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____  _ \ _ __ __ _ __ _ ___ _ __  '__/ _` / _` / _ \ '_ \ _ (_ (_ (_) ____/_ \__,_\__, \___/_ _ / \ ____/___ _ / _ \ / _` / _ (_) / ___ \ (_ __/_ ___ /_/ \_\__, \___(_) / _ \ _ __(_)___/(_)_ __ ___  '__ / _` '_ \/ __ _ (_ \__ \ \___/_ _\__, __ ____/ ___/ ___________________________ ^^^^^^^^^^^^^^^^^^^^^^^^^^^ XBOX 360 FAQ/Walkthrough ___________________________ ^^^^^^^^^^^^^^^^^^^^^^^^^^^ Author : Scopius2 Platform : Microsoft Xbox 360 Last Updated : November 16, 2009 Version : 0.17 E-Mail : == See "[A] Contact Information" == Use this subject when e-mailing: Dragon Age: Origins v 0.17 (E-mails with improper subjects will be treated as junk mail) =============================================================================== This FAQ looks best in a fixed-width font, such as Courier New. This Document is Copyright 2009 by Michael Blaustein Dragon Age: Origins is Copyright 2009 by EA/Bioware This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. =============================================================================== This FAQ is currently a work in progress. Many of the sections listed in the Table of Contents have not been started yet, others need to be fleshed out. So that players may find what they may be looking for, and not waste time perusing the entire document, I will list here in the notes section what has been completed, although those sections may still be expanded on in the future. The walkthroughs contained in section 6 are complete, and by that I mean that they reference every quest, container, codex, and conversation you may have in each area, so readers may find this section most useful.
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____  _ \ _ __ __ _ __ _ ___ _ __  '__/ _` / _` / _ \ '_ \ _ (_ (_ (_) ____/_ \__,_\__, \___/_ _

/ \ ____/___ _ / _ \ / _` / _ (_)

/ ___ \ (_ __/_ ___ /_/ \_\__, \___(_)/ _ \ _ __(_)___/(_)_ __ ___  '__ / _` '_ \/ __ _ (_ \__ \\___/_ _\__, __ ____/

___/

___________________________ ^^^^^^^^^^^^^^^^^^^^^^^^^^^

XBOX 360

FAQ/Walkthrough___________________________ ^^^^^^^^^^^^^^^^^^^^^^^^^^^

Author : Scopius2Platform : Microsoft Xbox 360Last Updated : November 16, 2009Version : 0.17E-Mail : == See "[A] Contact Information" ==

Use this subject when e-mailing: Dragon Age: Origins v 0.17(E-mails with improper subjects will be treated as junk mail)

===============================================================================

This FAQ looks best in a fixed-width font, such as Courier New.

This Document is Copyright 2009 by Michael BlausteinDragon Age: Origins is Copyright 2009 by EA/Bioware

This may be not be reproduced under any circumstances except for personal,private use. It may not be placed on any web site or otherwise distributed

publicly without advance written permission. Use of this guide on any other website or as a part of any public display is strictly prohibited, and a violationof copyright.===============================================================================

This FAQ is currently a work in progress. Many of the sections listed in theTable of Contents have not been started yet, others need to be fleshed out.

So that players may find what they may be looking for, and not waste timeperusing the entire document, I will list here in the notes section what hasbeen completed, although those sections may still be expanded on in the future.

The walkthroughs contained in section 6 are complete, and by that I mean that

they reference every quest, container, codex, and conversation you may have ineach area, so readers may find this section most useful.

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If you have any corrections or comments, I would be happy to hear from you atthe e-mail address located at the end of this FAQ.

What's Been Completed So Far:IntroductionControlsCharacter Creation (Builds still in progress)

All Origin Story WalkthroughsOstagar WalkthroughKorcari Wilds WalkthroughOstagar Revisited WalkthroughLothering WalkthroughsCircle Tower WalkthroughWarden's Keep WalkthroughParty Members (First Four)Specializations

What's New in 0.17:

Completed Circle Tower and Warden's Keep Walkthroughs. Added Random EncountersSection. Minor edits.

For a complete Version History, check out the Final Words Section at the endof the FAQ.

-------------------------------------------------------------------------------Table of Contents:

-------------------------------------------------------------------------------

[1] Introduction[2] Controls[3] Character Creation

[3.1] Gender[3.2] Race[3.3] Class[3.4] Background[3.5] Customization

[3.5.1] AttributesStrengthDexterityWillpowerMagicCunningConstitution

[3.5.2] SkillsCoercionStealingTrap-MakingSurvivalHerbalismPoison-MakingCombat TrainingCombat Tactics

[3.5.3] Talents/Spells

[3.5.4] Character Builds[4] Character Progression (*Coming soon*)

[4.1] Talents/Spells(*Coming soon*)

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[4.1.1] Warrior(*Coming soon*)[4.1.1.1] Powerful(*Coming soon*)[4.1.1.2] Threaten(*Coming soon*)[4.1.1.3] Bravery(*Coming soon*)[4.1.1.4] Death Blow(*Coming soon*)[4.1.1.5] Precise Striking(*Coming soon*)[4.1.1.6] Taunt(*Coming soon*)

[4.1.1.7] Disengage(*Coming soon*)[4.1.1.8] Perfect Striking(*Coming soon*)

[4.1.2] Dual Weapon(*Coming soon*)[4.1.2.1] ...

[4.2] Party Members[4.2.1] Allistair[4.2.2] Dog[4.2.3] Morrigan[4.2.4] Leliana[4.2.5] Sten (*Coming soon*)[4.2.5] Wynne (*Coming soon*)[4.2.5] Zevran (*Coming soon*)

[4.2.5] Oghren (*Coming soon*)[4.2.5] Sten (*Coming soon*)[4.2.5] Loghain Mac Tir (*Coming soon*)

[4.3] Specialization[5] Combat[6] Walkthrough

[6.1] Walkthrough, Origin Stories[6.1.1] Walkthrough, Human Noble Origin Story[6.1.2] Walkthrough, Magi Origin Story[6.1.3] Walkthrough, Dalish Elf Origin Story[6.1.4] Walkthrough, City Elf Origin Story[6.1.5] Walkthrough, Dwarven Commoner Origin Story[6.1.6] Walkthrough, Dwarven Noble Origin Story

[6.2] Walkthrough, Ostagar[6.3] Walkthrough, Korcari Wilds[6.4] Walkthrough, Ostagar Revisited[6.5] Walkthrough, Flemeth's Hut[6.6] Walkthrough, Lothering[6.7] Walkthrough, Camo[6.8] Walkthrough, Circle Tower[6.9] Walkthrough, Warden's Keep

[7] Side Quests(*Coming soon*)[8] Items

[8.1] Stealing[8.2] Quest Items (*Coming soon*)[8.3] Legendary Items (*Coming soon*)[8.4] Crafting (*Coming soon*)

[9] (*Coming soon*)

[A] Contact Information[B] Credits[C] Final Words

===============================================================================

----------------------------------------------------------------------------- [1] Introduction

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-----------------------------------------------------------------------------

Dragon Age: Origins is an epic RPG released in November 2009 for the PC, XBOX360 and Playstation 3 by Bioware. It is the "spiritual successor" to theBaldur's Gate series, according to the developers.

The game itself strays away from the D20 rules of Dungeons and Dragons which

Bioware used successfully in Baldur's Gate, Neverwinter Nights, and Knights ofthe Old Republic, instead, using its own set of rules which gamers familiarwith the D20 system will find quite similar, with characters having Attributesas opposed to Ability Scores, and Skills, Talents and Spells replacing Feats,Skills and Spells or Powers. Characters will gain experience and go up inlevels, thus gaining Specializations. Characters will also travel throughouttheir quests with a party of up to four members including oneself, gaining orlosing the approval of their party members through their actions.

The game itself contains roughly 60 hours of gameplay, depending on the amountof Jobs and side-quests accomplished and the players own pace.

Dragon Age: Origins upon release also contains some bonus content in the formof two DLCs available on XBOX Live, as well as equipment for those who pre-ordered the game. This content will be covered in this guide.

===============================================================================

----------------------------------------------------------------------------- [2] Controls -----------------------------------------------------------------------------

This is the default control scheme for controlling your character.

----------------------------------------------------------------

Control Action --------------------------------------------------------------- Left Thumbstick Move character (click to lock target) Right Thumbstick Control camera (click to center camera) D-Pad Change target A Default action (select, etc.) B Use battle menu shortcut Y Use battle menu shortcut X Use battle menu shortcut Right Bumper Next character Left Bumper Previous character Start Main menu Select Manage characters and quests Left Trigger Open radial menu (pull and hold) Right Trigger Switch to secondary battle menu shortcuts ----------------------------------------------------------------

A few notes about the controls:

- The Battle Menu Shortcuts are set by bringing up the radial menu,selecting a talent, skill, inventory item, etc. and pressing the Ybutton, and then choosing a button to bind it to. When the right triggeris held, it brings up a second set of three shortcuts which can also bebound.- The radial menu can be set to stay open after pulling the left trigger

once in the Options in the Main Menu- When you select a shortcut that affects an area, such as the Fireballspell, or that targets one of your party members, such as Heal, the game

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automatically pauses so that you can choose the affected area or partymember.- You can switch between party members while the radial menu is up byclicking on the bumpers, thus selecting actions for several party membersat once.

