Part the Twenty-first
Wherein zombie apocalypse breaks out; and Alistair learns fire=bad
It turns out that Redcliffe has a zombie problem. Every night the walking dead come out of the castle and attack the village. Things are getting desperate. Please Grey Warden Sir would you help us.
We talk to the Arl's brother Bann Teagan first, who is currently defending the village from the back of the local Chantry. You've got to admire people making a last ditch stand, especially when everyone else they have is in the penultimate ditch. He seems rather poltically adept, interested in getting his brother rescued so that there's a better chance of defeating TTW without a civil war. He does seem predisposed to help us because we're Grey Wardens and his enemies are our enemies. He asks us to help with the militia and the few soldiers he is able to muster. I'm fairly sure there's no real choice.
The militia have some problems. They local smith is locked in his forge refusing to repair their armour and weapons. They're also demoralised because the best local fighter, a dwarf, is locked in his home and refuses to help them. I decide to see what I can do. This initially involves kicking in the dwarf's front door and bribing him to fight. With the blacksmith the task is slightly more involved. I persuade him to tell me why he's drunk and refusing to work, and apparently his daughter is missing at the castle. I promise to look for her and he agrees to start work again. Then we loot a cache of supplies, just for the hell of it. I also notice that he's the third person (Bann Teagan, this blacksmith, and some woman in the Chantry) who wants us to go to the castle at some point. This might just be a hint.
We also have a look around the village store, finding several barrels of flammable oil. That sounds like it would be useful to someone. I speak to the mayor about the militia, and he says they are in a much better state with the dwarf and his men to give them confidence and their equipment being repaired, and they'll be ready when the time comes.
I head up the hill towards the mill that a knight and his men are defending, on the way delivering a letter that the mercenary vampires want given to their potential recruits. That's two out of three. The knight is pleased to see us, and he thinks the flaming oil will be useful to burn up zombies on the approaches. He would also like us to get his men some sort of blessing from the Chantry to make them fight better. This doesn't seem like a problem to me, but when I return to the Chantry the priestess is reluctant to do so. Apparently it doesn't work that way. I persuade her that regardless of whether there's any actual effect it will be good for morale, and she agrees to give us some entirely useless amulets to help out. Which is good for approval from Leliana and Alistair, at least.
And once the knight has his amulets, we're ready. It's Zombie Apocalypse time.
The first wave hits the knight and his men up by the mill. With several traps laid and the flaming barrels turning the approach into an inferno, it starts off going really well with nearly dead zombies scrambling the last few yards to our lines and being cut down easily. As more appear and the traps have been cleared it starts to get nastier as more of them get into our position. The real problem comes at the end of the fight as we begin finishing off the last few. Alistair has been watching the pretty flames, and decides that he's always wanted to fight a zombie in the middle of a fire. Someone needs to explain to that boy that while fire is pretty, fire is bad. Fire swoops. Though once the last zombie drops we get him out of the fire and Wynne heals him up.
Then we get interrupted by a messenger, who says that more zombies are attacking the village directly. We rush down the hill and charge into them, and I notice that Mr Dwarf Mercenary doesn't seem to be around. I think next time I see him I'll be asking for my money back. Anyway, we face waves of zombies coming at us from all directions (or maybe it was just two, but that sounds less impressive). Alistair and I concentrate on the tougher ones with the yellow identifiers, while the militia fight the rest. More and more militia drop, including some of the ones who actually have names and are therefore important. In the end it's just the four of us and one last militiaman who's down to almost no health, when suddenly there's no more zombies. I'm just a few experience points short of levelling up, so I start eyeing the back of the new militia commander when we drop into a cut-scene.
It's now time to celebrate our victory, and Bann Teagan gives us a victory speech from the steps of the Chantry. A little too much 'we' in that for my liking, considering he spent the whole fight defending the altar. He has a cunning plan, though, which he'll explain to us if we head up to the mill. Then he teleports up there, leaving us to walk up that hill again.
Once we finally get there, he starts explaining that there's a secret passage into the castle from the mill. Before we can do anything about it we get a visitor, as the Arl's wife appears from the direction of the castle. She starts off asking Teagan to come with her, and when I ask what is happening she manages to be rude to me. I can be rude back, and suggest she's a racist, which rather upsets her. In fact any time someone asks her questions she doesn't want to answer her response is to get upset, so all we're able to learn is things we either already new: such as that the Arl is ill, and there are zombies in the castle: or could deduce, such as that there's something nasty there causing the problems. What a helpful French noblewoman she is not.
What we decide in the end is that the Bann will go back to castle with his sister in law. I expect we'll find his violated corpse later. The soldiers will watch the gates, and if we can open them all eight of them will storm the castle and defeat the zombie hordes. We get to go through the secret tunnel everyone is talking about and sneak in that way, with our initial objective being to get the gates open. Which is a sound enough plan, especially if it means I don't have to get killed doing it.