wounded Coast – Inside the Dank Cave. Take the western path upon entering the Wounded Coast then take the third Southern path to find the entrance to the Dank Cave.

4. Sundermount – In the Abandoned Thaig. Head past the Dalish Camp and take the left path until you see the ‘Recently Opened Passage’ follow the quest marker once inside to find this tome.

5. Bone Pits – Inside the Rotting Cave whose entrance is on the far east side of the Bone Pit.

After destroying all 5 tomes you should travel to Darktown and enter the Evil Pit that is located to the immediate left after entering the area. Bring a rogue with you to unlock the door and progress through the pit until you find the Fell Grimoire. Prepare for a very difficult fight and then destroy the grimoire. After winning the battle you will unlock this achievement/trophy.

Supplier – Thankfully there’s a lot fewer crafting resources in Act II than there was in Act I, to find the complete list and their locations check my Supplier guide here.

By the end of Act II your books should say you have the following resources:


Poisons and Bombs: Deep Mushroom 8/9, Deathroot 5/6, Glitterdust 5/6, Felandaris 0/1
Runes: Lyrium 8/9, Silverite 6/6, Orichalcum 5/6, Dragon's Blood 0/1
Potions: Elfroot 8/9, Spindleweed 5/6, Embrium 5/6, Ambrosia 0/1

Chantry historian – There are two more Chantry papers to pick up in Act II.

‘The History of the Chantry: Chapter 2’ – This paper is located on the podium where the Grand Cleric is standing on the ground floor of the Chantry.

‘The History of the Chantry: Chapter 3’ – This paper is difficult to obtain and it’s recommended to make a save before entering the Chantry during the quest ‘Following the Qun’ because if you miss the small window of opportunity then there is no way of getting it again. This paper is also located on the same podium as the last one but is only there during the quest ‘Following the Qun’. You can try getting it before and after combat but I recommend that you bring up the radial wheel during a battle whilst standing at the podium. You’ll be able to target the podium and select the paper, picking it up despite still being in combat. If it doesn’t work the first time then try again and make sure you’re hovering over the paper. You can use this tactic to also get crafting ingredients.

Archaeologist –
Like in the first Act you need to grab at least 3 of these 4 entries. They are all Codex's called 'The Enigma of Kirkwall' and to check which ones you have you can check in the lore section.

Entry 5- In the Kirkwall Chantry on the upper level, you’ll find the entry inside a book on top of a table near the fireplace. This is the same location as where you find ‘Chapter 1’ of a History of the Chantry during Act 1.

Entry 6 – In the Quanari Compound in the Docks. Go up the stairs on the left to find it between the rocks on the ground.

Entry 7 – Gallows Dungeon – this dungeon can only be accessed during Anders’ Dissent companion quest. The entry is located in the northern dead end clearing, west of the exit just after the battle with Ser Alrik.

Entry 8 – Located in Darktown (day or night) under some rubble in the corner that’s closest to the west exit of the area. Just past the exit that’s close to the poison shop.

Master Craftsman – Following on from part I of this guide you’ll be collecting the potions recipes since there’s only 6 required. The last 4 recipes are all in Act II. The recipes required are:

Lift Ward Potion – After completing the Herbalist Tasks in Act I you can buy this recipe from the shop.

Mighty Offense Potion – Located in Sundermount. Go back to where the Mountain Graveyard is, where you returned the amulet in Act I, and go to the right to find the recipe in a pile of bones.

Rock Armour Potion – At night, go to Lowton and then to Gamlen’s House. The recipe is found in a pile of rubbish to the left.

Elixir of Heroism – Found during the quest ‘Demanding the Qun’. In Hightown, after Commander Meredith saves you, it is located on a corpse that is in  a corner to the right after heading south after a large battle.

(Requires Ambrosia which is only obtained in Act III by completing Isabela’s companion quest.)

Mage Hunter/Arcane defender – If you followed my advice in the Act I guide then you would have sided with the Templars twice and the mages once. If this is the case then during ‘Night Terrors’ you should encourage Feynriel to control his abilities and not harm him in any way. If you sided with the mages twice in the first Act then you should opt to turn him Tranquill. 