===============================================================================

----------------------------------------------------------------------------- [3] Character Generation -----------------------------------------------------------------------------

Before you can begin playing Dragon Age: Origins, you must decide on the typeof character you want to play. Character creation in DA:O can be relativelyeasy, especially compared to some of Bioware's other offerings, but there is afair amount of customization available to those who choose to go that route.

Upon starting a new game, a player is faced with the choice of two genders,

three races, three classes, and a few different background choices. Thesechoices will all have a significant impact on the game, determining both combatand story.

Your role in combat will be mostly determined by your class, whether you wishto be a tank, drawing enemies away from your weaker party members andwithstanding lots of damage, a healer, making sure that no one is about to fallin combat and reviving those who do, a damage dealer, in the thick of battle orstanding back and blasting away, or even a crowd controller, making the battlesmore manageable for your party. All of these roles and more are available withthe right combination of class, specialization, and talents.

As this is a role-playing game, there is more to roles than just the role you

play in combat. You also will have a role in society to play, and that willmostly be determined by things such as your race, gender and background. Willyou be brave or cowardly? Self-centered or self-sacrificing? Chaste or willyou sleep around? Holy or vile? Honest in all things or just when it'sconvenient? These are the choices you will be making throughout the game, andthese choices begin in the character creation process.

Before creating a character, you may want to also consider the other charactersyou may wish to recruit into your party as the adventure unfolds. The gameoffers romantic relationships with both members of the opposite sex and membersof the same sex. So, if you want to see what a romantic relationship would belike with Morrigan, for example, you will want to create a male character.Other romantic partners and who they will partner up with can be seen in section3.1 on Gender.

Another consideration would whether there are certain characters you wish tohave in your party for majority of the game. If you create a mage, it may bedifficult to manage a party with both Morrigan and the Elder Mage, as that wouldmean 3 mages in your party and only room for either a rogue or a warrior. Also,to use Morrigan as an example once more, she comes into your party with theShapeshifter specialization, and a number of spells from the Entropy school.So, if you wish to travel with Morrigan, and will be playing as a mage, wouldyou like to take Specializations, Skills and Spells that she does not alreadyhave? Maybe some spells that will form combinations with hers? See the sectionon Party Members to get a better feel for what options you will have as you play

the game.

-----------------------------------------------------------------------------

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[3.1] Gender -----------------------------------------------------------------------------Your gender choice will affect the romantic relationships you can get involvedin, as well as other storylines throughout the game.

- MaleMale characters will have the option to get romantically involved with

either Leliana, Morrigan or Zevran.

- FemaleFemale characters will have the option to get romantically involved

with either Zevran, Alistar or Leliana.

----------------------------------------------------------------------------- [3.2] Race ------------------------------------------------------------------------------ Human

Humans receive the following racial benefits:Strength +1

Dexterity +1Magic +1Cunning +1

Humans can choose from the following classes:WarriorRogueMage

- ElfElves receive the following racial benefits:

Willpower +2Magic +2

Elves can choose from the following classes:Warrior

RogueMage

- DwarfDwarves receive the following racial benefits:

Strength +1Dexterity +1Constitution +210% resistance to hostile magic

Dwarves can choose from the following classes:WarriorRogue

----------------------------------------------------------------------------- [3.3] Class ------------------------------------------------------------------------------ Warrior

Warriors receive the following racial benefits:Strength +4Dexterity +3Constitution +3

- MageMages receive the following racial benefits:

Magic +5Willpower +4Cunning +1

- RogueRogues receive the following racial benefits:

Willpower +2

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Dexterity +4Cunning +4

----------------------------------------------------------------------------- [3.4] Background ------------------------------------------------------------------------------ Human Noble

Only background available for Human Warriors and Human Rogues

- MagiOnly background available for Human Mages and Elven Mages

- City ElfOne of two backgrounds available for Elven Warriors and Elven Rogues

- Dalish ElfOne of two backgrounds available for Elven Warriors and Elven Rogues

- Dwarf Commoner

One of two backgrounds available for Dwarven Warriors and DwarvenRogues

- Dwarf NobleOne of two backgrounds available for Dwarven Warriors and DwarvenRogues

----------------------------------------------------------------------------- [3.5] Customization -----------------------------------------------------------------------------On the Appearance and Voice screen, you can customize the first name, facialfeatures, and voice of your character. After this is finished, you can chooseQuick Play to accept the default Attributes, Skills and Talents/Spells, or

choose Next to choose these for yourself. You are given 5 Attribute points todistribute, one Skill to choose from, and 2 Talents or Spells. The defaultsare as follows:

- WarriorStrength +3Dexterity +1Willpower +1Skill: Combat TrainingTalents: Dwarven and Human: Precise Striking, Shield Block and Shield Bash

Elf: Precise Striking, Dual-Weapon Sweep and Shield Bash

- MageWillpower +2Magic +3Skill: Combat TrainingSpells: Flame Blast, Weakness

- RogueStrength +1Dexterity +3Cunning +1Skill: Combat TrainingTalents: Stealth, Dual-Weapon Training

Here is a breakdown of these choices, as it applies to Character Creation.Skills, Talents and Spells will be addressed in more detail in another section

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of this guide.----------------------------------------------------------------------------- [3.5.1] Attributes -----------------------------------------------------------------------------

As mentioned above, you get to spend 5 attribute points at character creation.As the game progresses, you will be given three additional points to spend on

attributes with each new level. You will also be given an attribute point whenyou read Talent/Spell, and Skill books. These books grant you an additionalTalent or Skill, and after reading them you are allowed to "Level Up" so thatyou can spend the point. A typical play-through of the game will take you up toaround level 18 or so, and if you throw in a few books, you will have over 50points to spend on attributes over the course of the game. What this means isthat you will find it very hard to gimp your character with the 5 points youspend here. As you go through the game, you will probably find yourself raisingcertain attributes to unlock certain Skills, Talents and Spells. So, withoutrepeating what can be found in the game and in the manual about theseattributes, and keeping in mind that you can afford to make a mistake and itwon't cost you dearly later in the game, here are some comments on where you

might want to put your 5 points.

* Strength: Strength determines the base damage that all weapons, exceptfor crossbows and staves, deal in combat. If you plan on using a weaponoften, a high strength score is good to have. Some weapons and armorwill require a minimum strength score to wield, and some Talents cannotbe activated unless the character has a certain strength score. If youtake points in the coercion skill, your strength will determine howintimidating you are. Finally, the physical resistance score relies onstrength. Therefore, if your character is planning on going toe-to-toewith enemies, hacking away with a weapon, put some points in strength. Awarrior may want strength as his highest attribute, unless you arebuilding a tank, in which case constitution is very important as well.

Rogues may want to put some points into strength, but they will also needdexterity, cunning, willpower, if you plan on using lots of activatedTalents, and constitution so you can take some hits.

* Dexterity: Dexterity contributes greatly to your defense score. If youwill not be heavily armored and expect to be hit, dexterity is a goodthing to have. Dexterity also weighs in heavily on your chance to hit atarget. This can be especially important if you are using quick weaponsthat don't to a great deal of damage. It is also quite important forarchers, as it determines how often you hit, and increases damage, toboot. It will also be required to unlock certain warrior and rogueTalents. Rogues may want to have dexterity be there highest attribute,and warriors should not overlook it.

* Willpower: The amount of stamina or mana your character has is determinedby your Willpower. If you would like to be able to cast many spells oruse many talents during battle without running out of mana or stamina,then you will want your Willpower attribute to be high. Willpower andMagic also add to a character's mental resistance. For a mage, this isprobably the second most important attribute after Magic.

* Magic: Magic directly determines a mage's spellpower, off of which theamount of damage spells do is based. Some spells and staves also requirea minimum Magic score. Your magic score also increases the effect of

potions, poultices, and salves, and adds to a character's mentalresistance. Definitely a priority for mages.

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* Cunning: Certain skills require a minimum Cunning score, and there arerogue skills, like lock picking and stealing, that improve with Cunning.It also contributes to a character's armor penetration score, mentalresistance, and the persuasion side of Coercion.

* Constitution: Your hit points increase for every point in yourConstitution score, as does your physical resistance. A warrior that

hopes to take the brunt of the damage on the battlefield will findConstitution one of its most important attributes.

----------------------------------------------------------------------------- [3.5.2] Skills -----------------------------------------------------------------------------

* Coercion: Recommended for your main character, as this will increase youroptions during dialogue.

* Stealing: This skill can be fun to have while wandering around town.Unlike in other games, there are no negative consequences for anunsuccessful stealing attempt, so you can go wild, and pick anyone'spocket you like. Results are pretty random, but shopkeepers are usuallya good target, along with nobles.

* Trap-Making: One of three crafting skills available to you. Since anyonewith even one rank in this skill can set any trap, a good way to use thisskill is to have someone you will be traveling with take one rank, andsomeone who will stay back at camp to take 4 ranks, and be your trap-maker.

* Survival: It can be useful to have someone in your party with one rank inSurvival, to allow you to see what is coming on your map. Without it,you could have a stealthy rogue scout ahead to serve the same purpose.

* Herbalism: Another crafting skill. Like Trap-Making, you could have acharacter not traveling with your party make these in camp, and not haveto take any points in this skill for anyone else.

