The final Act of Dragon Age: The Veilguard has some major choices for you to make, that is the outcome of all of the other choices you’ve made up until this point. Some of these choices are a conclusion to some of the choices you made in the Isle of the Gods quest. Keep reading to learn everything there is to know about some of the final choices that will impact your ending.
Table of Contents¶
If you want to jump to a specific section, click on the links below.
Quickjump |
---|
Reaching The Last Gambit Choices |
Choice: Who Should Protect the Veil Jumpers? |
Choice: Who Should Kill the Venatori Mage? |
Choice: Who Should Fight the Construct? |
Reaching The Last Gambit Choices¶
The Last Gambit is the penultimate story quest in Dragon Age: The Veilguard, and following a brief interlude in the Fade at the end of Isle of the Gods, you’ll find yourself getting ready to storm Minrathous against the odds to try and take down Elgar’nan once and for all. As such, you’ll automatically start this quest following A Cage of Gods, which doesn’t have any combat involved in it.
Once you’ve found your way back to The Lighthouse, you’ll get a chance to share some words with the team, and, once you’re ready, head to the table to begin the preparations where you’ll make your choices. You’re already locked in at this point, so you won’t have an opportunity to go out into the world to try and improve your relationships!
With the following choices, your Allied Strength with each of the Factions will be measured, along with whether or not the character you send has achieved the Hero of the Veilguard status. Should you have them at 3 Stars and the status, choosing the right character is enough to have them survive.
Choice: Who Should Protect the Veil Jumpers?¶
Your first choice that you need to make is who to send to help the Veil Jumpers take down the Wards. For this choice, your Allied Strength with the Veil Jumpers will come into play. You should hopefully have at least two Stars and can then send someone that is adapt at magic to help bring down those magical wards or is strong at protecting others. This, naturally, should make you come to the conclusion of sending a Mage or Warrior, which narrows it down to everyone barring Lucanis, one of which will already be gone from the team at this moment in time.
You can’t really go wrong with either choice, but we like to send Taash here as a Warrior, having Mages that can heal is always useful and you’ve already lost one of them from Isle of the Gods.
Choice: Who Should Kill the Venatori Mage?¶
The next choice is who will go with the Antivan Crows and Lords of Fortune to deal with the Venatori Mage who is controlling the barrier where Rook’s team needs to head. Once again, you’re going to have your Allied Strength with the Lords of Fortune and having both with at least two Stars will help make this choice easier.
Naturally, this should be a very simple choice to make here, as Lucanis fits this role perfectly so pick him, unless he doesn’t have Hero of the Veilguard status for him, then you should consider Neve if she meets that criteria.
Choice: Who Should Fight the Construct?¶
Your final choice before you can begin the operation is related to who you should send with the Grey Wardens and Mourn Watch to fight the massive Construct at the entrance. Like the two choices before them, your Allied Strength for both the Grey Wardens and the Lords of Fortune are going to get checked here, so hopefully you have at least two stars with them.
As for who to send, you’re not going to have much choice here, but you’ll want to send a physical fighter if you have the opportunity. That will most likely be Taash, Davrin, or Harding, and you really can’t go wrong with either of them here, they’ll all succeed if they have the Hero of the Veilguard status.
Following these three choices, you’ll see them all play out before you take over Rook. It is important to note that should you have neglected to raise your Allied Strength or get Hero of the Veilguard status, your companions can permanently die during this encounter, which not only prevents you from getting the best ending, but limits your options for your main team going into the final encounters.
No Comments