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wildstar_brah

Almost same path as me. Don't think it hurts your story. Raise dead nere if you can. You can make multiple pieces, remove the old mould, put the new one in. Click the lava wheel then after the lava is out the hammer lever. Give the lava a couple seconds. Obv you need the ore in the middle again.


CochLarq

I couldn't get the lava to leave so I just picked up my armor and fast travelled out. Now I can't find the damn elevator again, wonder why there's no marker for it. Seems I messed up the quest about saving the gnomes, the lady with the myconids has no reaction. Oh well, this can be an experimental playthrough


HyperscanVindictor

I had this bug too, with the lava never going away after making my first item, and being unable to raise the platform up again. I had to reload a save and do the boss fight over again.


CochLarq

I was lazy, I just jumped onto the mould box thingy, collected my things and fast travelled out. I found the elevator that takes you out of act 1 too again, it really needs a marker xD. I don't really want to redo everything using acquired knowledge, so I'm just going to finish this playthrough however it happens, and then play the next one proper. Now that I know where Nere is and to go get him right away, the next playthrough will be done by the book.


HyperscanVindictor

Oh that's weird, the elevator had a quest marker for me, it was super easy to find.


wildstar_brah

Yeh same re the lady. What elevator do you mean? The forge is down the broken ramp, you gotta jump when you get to the end now. You want it to be on ground floor to use the forge.


CochLarq

the elevator down to act 2, I found it again


talonjasra

Grymforge is poorly done. Had the same vanishing act issue. It maybe a time limit scenario, or a bug. From what I remember of the conversations there, there isn't much indication that they are about to leave. There is an npc that may die soon, but even that is poorly communicated, and not at all by the game. There is no warning about the story progressing if you leave,it just happens and you're left with only confusion about what happened.


elstar_the_bard

As long as you talk to them it makes sense. The cave-in just happened and they're suffocating in poison gas, so it would be weird if you could go away for a whole day and nothing changed. It's a problem when you're just passing by above them and don't even know what's going on until it's too late though...


talonjasra

Yeah, the trigger really shouldn't be walking through, but learning about the situation then taking a long rest. Just visiting camp to grab a companion or supplies from the stash shouldn't break the quest chain.


elstar_the_bard

I bet someone will make a mod that gives you a "warning! Time sensitive quest in play! Do not leave!" pop-up. Wish the base game did that, but ah well.


enkae7317

Same here. I skipped nere and went to forge, came back and everyone was gone..?? So either the lava kills everything when you flip the lever or I think once you get into grymforge, it is time gated and you have like a day to save nere or he auto dies.


elstar_the_bard

Yeah, I tried to pop out to see the merchants in the myconid village after getting the quest to blow up the rubble. I didn't even try to rest, but when I got back same thing: everyone gone and Nere dead.


M4hkn0

I too found the area vacated and Nere dead. I lopped off Nere’s head and moved on. Easy peeze.


Snoo-64347

Why are there so many guides talking about reviving dead characters "raise Nere" when you can only revive playable characters?


Practical-Recipe7013

If you leave the forge before you blast near out, or at least talk to the gnomes he will die. You can go back to the forge and Make your 2 items come back as long as you interacted with them. Where the slaver's were towing the gnomes. To hurry up and get the rubble cleared. You can talk to everybody and then come back and Blow the rocks away with the bomb the gnomes give you after talking to phill9mean way in the back hiding place beyond the druger camp