* Poison-Making: The third crafting skill. Take one rank and have someonein camp make advanced poisons and bombs for your use.

* Combat Training: Take this skill for your warriors and rogues as neededto get the talents you want for them. If your mages can stay out of theline of fire, you won't need many points in this skill for them.

* Combat Tactics: Depending on your play style, this can be useful or not.If you like to micromanage your squad, giving each all of their orders inturn, this will be unnecessary. If you want to just control your maincharacter, and have everyone else automated, take this for your supportcast.

----------------------------------------------------------------------------- [3.5.3] Talents/Spells -----------------------------------------------------------------------------

For a detailed list of all of the Talents and Spells available, see section 4.1.When choosing your initial Talents and Spells, again you may want to consider

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what party members you will be traveling later on, as well as how you wish toplay your character.

If, as a warrior, you want to play as a tank, drawing all creatures towards yourheavily armored self and away from the mages and healers, you will probably wantto take initial talents in either the Warrior or the Sword and Shield trees. Ifyou want your warrior to do lots of damage quickly, the Two Handed or Double

Weapons trees might appeal to you.

If you are playing as a rogue, and you plan on specializing as an Assassin, youmay want to start with Stealth. If you want to be able to open every lock rightfrom the start, take the Deft Hands talent.

A wizard might want to keep the party healed, so the Heal spell is a good betfor them. Mages can also be good crowd controllers or do major damage with areaof effect spells, so you may want to take a spell earlier in the tree that willlead to the one's you want in the future. Mages should also consider spellcombinations, and start to work towards that right from the start.

If you are still unsure what Talents and Spells to pick, have a look at theCharacter Builds section (3.5.4) for some ideas on where to start.

----------------------------------------------------------------------------- [3.5.4] Character Builds -----------------------------------------------------------------------------

TankDwarven NobleSpecializations: Templar, ChampionTalents:

Level 1: Shield Bash, Powerful, Shield DefenseLevel 2: Shield Balance

Level 3: Shield WallLevel 4: ThreatenLevel 5: Shield BlockLevel 6: Shield CoverLevel 7: War Cry (Champion)Level 8: BraveryLevel 9: Shield TacticsLevel 10: Shield Pummel

BerserkerAssassinRangerBardElementalistHealerCrowd Controller

===============================================================================----------------------------------------------------------------------------- [4] Character Progression -----------------------------------------------------------------------------

----------------------------------------------------------------------------- [4.1] Talents/Spells -----------------------------------------------------------------------------

----------------------------------------------------------------------------- [4.2] Party Members -----------------------------------------------------------------------------

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----------------------------------------------------------------------------- [4.2.1] Alistair -----------------------------------------------------------------------------

Level 4 WarriorSpecialization: Templar

Attributes:Strength: 20Dexterity: 17Willpower: 15Magic: 14Cunning: 11Constitution: 13

Equipment:Splintmail Gloves (Tier 2)Splintmail (Tier 2)Splintmail Boots (Tier 2)

Warden's LongswordTemplar ShieldRunic Worry Token

Skills:Combat Training x3

Talents:PowerfulRighteous StrikeShield BashShield PummelShield Block

Shield Cover----------------------------------------------------------------------------- [4.2.2] Dog -----------------------------------------------------------------------------

Level 2 WarriorSpecialization: DogAttributes:

Strength: 22Dexterity: 19Willpower: 10Magic: 10Cunning: 10Constitution: 17

Equipment:Worn Studded Braid

Skills:None

Talents:GrowlFortitude

Approval:

Quests:

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Ask your dog if he sees anything interesting, and he will return with a gift,on occasion. One nice gift he can find is Garbolgs Backcountry Reserve, avintage bottle of wine. He can also bring you back a stick, which turns out tobe a Mage's Staff valued at 4 gold and 60 silver.

----------------------------------------------------------------------------- [4.2.3] Morrigan

-----------------------------------------------------------------------------

Level 7 MageSpecialization: ShapeshifterAttributes:

Strength: 14Dexterity: 16Willpower: 21Magic: 24Cunning: 12Constitution: 12

Equipment:Magic Staff (Tier 3)Morrigan's RobesWildstone Clasp

Skills:Herbalism x2Combat Training x2

Spells:Spider ShapeWinter's GraspFrost Weapons

LightningMind BlastVulnerability HexDisorientHorrorDrain Life

----------------------------------------------------------------------------- [4.2.4] Leliana -----------------------------------------------------------------------------

Level 7 RogueSpecialization: BardAttributes:

Strength: 18Dexterity: 22Willpower: 18Magic: 14Cunning: 18Constitution: 10

Equipment:Chantry RobeEnchanted Dagger (Tier 2)Seeker's Circle

Skills:Stealing x2

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Combat Training x2Poison-Making

Spells:Dirty FightingBelow the BeltDeft Hands

Improved ToolsSong of ValorPinning ShotCrippling ShotRapid ShotScattering Shot

----------------------------------------------------------------------------- [4.3] Specializations -----------------------------------------------------------------------------

Specializations need to be unlocked before they can be chosen when you level up.

Your main character gains a specialization point at levels 7 and 14, yourcompanions come to you with one specialization and gain another at level 14.Listed below is where each of the specializations are unlocked.

Warrior

Berserker: Oghren (party) or Gorim (Denerim Market)Champion: Arl Eamon (at the end of "Urn of Sacred Ashes")Templar: Bodahn's Wares (Party Camp) or Alistair (party)Reaver: Kolgrim (Wyrmling Lair)

Rogue

Assassin: Zevran (party) or Alarith's Store (Denerim, after Landsmeet)Bard: Leliana (party) or Alimar (Orzammar)Duelist: Isabela (The Pearl in Denerim)Ranger: Bodann's Wares (Party Camp)

Mage

Arcane Warrior: The Presence in Brecilian Ruins ("Nature of the Beast"quest)

Blood Mage: Desire Demon in Fade ("Arl of Redcliffe" quest)Shapeshifter: Morrigan (party) or Varathorn (Dalish Camp)Spirit Healer: Wynne (party) or Wonders of Thedas (Denerim, after

Landsmeet)

===============================================================================

----------------------------------------------------------------------------- [5] Combat -----------------------------------------------------------------------------

===============================================================================

-----------------------------------------------------------------------------

[6] Walkthrough -----------------------------------------------------------------------------

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This section contains every container, codex, enemy, and item in each sectionyou will visit. As such, it may contain spoilers. So as not to spoil the storyas it was meant to be told, these spoilers will be kept to a minimum. They willonly be included where they must, in order to help you along in your quests, orto assist in deciding which choice to make in a dialog.

-----------------------------------------------------------------------------

[6.1.1] Walkthrough, Human Noble Origin Story -----------------------------------------------------------------------------

Your character is a noble in House Cousland, of Highever. Your eldest brotheris going with your father in answer to a summons from the king to fight theDarkspawn, leaving you to watch over Highever in their stead. Arl Howe, alesser noble sworn to Highever, will be leaving along with your father to go tobattle as soon as his troops arrive, on the morrow. Your brother will be takingHighever's army with him when he leaves today.

You are called in to see your father and make pleasantries (or not, depending onyour dialog choices) with Arl Howe. Duncan, a Grey Warden, enters the hall, and

your father introduces him and says he's come for recruits. You are asked tomake sure Duncan's needs are taken care of while he is at the castle. Finally,you are asked to find your brother, Fergus, and let him know that he will beleaving immediately.

You are now given control of your character, and are free to roam the castle onyour way to Fergus. You can speak with Arl Howe, Duncan and your father in thehall, if you like, to question them further. You can also have a few words withthe Howe Guard.

There are two locked chambers by the main gate to the east. These locks arebasic, and can be picked without any points in the Deft Hands talent. A lockedchest is in each chamber. Just north of the hall there is a room containing 4

beds and another locked chest.

As you near the kitchen from the east, or head towards Fergus from the south,you will be greeted by Ser Gilmore, who will give you your first quest, togather your mabari hound from the larders. He will also be your first partymember, as he accompanies you to take care of the hound.

In the library can be found 2 books, with another in the study leading off fromit. Each of these books will provide you with a codex. You can also strike upa conversation with Aldous in the library, giving you two more codexes.

The guard post in the south provides an opportunity to act the part of a noble,but the treasury they guard is under lock and key. There is another locked doorin between the guard post and the chantry. Inside is a locked chest containingElfroot, a weapon stand, and another locked chest requiring higher skill toopen. The chantry contains two books to read (with codex) along with anopportunity to pray with the Reverend Mother (revealing yet another codex).There is another locked door at the end of the hallway to the north of thekitchen, inside are some containers.

Once in the larder you get to choose a name for your dog (and receive a codexabout dogs), and take part in your first battle with the staple of first battlesin role playing games, namely, rats. After the battle you receive a codexregarding your hound, and the mabari joins your party as Ser Gilmore leaves it.A wooden crate and a sack in the larder both contain items. Leaving the larder

begins a conversation with the cook and completes your first quest.

Now you can head up towards Fergus' quarters. You are met in the atrium by your

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mother who is entertaining some guests. The conversation that takes placediffers according to your gender and responses. You can flirt with the guestsand visit them in the study to arrange for a liaison in the evening. After theguests have retired, you can speak with your mother again, if you wish. Alocked door lies to the north of the atrium with nothing inside, and there aretwo more locked doors requiring keys to either side of the hallway leading up toFergus' room.

