The Souls Choice
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As the chapter begins, Marcus will be visiting the grave of Carl. You'll be given a series of choices for dialogue Marcus can say to the gravestone. Pick any of the options that come up, there will be about four decisions that appear, and watch the cutscene play out. Eventually, Marcus will leave the grave and pass by Leo, heading to a church where all of the androids have taken refuge.
Inside the church, you'll be able to move around the area and talk to everyone. You'll have to speak with Kara and Connor, with Marcus apologizing to Kara and deciding the fate of Connor. Walk to Kara over in the center area and speak to her. After the cutscene, walk to Connor and talk to him too. You'll be given a choice to trust him or not, pick the option to TRUST Connor and there will be a discussion between the two.
Next, move around the church and speak to each one of your teammates from Jericho. Josh will be next to Connor and Kara's location, while Simon will be on the opposite side of the church. After speaking to both of them, walk over to North in the center and speak with her. You'll have a series of choices for dialogue to ask North about. After about two choices of dialogue, the two of them will have a brief moment before Marcus gets up.
Walk over to the center of the church and begin speaking to the crowd there. Marcus will have to make a big choice for what to do next in the wake of the events at Jericho. You can choose to either march peacefully and have a demonstration to the humans, or launch an assault on humans to liberate the androids and spark a revolution.
Whichever choice you make greatly affects the Public Opinion you have. For the Good Ending, make the choice to do a peaceful DEMONSTRATION. This will have Marcus make a speech to everyone in the area, which will affect some of the relationships you have with different characters. The speech will go through towards the end of the chapter.
A word of warning. Going for a revolution will kill multiple characters and effectively locks Kara's group out of being able to cross the border safely. If you still want them to survive, make sure to let Kara and Alice be captured in the next chapter. It also goes without saying that the Revolution choice locks you out of the Survivors trophy. As such, leading a Demonstration is the best way to go if you're looking to get the good ending.
The Hollowborn Crisis was an epidemic that occurred in the former Aedyran colony known as the The Dyrwood. Eothas, the god of light and rebirth, had taken mortal form to rally the zealots of Readceras into forming an army. After his defeat and the subsequent destruction of his avatar, a generation of Dyrwoodan children came into the world without souls. Scholars, priests, and animancers hotly debated whether Eothas was punishing citizens of the Dyrwood in this "Hollowborn" crisis, or if his death had somehow interrupted the reincarnation cycle.
During the final act of Pillars of Eternity, in the quest Memories of the Ancients, the Watcher must make a decision with what to do with the souls that had been gathered and channeled into a great machine by Thaos ix Arkannon, the antagonist of the game.
Prior to the above decision, in Teir Evron during the quest Council of Stars, the Watcher must make a promise to one or more gods that they will make a choice (above) according to their preference. The Watcher may then choose to either keep their promise, or break their promise during Memories of the Ancients.
The Watcher was told that Maerwald could provide answers regarding their newfound abilities, though when they found him, he attacked, and the Watcher had no choice but to put him out of his misery. The following choice pertains to exactly what you do with his soul:
Coupled with the above choice, during Pillars of Eternity the Watcher deals with the various factions of Defiance Bay, and can choose to form an alliance with any one of them. Siding with a faction means progressing their associated questline to a point, after which allegiances with other factions is no longer possible. This occurs during the following quests:
*These choices do not have 1-to-1 parity with the actual game, compared to importing a save with the same choices made. With Durance dead, the global nDuranceQuestState should be set to 8. While this occurs in an imported save game, in creating a legacy this variable is not set and therefore the associated dialogue will not trigger.
*These choices do not have 1-to-1 parity with the actual game, compared to importing a save with the same choices made. Should you import a save resulting in the choice "Kana became disillusioned and a pro-isolationist voice in Rauatai.", it will not yield the exact same results as creating a legacy history and picking the same choice, as the game skips some of the required global variables:
During an invasion on the battery by the Eyeless in 2623 AI, the dwarves realized their inevitable demise to the endless onslaught. In order to prevent the Eyeless from taking control of the Forge, they used its unique powers to transfer their souls out of their bodies and into the Battery itself, sealing it for good.