Note: Straight after 'Demands of the Qun' there will be an option to side with the mages or the templars at the very beginning of Act III. You'll want to make a save just prior to the Arishok fight so you can grab both achievements/trophies with minimal backtracking. This means you'll have to fight him again but this is the only way of getting both in one playthrough as Act III has exactly three more decisions to make.

Romantic – You need to complete a romance with one of your companions, the achievement/trophy is gained in Act III but in Act II there are things to do. All romance companions (Merrill, Fenris, Anders and Isabela) will romance either a male or female Hawke. You should focus on one party member to increase chances of success and have at least 50% approval or rivalry with them.

Flirt when given the chance to and complete their companion quests by visiting them in their home. If you travel to your estate at night you’ll be able to get additional chances to flirt and romance them, provided they hint for you to meet them there. When given the chance to, invite them to live with you at the estate. There are quest chances to have certain companions leave, do not pick these and keep them with you.

Flirtatious – Though you may have already flirted with one of your party members you won’t be able to unlock this achievement/trophy until after you’ve completed their companion quest in Act II. Once you have completed it you should select any option that has a heart icon, indicating a flirtatious option.


I Got Your Back – You need to fully upgrade the armour of one of your companions. I’ve listed companions whose available upgrades are all available in Acts later than Act I but you can find a full list here:

Isabela –

Act 2: Rigid Boning (Apparel Shop, Lowtown) 

Act 2: Supportive Corselet (Robes by Jean Luc, Hightown) 
Act 2: Lambswool Insoles (Found in the ‘Lost-End Foundry’ during ‘To Catch a Thief’
Act 3: Boiled Leather Plates (Found in a pile of bones in the Mountain Cave during ‘A Murder of Crows’)

Anders –

Act 2: Armor Struts (Lirene's Ferelden Imports, Lowtown) 

Act 2: Lyrium Weave (Mage Goods, Gallows Courtyard) 
Act 2: Spirit Essence (In a crate west of the Gallows Dungeon exit during ‘Dissent’
Act 3: Sigil of the Mage Underground (Found in a chest in the Docks warehouse during ‘Best Served Cold’)

Merrill –


Act 2: Samite Lining (Robes by Jean Luc, Hightown) 
Act 2: Carved Ironwood Buttons (Ilen's Crafts, Sundermount) 
Act 2: Silver-Threaded Dalish Embroidery (Found in a pile of bones, east of the graveyard at the top of Sundermount) 
Act 3: Halla Horn Buckles (Found on a pride demon in Pride’s End during ‘A New Path’)

Fenris –

Act 2: Tevinter Spirit Symbol (Robes by Jean Luc, Hightown) 

Act 2: Lyrium Scales (Shady Merchandise, Docks) 
Act 2: Reinforced Straps (In a chest in the Abandoned Slaver Den during ‘A Bitter Pill’
Act 3: Enchanted Resin (Found on the High Dragon at The Bone Pit during ‘Mine Massacre’)

A Worthy Rival – During the main quest ‘Offered and Lost’, inform the Arishok that the Qunari envoy is missing before doing anything else. At the end of this quest, do not burn the bodies and when the quest is finished go back to the Arishok and inform him about their deaths. This should give you three additional points. The achievement/trophy should unlock at this point.

If the achievement/trophy does not unlock then you should complete the quest ‘To Catch a Thief’ first. By going to the Hawke estate late at night later on in the Act you’ll find both Aveline and Isabela there, both requesting help. You should help Isabela first or else she’ll leave your party permanently and void the Supplier and Master Craftsman achievements/trophies.

After the quest ‘To Catch a Thief’ go to the Arishok with Aveline during the mission ‘Demands of the Qun’ and inform the Arishok of Isabela’s involvement and disagree with Aveline, saying that the elves were right to enforce vigilante justice. Tell him you wouldn’t hand them over and instead keep them. This is the last chance to get ‘A Worthy Rival’.