Once inside Fergus' room, you witness a parting of Fergus with his family,before taking part in the conversation, and being able to convey the messagefrom your father. This is followed by a family reunion, of sorts, after whichyou receive another codex. A bookcase on the wall in Fergus' room also containsa codex. After leaving the room, you go to bed.

You are awoken by sounds in the castle and your hound barking and growling. Thedoor opens and you are launched into battle with a Howe Soldier and a HoweArcher. Two more Howe Soldiers are outside in the hall. After the battle yourmother runs out of her room. She joins your party to investigate and find yourfather. Back in her room lie a trunk, and a locked chest. In your room there

is also a chest with some items.

Across the hall in Fergus' room, you find his wife and child dead. Through thedoor leading to the heart of the castle wait more of Howe's men, who willattack. The rooms on either side contain locked chests.

Continuing down the hall triggers a cut scene. In the room to the west is thecorpse of a knight with some loot. Continuing down the hall you meet a servantwith a warning, and another fight with Howe's men. The hallway to the north isblocked, and the dining room to the west contains a slew of enemies fightingwith some of your guards. After you defeat the enemies, the guards will followyou and help you fight. A locked chest in the dining room contains a mushroom.Back in the hallway are more Howe soldiers and archers. The library finds

Aldous killed, and a pile of books that has been knocked to the groundcontaining loot. The study next door contains a locked chest requiring higherskill to open.

To the south is the guard post, and when you try the locked door you get a newquest, to retrieve the Cousland family blade from the treasury. In the guardroom itself lay a few dead guards, but the treasury remains untouched, with thesword waiting for you in a chest. There are a few other containers in thetreasury, as well. Upon exiting the treasury, another fight with Howe's menawaits. Some rubble just outside the doorway to the main hall contains someitems, as does a Knight Corpse in the room to the south. The chantry has someenemies fighting with guards. Defeat them and the guards run away.

Defeat the enemies in the main hall and you are reunited with Ser Gilmore. Heis holding the gates, and directs you to the kitchen where your father washeaded.

To the hallway in the north as you open the door are more enemies, and if youfollow the hallway around to the east, there is a room with still more enemies.On the way to the kitchen you encounter a group of enemies along with a HoweKnight, the first enemy which appears yellow to you. Not much of a problem, butyou may want to focus attacks on him first at some of the harder difficulties.A sack with items is in the room to the north of the kitchen.

In the larder you find your father, who had been mortally wounded. Duncan

arrives, and agrees to help get you to safety in exchange for your joining theGrey Wardens. You leave with Duncan, ending the origin story for yourcharacter.

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Quests:Mischief in the Larder

Collect your houndFather's Task

Find FergusSweet Iona

The Cousland TreasuryRetrieve the family sword

Howe TreacheryFind the remainder of your family

Codex:Mabari War HoundRatAndraste: Bride of the MakerThe Commandments of the MakerThe MakerHistory of Ferelden: Chapter 1

History of Ferelden: Chapter 2Culture of FereldenDogs in FereldenGeography of FereldenPolitics of FereldenHigheverThe Noble Families of FereldenThe Grey WardensDogDuncanArl Rendon Howe

Exceptional Items:

Family SwordShield of Highever

----------------------------------------------------------------------------- [6.1.2] Walkthrough, Magi Origin Story -----------------------------------------------------------------------------

You begin your adventure as an apprentice in the Circle of Magi. You are aboutto undertake The Harrowing, a journey into the Fade to face a demon, thusbecoming a full mage. In the Fade, you gain control over your character.

A disturbing statue nearby grants a codex, and a vase of healing some healthpoultices. Your first enemy will be a Wisp Wraith, easily defeated with yourArcane Bolt, and any other offensive spells you may have taken. Continuingalong the path allows you to pick off a few more Wisps, until you are greeted bya talking mouse named Mouse. He gives you dire warnings and decides to followyou. You can talk to him to learn a bit about the Fade and the Harrowing. Alyrium vein up ahead will give you a new codex.

A few more wisps are on the road to the Spirit of Valor. The Spirit of Valorcan provide you with some assistance in defeating the demon in the form of aweapon. He will ask to duel you for it, but you can avoid the fight with asufficient Willpower check. After getting the staff, or forsaking it, as youchoose, continue down the path to face 3 Spirit Wolves.

At the end of the path, you will be greeted by a Sloth Demon. You can ask himfor help, as well, and he will teach Mouse to take the shape of a bear, if youcan solve three riddles. You can, alternatively, provoke the Sloth Demon into a

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fight, and once defeated, he will teach Mouse. The answers to the riddles are amap, a tongue, and a dream. If you fail at answering these riddles, the SlothDemon will attack, but again, will teach Mouse after you defeat him.

As you go back to face your demon, you will be attacked by 3 more spirit wolves.The rage demon talks a bit before attacking you along with 2 spirit wisps.Defeat the demon and Mouse will praise your victory, before showing his true

colors. You have completed the Harrowing.

You wake up back in the Circle of Magi to your friend Jowan inquiring about yourhealth. He brings a message that First Enchanter Irving would like to speak toyou. Irving can be found upstairs, but you may first want to explore this levelfirst. The vanity in your apprentice chambers and a chest have some items. Tothe west can be found a vase with more stuff inside. A templar guarding themain door explains why you can't leave. The next apprentice chambers contains achest, and another vanity contains items, as well. In the hall to the north isa cabinet. The basement leads to a door you cannot get past at this time.Continuing on to the L-shaped room there is a container inside. Classes aregoing on in the library, and on a bookshelf in the room with the stairs to the

second floor is a book with a codex.

On the second floor, in the stockroom, you will come across your firstTranquils. Owain will tell you a bit about being a Tranquil. The library onthe second floor contains 6 codex within it's shelves. Senior Enchanter Torrinwill explain about the factions within the Circle, if you ask, giving youanother codex. Niall will give you his opinions on the Fraternities, and tellyou of apostates. You can speak to Eadric about elves, Senior EnchanterSweeney about being old, and examine an empty bookcase, although you can donothing with it presently. The guest quarters contain an armoire, and a magewho will tell you there is a Grey Warden named Duncan meeting with Irving. Themage dorm contains a few more containers with items. Cullen stands outside aroom to the north. He has a few words to say about templars and abominations.

The room itself contains 2 containers and a codex. The laboratory next doorcontains a codex and a container, as well as Senior Enchanter Leorah, who hasnothing to say right now. The chapel contains 5 codex.

In the First Enchanters chambers you walk in on an argument between Irving andGreagoir. You are introduced to Duncan who speaks of recruiting Grey Wardens.Irving welcomes you to the Circle, and gives you a robe, a staff, and a ring aspart of your becoming a full mage. You are asked to lead Duncan to hischambers. Irving's room contains a pile of books with a codex. You can askDuncan about the Grey Wardens before taking him to the guest quarters, and geta new codex. Once you arrive at the guest quarters with Duncan, you willreceive another codex.

Upon leaving Duncan's quarters, you will be intercepted by Jowan who needs yourhelp. He is going to be made tranquil, and wants you to help him steal hisphylactery so that he can escape with his forbidden lover. Here you are facedwith the first of many moral dilemmas that your character will have to dealwith in Ferrelin. This choice could have consequences later on in the game(avoiding spoilers here, but see section x.x for more).

Before continuing on this quest, there is another you can do after you'veeither made a decision to help Jowan or not, or told him you need more time.You can revisit Senior Enchanter Loreah, who has a spider problem and could useyour help. Down in the storerooms are several containers with low-level itemsinside. At the T in the corridor, to the west you will be attacked by giant

spiders, one at a time. These spiders have the Overwhelm ability, where theyknock you down and chew on you for a bit, so you may want to make sure yourhealth doesn't get too low in case you get caught like that. Following that

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juncture you come to a crossroads, where there is a cocoon and a wooden cratehidden from view. As you come to the crossroads in the south in the middle ofthe map, you will be attacked by 2 spiders at once. There is a chest herecontaining Fade Striders, light boots for mages that add 1 to your MagicAttribute. The crossroads to the east contains two more spiders, and a fewcontainers with low level items. After you've killed all the spiders in thestoreroom, return to Loreah for your "reward." Could come in handy later.

If you agree to help Jowan, he will ask you to get a fire rod from thestockroom to break into the repository. Refuse to help Jowan, and you maychoose to tell the First Enchanter of his plans. You can also make this choiceeven if you agree to help him. Irving asks you to help Jowan steal hisphylactery so that he can be caught red-handed, along with his lover. Go backto Jowan and you will be given the same task, to get the fire rod, and to meethim back in the chantry.

Visit Owain to get the rod of fire, and he asks you to get it signed by asenior enchanter. Time to call in a favor, perhaps? Loreah will sign the form

for you, if you did the quest Infested Storerooms, or Sweeney will do itbecause he is old, and remembers what it was like to be young and full ofmischief. If you have reported to Irving, he will sign the form, as well asgive you information on how to break into the chamber. Bring the rod back toJowan, and he and Lilly will join your party.

Revisit Loreah, if you haven't called in your favor, and she will give you somepotions. Head down to the basement to the First Door. Open the door with Lillyand move onto the Second Door. Once you open the alternate route, prepare tofight a Sentinel. Two more are around the corner. The room behind the firstdoor to the left contains a wooden crate. The second door leads to a room witha chest inside.

