安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
Wyll. The rest is irrelevant.
Good options are Karlach and Gale as they have something/someone to comment on.
The rest can stay at camp because even if you expect some comment from them, they will not have it beyond one snappy line which can be ignored.
To sum it up to your question: which group of companions generate more interaction content in the moonrise tower (that’s act 2) of the game, right?
Well, that’s a bit dependent of the points of act 2 you’re exploring. Still, i would make shadowheart a main choice (specially because she’s immune to the shadow curse).
Just don’t forgot to check the mountain pass, to meet the Lizard’s woman friends!
This beginner guide can point you towards the location of Wyll
https://steamcommunity.com/sharedfiles/filedetails/?id=3140103916
that is if you have not missed him. If you missed him he will appear once you are reaching Act 2.
There are also additional tips you might want to consider if you struggle with the game. The mentioned combo of Wyll, Karlach, Gale is for story purposes. But if you want a combat team, go for a diverse cast with one melee, one ranger, one specialist, one healer/support. That work best for beginners.
Even if Wyll is in camp, you cannot miss out on the cutscene about him and Moonrise Tower. So everyone knows there is something he has to do there.
Being a completionist is reason enough. And curse alike.
For Moonrise -- if you mean:
1) Moonrise in general, i.e. 'I am about to begin heading to Moonrise after Halsin said I should go there before Act II', I don't want to spoil anything for you but it's a fair amount of traveling and you can rotate people in/out of your party a lot before you get there. You have all kinds of time.
2) Moonrise read as 'the place for general exploration without fighting mid-Act II', I would bring Karlach and Astarion. Both have convos with people there worth having.
3) Moonrise read as 'the place for a specific major battle late in Act II', Wyll has a quest related to the end of that act. He doesn't *have* to be there, but he will certainly have unique dialogue when that moment happens.
The game is built that you can bring anyone anywhere. Only in rare cases will some areas require specific people -- and the game will tell you (or imply it pretty heavily) when it does.
- A