That Thing Has Legs – After the quest ‘Blackpowder Courtesy’ start the quest ‘Mirror Image’ found on your desk at the estate. This is Merrill’s companion quest so speak to her at her home then have her in the party. Travel to Sundermount, speak with the keeper to start the quest ‘Honouring the Fallen’ then enter the Varterral Hunting Grounds (3 supplier ingredients here). Find the creature and kill it to unlock this achievement/trophy.


Mogul – Have at least 100 gold sovereigns. You may already have this from Act I but, if not, you’ll be able to easily get this in Act II with your profits from the Deep Roads Expedition.  


Weapon Master – Unlock all upgrades for a weapon talent tree. This doesn’t count for mages so if you’re playing a mage you can still get this achievement by unlocking all talents in one tree for a warrior or rogue companion. You need all weapon upgrades (smaller icons) and the main ones. The trees that count are: Duel Weilding, Archery, Weapon and Shield or Two Handed.  

Great Minds Think Alike – If you haven’t yet already unlocked this, you need to have 4 party members as your friends or rivals.  

When you're finished with Act II achievements and trophies be sure to check out the follow up guide that covers Act III, you can get there here

Dragon Age II - Act I Roadmap for all achievements/trophies.

Roadmap guide to all Achievements/Trophies in Act I

This guide will tell you everything you need to do during Act I so that you can get all achievements. Many achievements/trophies require actions in the first Act but that will unlock at the very end of the game so it can be difficult to keep track of everything you need to do in order to fully complete the game and get all of its achievements/trophies.

When you're finished with Act I achievements and trophies be sure to check out the follow up guide that covers Act II, you can get there here.


http://ramblingfoxreviews.blogspot.co.uk

There are many achievements/trophies in Act I of Dragon Age II that will be gained by playing through the game, completing companion’s quests and side quests. All achievements that cannot be missed are listed at the bottom of this guide. You should be doing this any way to gain access to locations that would otherwise be missable and to gain achievements/trophies like ‘Birthright’ (sibling companion quest) and ‘Gift Giver’ (giving your sibling the Portrait of your Mother or Tobrius's Documents from Birthright).

Just as a forewarning: you should be picking up as many codex’s as you can to unlock the achievement/trophy ‘Knowledgeable’ later on down the line which requires 100 codex’s and you should also be opening treasure chests to unlock ‘Treasure Hunter’ which requires 50 chests. You’ll likely get these /trophies later on in the game but you should start working towards them early on.

Important note for Supplier- Make sure that Isabela, Anders and Merrill remain in your party and have either very high approval or rival points. Isabela is particularly important as she may leave during Act II. Isabela has few approval changes during Act II so it’s best to get in there fast and get her approval/rivalry up high during Act I. She’ll need at least 75% friendship or rivalry before the Act II quest ‘To Catch a Thief’ otherwise you’ll lose her and never gain access to a supplier ingredient. Merril and Anders have side quests that also have supplier ingredients so you need to make sure you keep them around and to have them as your friends. Overall, you should recruit and keep as many people as possible due to their companion quests.


Act I Roadmap


Unstoppable – No party members get knocked out in combat for an entire year in Kirkwall. If anybody gets knocked out, reload a save. This can technically be obtained in Act II though not in Act III.

Mass exodus – Three playthroughs, create a character of each class (rogue, mage and warrior) and play through until Kirkwall. In order to earn both achievements/trophies of “Mercenary” and “Nefarious” you should side with Meeran in one playthrough and Anthenril in another.

Talented – Upgrade a spell or talent. In the talent menu upon levelling up you’ll notice that some spells or talents have smaller icons beside them, if you put a skill point on one of these then you’ll get this achievement/trophy.

Chantry Historian
– Grab the “History of the Chantry: Chapter 1” entry from the upstairs table by the fireplace in the Chantry (where you found Karl during Anders quest.)


Master Craftsman -  Find all available recipes for one of the three crafting trees then create each item in that tree. The easiest to obtain is the potion crafting tree since it only has six recipes. Two of these recipes are in Act I:  The Elfroot Potion recipe obtained off Lady Elegant and the Restoration Potion recipe obtained by completing the Herbalist Tasks and then bought from his shop.

Archaeologist – Grab at least 3 of these 4 entries. They are all Codex's called 'The Enigma of Kirkwall' and to check which ones you have you can check in the lore section.