Behind the door to the north lies a room containing two more sentinels, a woodencrate, and a chest. Past the next door lie 2 more sentinels along with a mage.The next room contains a few Deep Stalkers with a Deep Stalker Leader, achallenging foe (yellow). A storage cabinet contains some items. In thefollowing hallway, two more sentinels and a Robed Sentinel lie in wait. Thedoor across the hall contains a chest and a crate, each containing a magicalitem. Down the hall is a prison with more Sentinels, a wooden crate and achest. The next hallway contains more Sentinels and a Robed Sentinel.

The last door leads into the repository. A chest containing a BlackenedHeartwood Staff is here, and some artifacts to examine. One will give you acodex, the other a way into the phylactery chamber. A Sentinel Guardian(yellow), and two Sentinels will greet you with steel once through the wall.Once past them, you can deal with Jowan's phylactery. You can confess to Jowanof how you set him up, if you did so, after the phylactery is destroyed.

When you leave the basement, the jig is up for Jowan, Lilly, and you, if youhelped Jowan without Irving's knowledge. Irving asks if you found anything inthe phylactery chamber. He refers to the Heartwood Staff, and if you took apoint in Coercion, you can successfully lie to him and keep the staff. SerGreagoir is quite upset about this whole matter, and Duncan arrives to take youaway from this mess and into the Grey Wardens, ending the Magi origin story.

Quests:

The HarrowingDefeat the demons

A Mage of the Circle

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Speak with IrvingEscort Duncan

Infested StoreroomsKill spiders

Bound in Blood and MagicAssist Jowan in destroying his phylactery

Codex:

ArchdemonDeepstalkerRage DemonSloth DemonGiant SpiderWispWolfThe AeonarAndraste: Bride of the MakerThe Rite of AnnulmentThe Chant of Light: The BlightThe Maker

The Founding of the ChantryThe Fraternity of EnchantersHierarchy of the CircleHistory of the CircleThe FadeThe HarrowingLyriumMaleficariumMana and the Use of MagicBlood Magic: The Forbidden SchoolThe Four Schools of Magic: CreationThe Four Schools of Magic: EntropyThe Four Schools of Magic: Primal

The Four Schools of Magic: SpiritBeyond the Veil: Spirits and DemonsThe TranquilThe Tevinter ImperiumThe Grey WardensDuncanKnight Commander GreagoirFirst Enchanter Irving

Exceptional Items:Fade StridersBlackened Heartwood Staff

----------------------------------------------------------------------------- [6.1.3] Walkthrough, Dalish Elf Origins -----------------------------------------------------------------------------

You begin your tale hunting in the Dalish woods. You come across a group ofhumans that tell you of ruins in a cave with Elven artifacts and a demon.After dealing with the humans, you are free to explore the Forest Clearing.Tamien joins your party, and moving down the path you are confronted by 2wolves who attack. A dead halla that they were apparently feasting on,contains a codex. A bit further on, a chest lies on the forest floorcontaining an item, and a tree stump, a codex. Elfroot and rubble can be foundfurther on the path leading to the cave.

Inside the cave, two giant spiders greet you in the first chamber. Once theyare dispatched, a pile of bones containing a Novice Dweomer Rune and a locked

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chest can be investigated. The path splits beyond this room. To the north areGiant Spiders, and a trap in the form of a pressure plate. A pile of bones anda cocoon contain items in this fairly large room. A short hallway just southof this room contains two traps and a pile of bones. The room to the southcontains another trap, more spiders and a cocoon. A locked door leading westfrom this room can't be picked without sufficient skill. Heading towards thecircular chamber there is an acid trap in the middle of the floor. Once set

off, two skeletons appear and attack. Inside the room, Beresharn will attack,a yellow (challenging) creature. A pile of rubble in this room contains someitems. A strange mirror then knocks you out, and after a vision of some man inarmor, you awake back at camp.

Apparently, you were found outside the cave by a man named Duncan, a GreyWarden, who brought you to camp. You were very sick, and the keeper had to healyou with magic. Tamien is missing, and the keeper wants you to go with Merrill,her apprentice, to find the cave and see if you can find Tamien. After yourconversation with the keeper, you are free to wander around the camp.

Fenarel is just north of where you spoke with the keeper, he will ask to come

with you to the caves, and you can let him come, if you like. Over by thecentral fire, there are two scrolls containing codex, along with 4 containers.One chest requires better than Deft Hands to pick. Another codex is on thearavel just south of the keeper. A scroll and a crate lie near the hunter'saravel, and another codex on the bowmaster's aravel. The bowmaster himself,Ilen, can be convinced to give you a free bow, and will also trade with you.Over by the Halla Pen can be found another codex, and a locked chest is near thecooking pit. You can learn a bit about your dead parents from Ashalle with somepersuasion, and get a key to the locked chest over by the storage containers.Inside the chest is an Heirloom necklace, which gives some Spirit resistance.Opening the chest also nets you some experience. Behind Merrill's aravel is anote with a codex, and there is another scroll at the very south end of thecamp.

When you speak with Merrill, if you have recruited Fenarel in your party, youcan intimidate or lie to her to keep him in the party. Back in the forest, youwill face some Darkspawn on the way back to the cave. Once inside the cave, youwill find both the north and south passageways to the mirror chamber litteredwith traps. Some good experience is to be had for disabling them. Achallenging Genlock Emissary waits beyond the traps. After you deal with themirror, you can ask Duncan to wait outside and explore a bit more. Asarcophagus and locked chest lie beyond the mirror. A strange statue at the endof the hall releases undead when touched. Tamlen, however, is nowhere to befound.

Back at the camp, Duncan and the keeper go off to speak, and you are tasked withfinding Hahren Faivel. You can help him tell a story to the children, and askhim about Dalish lore. Then you can go back to Duncan and the keeper. You jointhe Grey Wardens, and end the origin story for the Dalish elves.

Quests:The Lost Mysteries of the Ancients

Find and investigate the caveFind TamienSpeak to Hahren Faivel

Codex:ArchdemonGenlock

HallaGiant SpiderWolf

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Elgar'nan: God of VengeanceGhilan'nain: Mother of the HallaJune: God of the CraftAravelsThe DalesThe Brecilian ForestThe City Elves

Arlathan: Part OneArlathan: Part TwoThe Dalish ElvesHistory of Ferelden: Chapter 2

Exceptional Items:Heirloom NecklaceKeeper's Ring

----------------------------------------------------------------------------- [6.1.4] Walkthrough, City Elf Origins -----------------------------------------------------------------------------

You start your journey in the Elven Alienage in Dennerim. Your cousin Shianniwakes you up for your big day, and advises you your friend Soris is waitingoutside. A footlocker by your bed contains some useful items, and your father,Cyrion, has some words for you, and a family heirloom, if you mention that yourmother was a great warrior/rogue.

Once outside in the city, you can explore before visiting Soris. A drunken elfto the east will give you some money if you say you are collecting presents, andcan be persuaded to give more. Dilwyn has a gift for you near the tree, if youtalk to her for a bit about your mother and are pleasant. Speak to Nessa'sfather in the center of the village to help Nessa, if you wish. Inquire aboutwhat they're doing and where they are going, and offer to help. Nessa will then

ask to speak with you. You can offer money to help, if you got a gift fromDilwyn. You can also agree to talk to her father, but you would have topersuade him that you are speaking for your father, and that Nessa can stay withyou. The Alienage tree gives a codex. Inside Alarith's store is a codex. Abeggar near the Arl's estate asks for some coin, and Elva, who is nearby, givesyou an attitude.

Talking to Soris can get you a codex on the Dalish Elves, and then he joins yourparty to find Valora. Taeodor has a few words for you near the tree before youwalk towards the center of the Alienage. There you find a delicate situation.Shianni deals with it, for now, and then another human shows up to deal with.His name is Duncan, and he is apparently a Grey Warden. The elder knows him,and welcomes him as a guest. Duncan says his concerns about the Blight can waituntil after the elder is done with his pressing business. You can speak withDuncan some more after the elder has left about Grey Wardens.

The ceremony is interrupted, and if your character is a male, you are givenweapons and a quest. Alirith can give you no weapons or supplies, so it's offto the Arl's estate. Some guards and mabari hounds will attack, and upondefeat, will provide you with some experience and items. You will find otherenemies on the grounds around the estate, usually coming at you one at a time.The door inside the castle leads to the kitchen.

As a female, you will find yourself abducted with the rest of the women. Soriascomes along at just the right moment, and you fight your way out of your tight

spot and then through the door into the kitchen.

In the kitchen you will find a locked cabinet and a bookshelf with items, in the

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room south of that some containers. Some off duty guards in the dining hallcarry some weapons to loot, and there are a few items in the room to the north.A room to the west off of the L shaped hall contains a guard and some weaponsand armor racks. The Guard Captain in the room to the north of the armory has amagic belt on his dead body, after you dispatch with him.

In the hallway with the four rooms leading off, two on each side, is another

guard. The first room on the left contains a codex and a locked chest. Thefirst room on the right is a kennel, if you let the dogs out they will attackyou. The second room on the left and the second room on the right both contain3 off-duty guards and a locked chest.

