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The Alliance with the Wendersnaven bit finally addressed the bard issue I had mentioned earlier. I don't trust this chaotic evil ranger, and I don't like the fact that he's making his home in my keep, away from the watchful eye of Duncan back at the Sunken Flagon. There was some conversation back at the Keep from an earlier plot development when Bishop made some comment about what "we" went through, even though he hadn't been in the party at that time. The only reason I can speculate that Bishop might have been required, since he didn't contribute any unique action, and his commentary was inconsequential, is that perhaps his having witnessed the events there might play a part in a later development. I never gave back his dagger, either, because I have Neeshka using it. This was a minor annoyance since I had stripped him of all his gear when I left him behind at the first opportunity, and when he showed up I didn't have any armour on hand that he could wear. He was a forced companion when I went to that area, but didn't seem to do or say anything that made his presence mandatory. The druid circle one involved two of the companions, Elanee and Bishop, which gave it more character, but I don't see why it needed Bishop there at all. The one in Highcliff where I had to fight a lizardman shaman king was a much better fight, and much more fun, but it was, again, right there in town. The process was basically starting with a summon, running away until it got her attention, then casting spells at her until she killed it (which didn't take long), then running away far enough to summon another creature before she reached me, then running some more until it got her attention, and so on. It took several tries, but I finally beat her with the use of about 10 summoned creatures (in a series, since I could only have one at a time), 2 or 3 blast globes, just about all my spells, and lots of running around the marketplace in a big circle to gain enough distance to cast spells at her, since my speed was just slightly higher than hers.
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This was a slightly laggy location, with dozens of citizens spawning from houses and evacuating the city, but not enough to interfere with the gameplay. Once again, with this fight, the devs show their disregard for clothies by requiring it to be a solo effort. Again, me as an unarmoured spellcaster, and her as an armoured sword-swinger with knockdowns, high hit points, and lots of spell resistance. I had to fight a character named Light of Heavens in a one-on-one duel. The simplest of these was also the hardest. In at least one case (Highcliff), it seemed like they might have planned them to be larger originally, because they involved some boss-level fights with groups, phases, and adds, but these were all located right there, without having to crawl through a dungeon to reach them.
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The other locations (with one notable exception) were pretty small and self-contained, not like the similar ally-gaining quests in Dragon Age: origins, which had very large diversions for each one. There were also some characters available to recruit to work at Crossroad Keep, which don't seem to be directly related to the upcoming battle, like a dancer for the tavern and a couple of extra merchants. I went down the well to see if I could gain the friendly goblins as allies, but there was no new dialogue with them. All except for the town of Ember, which has no one new to recruit. Basically, that means that Crossroad Keep has become a new quest hub, with the world map now being restricted to locations that relate directly to this purpose. Aside from some new upgrades being available to build at the keep, and some new keep-related resources to collect, the order of the day in Act 3 is to gather some potential allies for the upcoming fight against the King of Shadows (I agree with the Luskan ambassador in regard to the silliness of the name).
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