Entry 1: Gallows courtyard – Turn to an immediate right upon entering and go to the Northern most part of the area. The entry is hidden in a pile of rubble by a closed gate.

Entry 2: Viscount’s Keep – When collecting this entry the icon indicating it is there will not appear but, after collecting it, it will show up on screen. The entry is located on one of the two pictures that are separated by a red vase, on the right side of the desk, in Seneschal Bran’s office.

Entry 3: The Bone pit – After receiving the quest ‘The Bone Pit’ go to the location and find a piece of paper sticking out from under one of the rocks that blocks a pathway leading to the left. It is right beside the Elfroot and is at the southeast dead end.

Entry 4: The Alienage in Lowtown (at night). Beside Merill’s house in a small alcove, beside a manhole.

Supplier – See the guide here for everything you need since there are a lot of ingredients and some are difficult to fnd. These quests have ingredients during them so check back to guide if you’ve started these: Blackpowder Promise: (Dead man’s pass and the Tal-Vashoth cavern), Shepherding Wolves: (Vimmark mountain pass), The Way It Should Be: (Sundermount Ambush site), The Bone Pit: (Bone Pit Mines), Act of Mercy: (Runaways Cavern), Wayward Son: (Slaver Caverns).

Before going on the Deep Roads Expedition (a point of no return) you should have:

Poisons and Bombs: Deep Mushroom 3/9, Deathroot 3/6, Glitterdust 1/6, Felandaris 0/1
Runes: Lyrium 3/9, Silverite 3/6, Orichalcum 0/6, Dragon's Blood 0/1
Potions: Elfroot 6/9, Spindleweed 3/6, Embrium 1/6, Ambrosia 0/1

After the Deep Roads Expedition you should have:
Poisons and Bombs: Deep Mushroom 5/9, Deathroot 3/6, Glitterdust 1/6, Felandaris 0/1
Runes: Lyrium 5/9, Silverite 4/6, Orichalcum 1/6, Dragon's Blood 0/1
Potions: Elfroot 6/9, Spindleweed 3/6, Embrium 1/6, Ambrosia 0/1


Mage Hunter/Arcane Defender
– Side with the Templars twice out of either: 'Wayward Son', 'Act of Mercy' and 'Enemies Among Us'. And the mages on whichever one is left. (You can reverse this and side with mages twice and Templars once but it means making Feynriel Tranquil in Act II to side with Templars and make the score even, 2:2)


By following it this way (having 2 points on mages and 2 points on Templars) it means you can receive both achievements/trophies in one playthrough just by reloading a save to replay Act III and without having to play through Act I and II again.

A Worthy Rival – You need 5 points for this achievement/trophy to unlock, some of which can be earned in Act I. Bring Fenris with you at the end of 'Blackpowder Promise' and tell the Arishok you were promised future profits to earn 2 respect points for A Worthy Rival. At the end of the quest ‘Shepherding Wolves’ go back to the Arishok and inform him of the deaths of his Quanari for another point.

Financier – You must fund Bartrand the 50 sovereigns to join the Deep Roads Expedition, do not accept the quest ‘Friends in Low Places’ that can be found on your desk as you will be unable to unlock this achievement/trophy.

Great Minds Think Alike – reach 100% friendship or rivalry with four of your party members. This cannot be mixed and match so they must all be friends or all be rivals. Check this website for the approval and rivalry points of all companions.

Rival – Earn 100% rivalry with one of your companions. If you’re trying to keep everybody as your friend then you can easily achieve this on one of the playthroughs for Mass Exodus and just play through whilst purposefully making someone hate you i.e.: Aveline (since you can earn 15 rivalry points during the prologue alone) Check this website for the approval and rivalry points of all companions.

Friend – Earn 100%friendship with one of your companions. Same conditions as the above achievements and provided you agree with the companion on important issues and do their personal quest then you’ll get this easily. This can easily be obtained early on in the game with Bethany by getting back the Ancestral mansion and finding your grandfather’s will. 