Through the next room are more guards, and then you'll come to a cross shapedhallway with another guard. The first room on the left leads to a door thatrequires a key. The room to the south is locked, but can be picked, and insideis a locked chest with an Heirloom Necklace inside, and the room to the northalso requires a key. The room to the east contains some potions and acontainer. The hallway to the east contains a challenging (yellow) Bodyguardwho attacks. The first room on the left is locked, and inside is another codex

and a container. The small room to the south contains a chest. Finally, theArl's son can be found in the room to the northeast. He offers you a deal.Take the deal, and you will be outside the castle with your money. If yourefuse the deal, you will have to fight him. If you defeat him, you a free totake the items from the armor stand in the room.

Back at the camp, the guards come for you. If you killed the Arl's son, you canturn yourself in, both yourself and Soris, or stay silent. Step forward andtake responsibility to save Soris from execution. If you stay silent, you willbe fingered by Elva, but before the guards can arrest you, Duncan conscripts youinto the Grey Wardens. If you took the gold, the guards come to arrest youboth, and take the money you "stole" from the Arl, but Duncan steps in and takesyou into his custody. You can go home and say goodbye to your family before

leaving.

Quests:A Day For Celebration

Talk to SorisTalk to your betrothedInvestigate the new human's presenceProceed to the weddingTalk to ValendrianTalk to the servant at the Alienage entranceRescue the women

Codex:Mabari War HoundThe Chant of Light: The BlightThe Commandments of the MakerThe City ElvesAlienage CultureThe Dalish ElvesHistory of Ferelden: Chapter 1History of Ferelden: Chapter 2Culture of FereldenVhenadahl: The Tree of the PeopleThe Grey WardensDarkspawn

DuncanValendrian

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Exceptional Items:Borrowed LongswordFencer's Cinch

----------------------------------------------------------------------------- [6.1.5] Walkthrough, Dwarven Commoner Origins -----------------------------------------------------------------------------

You are casteless in the society of dwarves, living in Orzimar. You begin thegame speaking with your sister, Rica, and your master, Beraht. Beraht remindsyou both of your lot in life, and of your debt to him. After he leaves, you cantalk with your sister a bit about your life in Dust Town, and the futureprospects of your family.

In a chest in your room can be found an upgrade to your weapon. In the nextroom, you can visit with your mother and exchange pleasantries. Once outside,you are given your next task for Beraht, to find Oskias and give him someschooling. Not much to do in Dust Town, so it's off to the Commons with you.

A dentist just to the north offers you some silver for your teeth. Unna iswashing clothes to the north of Tapster's Tavern, and you can get a codex fromtalking with her. There are a few shops on the Commons where you can buy andsell, or you can talk with some of your Dwarven brothers to receive some of theabuse you, as casteless, deserve.

Inside the tavern, the bartender will rat out Oskias when he sees who you workfor. Oskias will try to weasel out of his predicament, and you can choosewhether to let him live or not.

Returning to Beraht, you can try to use your skills of persuasion to keep alittle of the takings for yourself. He then gives you your next task, and it'soff to the Proving Grounds.

Leske dares you to talk to the Grey Warden, and if you do, you get a fewcodexes. A carving in the main hall gets you another codex. Everd can be foundto the north. The chest in his room contains his armor, after you don it, youcan go to the Proving.

Once you're done with the Proving, you can talk with Leska before being visitedby Jarvia. In the first room you encounter after your escape, there will be 5thugs, who could prove most challenging. If you are a rogue, you and Leska cansneak past them. There are three containers in this room, one containing FireArrows and another with a rune. Continuing around the bend, you will encounter3 more thugs, and two barrels, one of which contains a Steel Dwarven Longsword(Tier 3). The next room contains 4 thugs, four barrels and a crate. One of thebarrels contains more Fire Arrows. In the next hallway, a door to the rightleads to a carved out hallway, where two thugs guard a locked chest.

In the next room you face Beraht along with two thugs. After he is defeated,loot his body for a Dwarven Warrior's Belt. The room to the south contains twolocked chests, and to the north is the exit to Beraht's shop.

Exit the shop to be recruited into the Grey Wardens. You can talk to yoursister and Leske before you choose whether to go with Duncan. Whatever youdecide, Duncan will take you with him, and give you a mace as a gift. TheDwarven Commoner origin story is over.

Quests:Beraht's Favor

Teach Oskias a lesson

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Report to BerahtProving LoyaltiesCaptured

Escape Beraht's clutchesCodex:

ArchdemonThe Casteless

The CastesThe City of OrzammarThe ProvingDwarven FaithThe Grey WardensDarkspawnThe BlightsDuncan

Exceptional Items:Dwarven Warrior's BeltAeducan Mace

----------------------------------------------------------------------------- [6.1.6] Walkthrough, Dwarven Noble Origins -----------------------------------------------------------------------------

You are the second son of the king of Orzammar. You have been appointed acommander in the army, and, as such, there are festivities around the citytoday. Your second, Gorim, tells you of merchants in the Diamond District, anda Proving. You can choose which to go see. Your room contains two containersand two codexes. Trian's room, to the north, requires a key. Bhelen's roomcontains a casteless woman, who is a bit flustered to be caught in yourbrother's room. There is also a locked chest, and two codexes. Your father'sroom is locked, and requires a key, as are the rooms to the east of the exit to

the Diamond Quarter.

Once outside the castle, you overhear an argument between a noble and a scholar.If you decide to speak with them, you get to choose just what kind of noble youare. A silk merchant has some pretty things to sell you, or you can offloadyour junk with him. Moving along, you meet up with your brothers in theQuarter. Trian shows some tough love, but he can be disregarded, for the timebeing.

Watch out for the noble hunters just ahead. Mardy and Teli would love to bearyour son, and you can arrange a menage-a-trois if it pleases you. It's good tobe the king's son.

Just beyond the two strumpets are three barrels with some items. One carries aGrey Iron shield that may provide better protection against missiles.

The weapons merchant offers a gift, and you must make a political decision as towhether to take it or not. Take it, and Trian?

A visit to the magic merchant makes quite an impression. Moving onto theCommons requires a royal escort, and from there you will be at the ProvingGrounds. Speak to the Proving Master, and you can enter the Proving. The firstbattle will be against a warrior wielding a two handed maul. He can take downyour health, so be wary. The second fight is against a rogue in leather armor.In a toe-to-toe match she should not be much trouble. The third match is

against an old man. He is slow, and falls quickly. After the fourth match, youare granted a helm for winning the tournament. Take the helm, and? Choose togive it to the man you just defeated, and? Speak to the escort to leave the

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Proving and the Commons.

In the Great Hall, Lord Dace asks for your help with a family matter. Speakwith Lady Helmi for her input on Dace's request. See your father to bepresented to the court, and make your choice regarding Lord Dace. Your fatherthen asks you to seek out Trian. Speak with Duncan for info on Grey Wardens and3 codex.

Go see Trian, and Bhelen sows some discontent. You can choose to deal withTrian, or not, or decide to wait on a decision. Either way, it's time for bedand a possible rendezvous.

The next morning you are sent on a special mission. Giant spiders await in thetunnel ahead. At the first crossroads, some Darkspawn await. In the alcove tothe east, a Dwarven corpse holds a Steel (Tier 3) Dwarven Longsword. FrandlinIvo joins your party. The path to the southeast leads to a chamber containingDarkspawn, a crate and a locked chest. A scout joins up with you at the nextcrossroads, and you have a fourth party member. The next chamber contains quitea few enemies, with several archers who will pepper you with arrows as you

fight. A locked chest lies tucked away amidst some carts. As you arrive at thethaig chamber, it appears someone beat you to it. Someone with a signet ring.

The mercenaries that greet you in the next chamber attack. The leader carriesthe ring that opened the door. A container here contains a tier 2 shortbow, anda chest nearby is locked.

The thaig chamber contains a sarcophagus. The signet ring appears to fit into arecess, but does nothing. Place your party members on the three trigger tilesand try again. Collect the shield leave the room. Darkspawn await you back inthe ruined thaig, along with a yellow Blight Wolf.

Near the exit, you find Trian. Your father and Bhelen show up and demand

answers. Frandlin and the scout give your father answers, and you make your wayback to the castle. You get a visit from Gorim, who tells you of your immediatefuture.

Go forward to find the Grey Wardens, and you will fight a Giant Spider. On theground nearby a corpse holds a sword and armor. A dead dwarf in the nextchamber holds some gloves for you to wear, after defeating the GenlockDarkspawn. Down the hall, a small alcove to the east holds a Giant Spider and aDarkspawn corpse. The corpse has some Fire Arrows he won't be needing. Downthe west path lie a skeleton whose bones you can pick after defeating someraptors. A T junction with 2 Darkspawn and a dead dwarf splits the path to theeast and west. The dwarf carries some nice tier 2 armor. The eastern pathleads to a dead end where 3 Deepstalkers and their leader guard 2 corpses andtheir armor which you can loot. The western path leads to Duncan and the GreyWardens. He is your ticket out of the Dark Caverns, ending the Dwarven Nobleorigin story.

Quests:The Noble's Feast

Visit the merchants or watch the ProvingsAttend the feast

A Noble ExpeditionThe Exile

Find the Grey Wardens

Codex:

Exceptional Items:

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----------------------------------------------------------------------------- [6.2] Walkthrough, Ostagar -----------------------------------------------------------------------------

You arrive at Ostagar with Duncan, and are greeted by the king. You are given

leave by Duncan to explore the camp, along with more codex and a new quest,"Joining the Grey Wardens."