Deep below Caed Nua, at the very lower level of the Endless Paths lurks Sefyra, an ancient adra dragon. Centuries spent underground has bound the dragon to the adra, and she uses it to commune with souls on the surface, observing their lives and history. However the dragon is all too aware of her predicament, and tires of being imprisoned underground, experiencing the outside world through the lives of others. Too big to leave, and with the essence in the adra statue drying up, she has a plan to transfer her soul through the use of an amulet into a new, worthy vessel - that of Falanroed, a mighty dragon slayer.
*These choices do not have 1-to-1 parity with the actual game, compared to importing a save with the same choices made. The dialogue with Flaune Elette will not trigger if you create a legacy and say he lived, but will if you import a save where he lived. In order for this to happen nAzo_State must be set to 3, which does not occur if you create the history.
The Heritage Hill district of Defiance Bay has been overrun with reanimated flesh-eating corpses. To protect the rest of the city, the area was quarantined and its remaining citizens evacuated. In a vision, the Watcher saw an ancient tower on the hill, and a man working on some kind of machine atop it. During the quest, the Watcher discovers that the machine is an ancient Engwithan creation used to channel souls across the Dyrwood. The Leaden Key had activated the tower, and in doing so brought the terror upon the district and its citizens.
The simple, general answer seems to be that in most cases, practically speaking, it is Gd alone who is directly and solely responsible for deciding which souls go to which bodies, thereby determining to a large extent everything that will happen to the soul, based on the context in which G-d, for reasons known only to Him, chooses to place the soul in this world.
Meanwhile from the other opening in the sky, clean souls floated down, recounting beautiful sights and wondrous feelings. Those returning from underground appeared dirty, haggard, and tired, crying in despair when recounting their awful experiences, as each was required to pay a tenfold penalty for all the wicked deeds committed when alive. There were some, however, who could not be released from underground. Murderers, tyrants and other non-political criminals were doomed to remain by the exit of the underground, unable to escape.
There would be no everlasting punishment of the souls of the damned if they were able to change their will for a better will; it would be unjust, indeed, if from the moment of their having a good will their punishment would be everlasting (Summa Contra Gentiles 4.93).
If those things that motivate us to change our course of action are rooted in the body, then it follows that when the body is gone the disembodied soul will no longer be able to change its choice. The soul will be forever fixed on whatever it chose as its ultimate end.
Speaking to Polygon, Cage said the action-adventure drama game will feature "implied choices," which means players won't be presented with binary options or obvious paths when they're playing the game. Rather, it will be seamless and most players won't even realize they're making a decision that will affect the outcome of the game.
In one example of Cage's implied choices in action, the player controls Jodie Holmes, the game's protagonist, on the night where she is having a date with a guy she likes. She has an hour before he arrives at her house and nothing is prepared: her apartment is a mess, she hasn't prepared any food and she's wearing an old t-shirt. Without receiving any prompts or being asked if they want to do one thing or another, the player can either tidy the house and get ready for the date, distract themselves with one of many things in Jodie's apartment or do nothing at all. Depending on which path the player takes, the game will play out differently when he date arrives.
"We spent a lot of time doing user tests and a lot of people who played it said it felt really linear because there were no obvious choices presented to them," Cage said. "But that's because everything was organic and implied. They didn't see the choices. It's only when they talked to other players and compared their playthroughs that we got this water-cooler effect where they realized how their journey was different to somebody else's.
I am no statistician; I merely read the conclusions of these respected scholars of numbers and their significance. What I can hope to contribute comes only as a conviction of a long observer of this scene that the civic effects at stake in our wars over parental choice count more than any puff or decline in test scores.
Go through the hallway killing the dwemer automations on your path and talk to Gadris. He's rather tired but will reveal to you that only one of the two will be able to survive the unmelting and that the choice is up to you who that is. He tells you that he's grown rather fond of Zur, and can't advise because they both deserve equally to survive. He also tells you to look for a glowing crystal as it's used to power the device. Go inside and kill Overseer Xvarik who's guarding "the glowing crystal" which is, in reality, a light of Meridia. Grab the light of Meridia and walk to the other end of the room. There Gadris will appear, soon changing into Zur. Talk to Zur, place the crystal and the two rods. Now comes the irreversible choice. Save Gadris or save Zur. 781b155fdc