Achievements and trophies you cannot miss:


Tale within a Tale – During prologue

Immigrant – Reach Kirkwall

Craftsman – Acquire your first crafting recipe from Lady Elegant in Lowtown.

Delver of the Deep – Enter deep roads

Dedicated – Reach level 10

Full House – Recruited four party members.

Legendary – Reach level 20

Champion of Kirkwall – Complete the game

Epic – Complete game once with imported dragon age origins save or complete the game twice.

Darkness Falls – Switch to night-time on the map

Explorer – Travel to another location on the map

Friends in High places – After you have met Grand Cleric Elthina, Viscount Dumar, Knight-Commander Meredith and First Enchanter Orsino.

Conqueror – Secret achievement, story related, final boss of the game.

Stone cold – Secret achievement, story related during Deep roads.

When you're finished with Act I achievements and trophies be sure to check out the follow up guide that covers Act II, you can get there here.

Sunday, January 19, 2014

Dragon Age II - "Chantry Historian" Achievement Guide

To get this achievement you must have found all four chapters of "The History of the Chantry," by Brother Genitivi. This achievement is worth 25G for the Xbox 360 edition of the game and is a silver trophy for the PS3.

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All papers have to be found during a single playthrough and, if you miss one in an earlier chapter, there is no way of getting it elsewhere. You can see which papers you have by looking in your journal and selecting the lore tab, the papers are called ‘The History of the Chantry’ and there are four chapters. All of them are found in the Chantry though at different times.

‘The History of the Chantry: Chapter 1’ – Act 1. This paper is located in the upstairs portion of the Chantry and is found on the right side of the room on top of a table. This area is where you find Karl during Anders personal quest. 

‘The History of the Chantry: Chapter 2’ – Act 2. This paper is located on the podium where the Grand Cleric is standing on the ground floor of the Chantry. 

‘The History of the Chantry: Chapter 3’ – Act 2. This paper is difficult to obtain and it’s recommended to make a save before entering the Chantry during the quest ‘Following the Qun’ because if you miss the small window of opportunity then there is no way of getting it again. This paper is also located on the same podium as the last one but is only there during the quest ‘Following the Qun’ and can only be obtained out of combat, the easiest way to get it is straight after the initial cutscene and before combat or directly after combat before the quest ends. Alternatively, if you bring up the radial wheel during a battle whilst standing at the podium you’ll be able to target the podium and select the paper, picking it up despite being technically in combat.

‘The History of the Chantry: Chapter 4’ – Act 3. The last paper is located on the upper level of the Chantry but this time to the left. The paper is on top of a stack of crates between the bed and the table, you should get this paper early on in the Act as there is a point of no return in the storyline that will bar you from getting it. 

After collecting all four papers during one playthrough you will unlock the achievement ‘Chantry Historian.’

Saturday, January 18, 2014

Dragon Age II - 'I Got Your Back' and 'A Friend in Need' Achievement/Trophy Guide

'I Got Your Back'is an achievement for Dragon Age II. You must fully upgradea companion's armour set by finding all of the upgrades for them in the game. 'A Friend In Need' just requires one upgrade. 'I Got Your Back' is worth 25G for the Xbox 360 edition of the game and is a silver trophy for the PS3. A Friend In Need is worth 5G and is a bronze trophy for the PS3.

Here are all the armour upgrades you can get for all companions. If you’re looking to get the achievement/trophy ‘I Got Your Back’ then Bethany and Carver do not count. You can upgrade a sibling and get the achievement/trophy ‘A Friend in Need’ however.

When purchasing armour upgrades the companions do not need to be present in the party at the time as all upgrades are applied automatically. You can only buy each upgrade once and they’re not found in the armour section of shops and you’ll find them in the useable items tab instead. 