Before crossing the bridge to the west, you can find three Elfroot for you topick, along with two sacks and a locked chest containing items on the east sideof Ostagar. Across the bridge, the soldier stationed there will offer youdirections around the camp, and a codex on Ostagar. You can persuade the king'sguard to give you a little inside information. Southeast from the king's tentnear a penitent priest lie some sacks. A locked chest lies near some archersdoing target practice to the south of Loghain's tent. Loghain's guard can bepersuaded to share his thoughts on the teyrn, as well as grant you an audiencewith him. Elfroot can be found growing near the wall to the southwest of the

camp.

Back towards the center of the camp, the Ash Warrior Leader by the kennels willshare with you some history and a codex, if you ask. The kennel master will askfor your help with a cure for one of his hounds, but only if your background isother than Human Noble. He needs a flower from the Korcari Wilds. He hintsthat the dog could be attuned to you, if he can be cured.

If you go up the stairs to the infirmary, towards the north you will find alocked chest. Jory, a new Grey Warden recruit, can be found by the priest justsouth of this chest. The prisoner in the cage to the north has a quest for you,if you ask for something in return for some food. You can persuade the nearbyguard for some food, or you can just kill the prisoner and take the key from

him. You may want to put on some gloves before touching the key, though, if youasked him where he hid it. The key opens a chest near the Circle of Magi'stent, but you will have to wait until you return from the Korcari Wilds to openit, as it is currently guarded by Tranquil.

You can have a word with Deveth, another new recruit, who stands just below theramp east of the infirmary. Talking to Wynne, who stands south of the Circletent, can gain you a codex. A locked chest lies near the quartermaster, whomyou can sell some of your junk to. He has a secret stash of good he can sellyou, which include some magical arrows, salves, crafting recipes, and somepoison items. In his regular inventory can be found a backpack, which willincrease your inventory size.

On your way up the stairs to the north to find Alistair, you can make a detourto the west to find a locked chest. On approaching Alistair, you see him inconversation and get a glimpse of his character. Talking with him grants you anew codex, and a new party member. At this point, all that remains to do is topay Duncan a visit.

Duncan gives you two tasks in preparation for your Joining, and you can leavefor the Korcari Wilds.

Quests:Joining the Grey Wardens

Find the Grey Warden, Alistair

Return to DuncanThe Hungry DeserterThe Mabari Hound

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Tainted BloodFind three vials of Darkspawn blood

The Grey Warden's CacheRecover the treaties from the Grey Warden cache

Codex:The Korcari Wilds

DarkspawnKing Cailan TheirinLoghain Mac TirOstagarLegend of Luthias DwarfsonWynneAlistairThe Fade

Exceptional Items:Key to Mages' Chest

----------------------------------------------------------------------------- [6.3] Korcari Wilds -----------------------------------------------------------------------------

Once inside the Wilds, follow the path straight ahead and face a pack of wolves.You can skin them for their pelts, once defeated.

Just past the wolves, towards the west side of the path, you will find the deadbody of Missionary Jogby. Search him to find a letter that gives you a quest.East of him, on a little peninsula, you can find some Elfroot. A dying soldiergreets you further on up the road. You can bandage him up, and afterwards SerJory has a crisis of faith.

A path leads to the west, some Elfroot can be found along it. In the clearingup ahead can be found some Darkspawn, both Hurlocks and Genlocks. You will getcodex when you fight them. Loot their bodies for Darkspawn blood for yourquest.

A chest nearby contains Rigby's Field Journal, which grants a codex, along withsome other items. A Chasind Trail Sign lies on the ground to the west. TheJournal tells you that they lead to a hidden cache. Clicking on the trail signsreveals another on the map which lies to the north.

If you wish, at this point you can take advantage of an exploit to gainunlimited experience. Head back to camp with the Darkspawn blood, but withoutthe scrolls. Speak to Duncan, and tell him you have the blood, but not thescrolls. You will gain experience, and be told to go back and retrieve thescrolls. You can repeat this conversation as many times as you wish, gainingexperience each time, all the way up to the level cap at level 25. You may wishto stop a few levels before, so that when you gain access to the Specializationsyou want, you can level up and assign them. Once you get new party members,they will start at around your level, whatever it may be. A word of warningabout using this cheat, though, is that the enemies will scale up with you, butthe potions you find along the way wont.

Back in the Wilds, just north of an archway of columns towards the east side ofthe path, lies a Wilds Flower. Picking this flower either gives you or updatesthe quest The Mabari Hound.

South of the ruined columns wait more Darkspawn. To the east can be found moretrail signs, Darkspawn fighting Wolves, some Elfroot and containers. Nearby,

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Missionary Rigby's corpse lies on a platform. Loot it to get the quest LastWill and Testament, along with a codex of the same name. A locked chest isnearby. His lockbox can be found on the western side of the map, bring it tohis wife in the Redcliffe Chantry to get some experience.

To the south of this lies a ruined aqueduct, with a path leading south alongsideit. Here can be found a pack of wolves accompanied by an Alpha Wolf, and a

chest near two large statues. Inside the chest are a Tier 2 magical ChasindFlatblade, and a letter. Taking the letter completes the Missionary Quest.

Far to the south a Darkspawn Emissary (yellow) lies in wait on a bridge. Heholds a Darkspawn Staff and some Concentrated Venom. To the north of the bridgecan be found the final trail sign, which grants a quest. Just south of thebridge, on the body of a dead soldier you can find a Pinch of Ashes, which givesa codex and a hint of a quest. By the campfire in the southernmost part of themap, some Darkspawn come from nowhere to attack. The cache that the ChasindTrail Signs led to is here, containing magic weapons, armor and gems.

To the northeast of the bridge can be found Deathroot, and a pile of rocks.

Sprinkle the ash on the pile, and Gazarath is summoned, a red (challenging)shade. He leaves behind a pile of rags, containing Enchanter's Footing, magicboots for a mage, along with a codex on Shades.

North from there can be found a host of Darkspawn, one of which is the powerfulHurlock Alpha. His body can be looted for Demonic Ichor, along with magicarrows and bolts and an Enchanted Dagger. More Deathroot can be found to thesouth of the scrolls.

Once at the chest, a witch of the wilds named Morrigan informs you that thescrolls have been taken, and that she can lead you to them. After retrievingthem, you are returned to Ostagar.

Quests:The MissionaryChasind Trail SignsLast Will and Testament

Codex:WolfLetter to JogbyGenlockHurlockSigns of the ChasindShadeRigby's Last Will and TestamentMorrigan

Exceptional Items:Enchanter's FootingMud IdolChasind FlatbladeChasind Cache

Steel Barbarian MaceChasind CrusherYew Wilds BowThane HelmetChasind Robes

----------------------------------------------------------------------------- [6.4] Ostagar Revisited

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-----------------------------------------------------------------------------

Once back in Ostagar, you can complete quests such as The Hungry Deserter andThe Mabari Hound, and sell off things at the quartermaster before seeing Duncan.If you are a Human Noble, you can increase your reward from the Kennel Masterwith the right dialog options. The quartermaster has another backpack for sale,which you may want to pick up. If you survive the Joining, your hound joins

your party, and you can go meet Duncan in the temple to the west.

Heading east towards the tower, a mage and a guard join your party, or just themage, if you already have a hound. In the courtyard, to the northeast is aDeathroot plant. Some barrels lie just to the northeast of the entrance to thetower courtyard. Up the ramp are some Darkspawn with a Hurlock Alpha, and moreDeathroot can be found north of them. A locked crate lies just north of theramp leading to the tower itself.

Inside the tower, in the big room, a Hurlock Emissary will pelt you with spellsfrom across the room behind some barricades while his cronies attack. The westside of the room contains a locked chest. The room to the south holds

Darkspawn, the containers, and a locked chest. The room leading up to thesecond floor contains another locked chest.

A locked chest is in the first room on the second floor. A wooden crate is inthe first room on the left. A codex can be found in a book on the floor in theeast part of the map, and another locked chest is nearby. There are someballista here that can help you take out the archers at the far end of the hall.Proceed to the other end of the outer hall and go through the door there. Onceyou kill the Darkspawn within, you can loot the locked chest and wooden crate,then head up the stairs to the third floor.

There is a container here, and the outer room is filled with Darkspawn. A weaponstand can be looted before going to the next room, which contains a Genlock

Alpha amongst the Darkspawn here. A switch in the west side of the room willrelease the hounds, who will attack your enemies.

The rooms on the left side of the hall contain more Darkspawn and containers toloot. The room leading up to the fourth floor contains Darkspawn, a lockedchest, and a weapon stand.

The fourth floor contains the first boss, an ogre. He has an attack that knocksdown those nearby, so keep your ranged characters at a distance. Once defeated,loot his corpse to find Havard's Aegis, a rune, and some coin, and grab what'sinside the barrels on the north side of the room. Now you can light the beaconfire, and soon after you are whisked away.