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Fenris –

Act 2: Tevinter Spirit Symbol (Robes by Jean Luc, Hightown)
Act 2: Lyrium Scales (Shady Merchandise, Docks)
Act 2: Reinforced Straps (In a chest in the Abandoned Slaver Den during ‘A Bitter Pill’)
Act 3: Enchanted Resin (Found on the High Dragon at The Bone Pit during ‘Mine Massacre’)

Isabela –

Act 2: Rigid Boning (Apparel Shop, Lowtown)
Act 2: Supportive Corselet (Robes by Jean Luc, Hightown)
Act 2: Lambswool Insoles (Found in the ‘Lost-End Foundry’ during ‘To Catch a Thief’)
Act 3: Boiled Leather Plates (Found in a pile of bones in the Mountain Cave during ‘A Murder of Crows’)

Varric –

Act 1: Inscribed Leather Harness (Apparel Shop, Lowtown)
Act 2: Coat Lining with Concealed Pockets (Shady Merchandise, Docks)
Act 2: Silverite-Reinforced Buckles (Found in a chest in Bartrand’s Estate during ‘Family Matter’)
Act 3: Drakeskin Leg Straps (Found in a chest in the Deep Roads during ‘Finding Nathaniel’)

Anders –

Act 2: Armor Struts (Lirene's Ferelden Imports, Lowtown)
Act 2: Lyrium Weave (Mage Goods, Gallows Courtyard)
Act 2: Spirit Essence (In a crate in the Gallows Dungeon during ‘Dissent’)
Act 3: Sigil of the Mage Underground (Found in a chest in the Docks warehouse during ‘Best Served Cold’)

Aveline –

Act 1: Underpadding - Guardsman Pattern (Armor Stand, Lowtown)
Act 2: Impact Plating - Guardsman Pattern (Armor Merchant, Lowtown)
Act 2: Flex-Chain - Guardsman Pattern (Found on Fell Orden during ‘Raiders on the Cliffs’)
Act 3: Deflecting Joints - Guardsman Pattern (Found on Jeven’s corpse during ‘Favor and Fault’)

Merrill –

Act 2: Samite Lining (Robes by Jean Luc, Hightown)
Act 2: Carved Ironwood Buttons (Ilen's Crafts, Sundermount)
Act 2: Silver-Threaded Dalish Embroidery (Found in a pile of bones, east of the graveyard at the top of Sundermount)
Act 3: Halla Horn Buckles (Found on a pride demon in Pride’s End during ‘A New Path’)

Sebastian –

Act 2: Enchanted Articulation (Armor Shop, Gallows Courtyard)
Act 2: Reinforced Bracers (Olaf's Armory, Hightown)
Act 2: Mail Undertunic (Found in a chest in the Harimann Estate during ‘Repentance’)
Act 3: Protection of the Faith (Found on a Templar Lieutenant during ‘Best Served Cold’)

Bethany/Carver –

Act 1: Carver: Fereldan Girded Plating (Birthright)
Act 1: Bethany: Heirloom Amell Protective Sigils (Birthright)

Friday, January 17, 2014

Dragon age II - "Supplier" Achievement Guide

Supplier is an achievement for Dragon Age II. You must collect every single crafting resource in the game to unlock it. It is worth 25G for Xbox 360 and is a Silver trophy for the PlayStation 3. 

Dragon age 2 - Supplier achievement guide
 
Important! – You must keep Anders, Merrill and Isabelle in your party with high approval ratings. If Isabelle has less than 75% approval or rivalry she will leave your party after the Act 2 quest 'To Catch A Thief' making you unable to get the achievement. She will return if you met the approval/rivalry requirements so don't panic as her leaving is scripted, it only affects whether she comes back or not. Merrill and Anders each have companion quests that have resources in the area so ensure that they are kept as companions and that they are your friends.

Important! – If you finish any act with any of the resources missing then you will be unable to get the achievement – check the tables and numbers below and save frequently so you don’t miss out on anything, otherwise you’ll have to do another playthrough.

Act I


Act
Location
Quest
Resource
Information
I
The Bone Pit

Elfroot
Far south-east of map.
I
Bone Pit Mines
The Bone Pit
Deep mushroom
Up the first set of stairs once you have killed dragonlings.
I
Bone Pit Mines
The Bone Pit
Lyrium

North-west side of the main area where you first enter.
I
Darktown

Deathroot
South end of map, near the door to the sewers.
I
Dead Man’s Pass
Blackpowder promise
Embrium
In the corner where the four paths meet.
I
Deep Roads
The Deep Roads Expedition
Orichalcum
Left side of the stairs in the first room after setting up the second campsite. After fighting the golum but before entering Primeval Thag.
I
Deep Roads
The Deep Roads Expedition
Lyrium
To the left after exiting the second room.
I
Deep Roads
The Deep Roads Expedition
Lyrium
Where you find Sandal.
I
Deep Roads
The Deep Roads Expedition
Deep mushroom
On the left side of the stairs you descend, looking for Sandal.
I
Deep Roads
The Deep Roads Expedition
Silverite
In the pit where you fight the large spider.
I
Deep Roads
The Deep Roads Expedition
Deep mushroom
Where you fight the Emissary, the left side of the entrance.
I
Disused Passage

Deathroot
Second rectangular room.
I
Lowtown

Spindelweed
Daytime – side street between the two eastern exits.
I
Runaways Cavern
Act of mercy
Lyrium
West of where you met Alain.
I
Darktown sanctuary
Enemies among us.
Deathroot
On the right, past first group of shades.
I
Slaver Caverns
Wayward son.
Deep mushroom
Back of the first room, up the platform and then through into the southeast room.
I
Slaver Caverns
Wayward son.
Spindelweed
Near the entrance, behind minecart.
I
Sundermount

Deep mushroom
In the graveyard after exiting the sundermount caverns. Between small ruins straight ahead of caverns exit.
I
Sundermount

Elfroot
By stone ruins, south in a rounded area just east of the dalish camp and west of the entrance.
I
Sundermount

Elfroot
On the mountain path where the hunter/Merrill talk. Hidden behind a small ruin.
I
Sundermount Ambush Site
The Way It Should Be
Elfroot
On the westside of the southern looping trail.
I
Sundermount Caverns

Silverite
By the door in the room with the fire pit, just after the entrance after descending down wooden steps.
I
Tal-Vashoth Cavern
Blackpowder Promise
Lyrium
Go through the first 3 doors, follow the tracks and then follow the three sets of stairs down, to the north then to the east.
I
Tal-Vashoth Cavern
Blackpowder Promise
Silverite
Follow the cavern through the first three doors then find it up the stairs.
I
Vimmark Mountain Pass
Shepherding Wolves
Silverite
Go back after finishing off the quanari to find it on the left side of the cavern.
I
The Wounded Coast

Glitterdust
At the end of the dead end, south of the entrance, very short path going south.
I
The Wounded Coast

Elfroot
On the almost straight path leading west from the entrance, north of the area.
I
The Wounded Coast

Elfroot
Far west of the map within a dead end.
I
The Wounded Coast

Spindleweed
First northern path from the entrance, leading to a clearing.

Before the Deep Roads Expedition you’re going to want to check your books in your home so you can ensure your numbers match up to the following. If you leave for the Deep Roads Expedition having missed something then you won’t be able to get it again, so that’s your last chance to collect things. Before the expedition you should have:
  • Poisons and Bombs: Deep Mushroom 3/9, Deathroot 3/6, Glitterdust 1/6, Felandaris 0/1 
  • Runes: Lyrium 3/9, Silverite 3/6, Orichalcum 0/6, Dragon's Blood 0/1 
  • Potions: Elfroot 6/9, Spindleweed 3/6, Embrium 1/6, Ambrosia 0/1

The Deep Roads Expedition quest will add some additional resources and I recommend you keep a save from within that road in case you miss something, at the start of Act II you should now have: 

  • Poisons and Bombs: Deep Mushroom 5/9, Deathroot 3/6, Glitterdust 1/6, Felandaris 0/1 
  • Runes: Lyrium 5/9, Silverite 4/6, Orichalcum 1/6, Dragon's Blood 0/1 
  • Potions: Elfroot 6/9, Spindleweed 3/6, Embrium 1/6, Ambrosia 0/1
If you don’t it means you’ve missed something out of the 6 new resources so check the table above and reload your save from within the deep roads.

Act II

Act
Location
Quest
Resource
Information
2
Bone Pit Mines
Cave Crawling
Lyrium
South of the entrance at the top of the stairs.
2
The Bone Pit

Deathroot
On the right side of the entrance.
2
The Bone Pit

Glitterdust
Beside the second mine entrance, to the east.
2
Rotting Cave
Forbidden Knowledge
Lyrium
In the cave where you find the evil tomb.
2
Dank Cave
Forbidden Knowledge
Lyrium
After exiting the narrow cave it’s to the right of the stairs.
2
Darktown

Deathroot
Next to the stairs just before Anders' clinic.
2
Gallows Dungeon
Dissent
Spindleweed
Through the door on the left near the entrance.
2
Gallows Dungeon
Dissent
Deep Mushroom
First clearing after fighting spiders.
2
Holding Caves
A Bitter Pill
Glitterdust
Close to where the four paths meet up.
2
Holding Caves
A Bitter Pill
Embrium
On the upper west path near the entrance.
2
The Killer's Lair
All That Remains
Orichalcum
Halfway through the lair. In a narrow section after the first room.
2
Lowtown

Spindleweed
Daytime - In the south-east dead end just behind the armour trader.
2
Smuggler's Cut
Blackpowder Courtesy
Silverite
Close to the exit to the wilderness.
2
Smuggler's Cut
Blackpowder Courtesy
Deep Mushroom
South of the Wilderness exit, in the very south dead end area that curls towards the west.
2
Sundermount

Glitterdust
By the first bend on the way up the mountain path.
2
Sundermount

Elfroot
By the stone ruins, lower path past the Dalish camp.
2
Sundermount

Embrium
On the upper path, to the right of the revenant clearing.
2
Sundermount Caverns

Silverite
First room, small western pathway.
2
Sundermount Caverns

Orichalcum
In the large area after the room with the campfire, on your left.
2
Sundermount Caverns

Orichalcum
In the same room as previous one but up the stairs and in a small alcove.
2
Varterral Hunting Ground
Mirror Image
Orichalcum
At the bottom of a short set of stairs, on a small ledge to the left.
2
Varterral Hunting Ground
Mirror Image
Glitterdust
Just after the Orichalcum, to the left after the stairs.
2
Varterral Hunting Ground
Mirror Image
Deep Mushroom
Up the stairs and to the left from the large, open room where you fight the Varterral.
2
The Wounded Coast

Elfroot
Halfway down the east-west path on the south side. Just past the first set of raiders.
2
The Wounded Coast

Embrium
On the south path on the way to the ‘Raiders on the cliff’ quest.
2
The Wounded Coast

Embrium
On the northern path where it leads up to the right.

Prior to completing Act II you should check your resources and make sure you haven’t missed any, if you’ve got everything then before Act III your books should say you have the following resources:

  • Poisons and Bombs: Deep Mushroom 8/9, Deathroot 5/6, Glitterdust 5/6, Felandaris 0/1
  • Runes: Lyrium 8/9, Silverite 6/6, Orichalcum 5/6, Dragon's Blood 0/1
  • Potions: Elfroot 8/9, Spindleweed 5/6, Embrium 5/6, Ambrosia 0/1

Act III


Act
Location
Quest
Resource
Information
3
The Bone Pit
Mine Massacre
Dragon's Blood
Found on the High Dragon's corpse after killing it.
3
Castillon's Landing
No Rest for the Wicked
Ambrosia
Inside an ornate chest in the upstairs office.
3
Drakestone Mines
Justice
Deep Mushroom
On the northern side of the first room. Follow the stairs down from the entrance.
3
Darktown

Deathroot
South, just beyond a large wheel.
3
Lowtown

Spindleweed
Daytime – Beside the stairs in the Foundry District.
3
Pride's End
A New Path
Felandaris
Just to the right of Audacity's statue.
3
Sundermount

Glitterdust
On the ledge just before the dead-end at the top of the upper mountain path. Located just before the entrance to the cave of Merrill’s companion quest, “A New Path.”
3
Sundermount Caverns

Lyrium
Close to the entrance, first room on your left.
3
Sundermount Caverns

Orichalcum
On the left in the second room by the giant spiders.
3
The Wounded Coast

Elfroot
Just past the mine cart on the southern path.
3
The Wounded Coast

Embrium
To the left, quite close to the far western exit.