Quests:The Tower of Ishal

Codex:The History of the Chantry: Chapter 1

Exceptional Items:Enchanter's Arming Cap (reward for The Hungry Deserter quest)Havard's Aegis

-----------------------------------------------------------------------------

[6.5] Flemeth's Hut -----------------------------------------------------------------------------

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A brief interlude follows, and then you can loot the crate in this room. Youwill gain a new party member, and be free to explore the rest of Ferelden.Lothering is your first stop, however.

Quests:The Arl of Redcliffe

Seek out Arl Eamon.

A Paragon of Her KindGain the dwarf city of Orzammar's aid in battling the Blight.

Nature of the BeastGain the cooperation of the Dalish elf clans.

Broken CircleGather the mages of the Circle for your army.

Codex:

Exceptional Items:

----------------------------------------------------------------------------- [6.6] Lothering -----------------------------------------------------------------------------

You will be greeted by bandits at the bridge who demand a toll. You can eitherpay the toll, use your skills of persuasion on them, or fight them. If you beatthem, the leader can be convinced to hand over what he's stolen, to the tune ofone and a half gold. A dead templar, when looted, starts a quest a take hislocket to the Chantry. That can net you another gold. Some containers are herefor you to loot as well.

Down the stairs you will find a farmer who tells you of the bounty placed onGrey Wardens. South of him there is an Elfroot, and east of that some

containers.

To the northeast you find a merchant and a woman having a heated argument. Yourchoices here are the first that affect your relationships with your party. Sidewith the woman, and gain influence with Alistair. Side with the merchant, andyou gain access to his shop and influence with Morrigan.

A locked chest and a barrel contain some loot nearby. A Chanter's Board willgive you a quest. After you've completed that quest, three more will show up onthe board.

A container is behind the shouting man outside the Chantry. Say what you liketo the Little Boy by the bridge, it makes no difference. More containers are oneither side of the bridge leading to the north part of town. Just south ofDane's refuge lies another crate, and to the west is a woman named Allison whomay have a quest for you, if you have a trap-maker in your party. Behind her isa barrel, and down the alley, two more containers.

Elder Miriam has a quest for Herbalists, a locked chest is to the west of her.North of her is a prisoner in a cage. He gives you a quest which, uponcompletion, will get him in your party. If you have sufficient lockpickingskill, you can free him right away, otherwise you must go find some otheroption. Before going north into the farmland where enemies wait, you may wantto go visit Dane's Refuge to pick up a few more quests and a party member, andthe Chantry to speak to the Reverend Mother about Sten.

Inside Dane's Refuge you will be welcomed by Loghain's men. Speak with Leliana,and get the quests off of Barlin and the Blakestone Liaison. The venom needed

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for Barlin can be found on the spiders to the northeast of town, or the merchantoutside, if you didn't chase him off. The small room off the bar contains alocked chest and two other containers.

In the Chantry, Ser Bryant will give you a reward having taken care of thebandits on the bridge. Press him and he'll give you a key to a locked cabinetwith some treasures inside. There are two codex and two containers here to

check. Ser Donall will take the locket you found on the Templar earlier andgive you some money, and some codex if you ask him about the Ashes. Thereverend mother can be persuaded to release Sten, and will automatically do soif Leliana is in your party. You could steal the key off of her, as well, ifyou have the skill and are so inclined. Give her a donation for Leliana'sapproval. A book with a codex lies nearby.

North of the town, in the fields, to the east you can find two Elfroot and alocked chest. The three groups of bandits from the Bandits, Bandits quest willbe encountered going north from here, staying on the eastern part of the fields.The last group has made a little camp, where you can find a locked chest, acontainer and an Elfroot. The Bandit Leader in this group carries a Tier 3

Greatsword, a Tier 5 Qunari Thickened Cap, and a full suit of Tier 3 HeavyChainmail Armor.

A group of Giant Spiders is to the east, they carry Toxin Extract which you canuse for the quest A Poisonous Proposition.

In the northwest corner of the map you can find more Elfroot, some Darkspawn anda container. A Dwarven merchant near the exit to the world map will give you areward for saving his hide, he can be persuaded to give more if your skill ishigh enough. A Blood Mage's body lies nearby with a codex. Towards thesouthwest corner of the fields are some greedy refugees, Elfroot, and a lockedchest.

Back to town you can turn in all your quests, and get the next three off of theChanter's Board. The location of these quests to the north will be marked onyour map. The When Bears Attack quest will get you a nice sword calledOathkeeper.

You may want to finish all of your side quests in this town before starting anyof the four main quests, as you will be unable to return once that is done.

When you are ready, leave town to start one of the main quests, or one of theDLC quests Warden's Keep or Stone Prisoner.

Quests:Bandits on the roadLothering and the Imperial HighwayA Fallen TemplarA Poisonous PropositionTraps Are a Girl's Best FriendMore Than Just PlantsThe Qunari PrisonerChanter's Board

Bandits, Bandits EverywhereWhen Bears AttackA Last Keepsake

Codex:LotheringA Note from Ser Henric

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LelianaThe ChasindStenLetter from the Blackstone IrregularsBlackstone Letter of ConscriptionThe First Blight: Chapter 1Adventures of the Black Fox

Arl Eamon GuerrinnThe Sacred Ashes of AndrasteThe Imperial ChantryMaleficarum RegretsGiant SpiderBear

Exceptional Items:Oathkeeper

----------------------------------------------------------------------------- [6.7] Camp

-----------------------------------------------------------------------------

Quests:Enchanter

Codex:The History of the Drydens (DLC)Sophia Dryden (DLC)

Exceptional Items:Oathkeeper

-----------------------------------------------------------------------------

[6.8] The Circle Tower -----------------------------------------------------------------------------

Once you arrive at the docks, there are Deathroot to either side of the hill youare on, and another just down the hill. Outside the Inn can be found Sammaelthe Deserter, for the Blackstone Irregular Quest obtained in Lothering,Dereliction of Duty. Behind him are some barrels. A Mages' Collective Liaisonis in the corner by the Inn, he can give you some quests. An Elfroot liesbehind him. Two sacks are just to the left of the door to the Inn.

Inside a locked chest in the Spoiled Princess Inn can be found a Love Letter.It will give or update a codex, and can be turned in for a quest. Buy and sellfrom the innkeeper, if you have the need, as you won't be returning for awhileonce you enter the Circle.

Carroll, down at the dock, will require some persuading to take you across theriver to the Circle Tower, or you can cut a deal if you have Morrigan, Lelianaor Sten in your party. In the conversation with Greagoir, your party approvalis not affected, so say what you will. There is a merchant and a containerhere, when you're done, you can go into the tower itself.

A footlocker in the first room to the right contains a note which begins theWatchguard quest. There is a locked chest and two other containers in thisroom. The next room on the right contains another Watchguard note, and a noteabout The Spot. A locked chest and a container can also be found in this room.

Agree to help Wynne in the next room to have her join your party, but Morriganwill disapprove. If you tell her to pipe down, you will lose some approval

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rating with her. If you say that she could be one of them, and then agree withher, Wynne attacks you. If you come in swinging, with no regard for thechildren, you lose some approval rating with Leliana.

In the library through the barrier are some Abominations. They don't put upmuch of a fight, but blow up after they die, doing a little bit of damage.Examine the torn book for the Summoning Sciences quest. Another Watchguard Note

is here, as well as corpses and containers, and a codex.

The Summoning Sciences quest can be achieved in the following manner:Click Summoning FontClick Tome of Spirit PersonagesClick Summoning the FirstLoot the Spirit Hog

Click Summoning FontClick Rodercoms Uncommon CallingClick Magus GorvishClick Summoning the Second

Click Summoning FontClick Elvorn's Grande BestiaryClick Common Table Carving SpotClick EtherialisClick Magus GorvishClick PylacteryClick Summoning the ThirdFight Fade Rifter

Loot the body for some Tier 4 Charged Mitts and Tier 3 Chainmail. You get anice bit of experience for it as well.

Click Summoning FontClick Elvorn's Grande BestiaryClick Tome of Spirit PersonagesClick Rodercoms Uncommon CallingClick Magus GorvishClick Elvorn's Grande BestiaryClick Common Table Carving SpotClick Spiritorium EtherialisClick Magus GorvishClick Novice PhylacteryClick Summoning FontClick Summoning the Fourth (behind the bookcases in the circular room)

After the fourth summoning, a guy will appear whose pocket you can pick for acodex.

In the next room, you will face a Greater Rage Demon. If you take it downfirst, you should have no problem mopping up. A Place of Power, from the Mages'Collective quest is here, along with another Watchguard note, and finally, theexit to the second floor.

Owain can be found on the second floor, along with two containers. The nextroom contains two Blood Mages. Dispatch of them, and look around the room for aWatchguard note, a locked chest, Bel's cache, containing some useful items, anda new codex, The Scrolls of Banastor.

Off the next hallway are three rooms. The first room contains a love letter ina chest. The second has more monsters and containers and a man in a closet.

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The third, some enemies, a Watchguard note, and more containers. The nexthallway has more doors leading off of it, with the first door containing someenemies and containers. The second door contains a statue, which, if disturbed,releases a revenant. The third door has two bookcases with codex, Irving'sChest, containing the Black Grimoire, a desk with a codex and one with a paintedbox (used for another quest)

On the third floor, the first room contains a locked chest. The following roomcontains two waves of corpses, another Watchguard note, some containers, andthree statues. The statues should be clicked on in the following order: left,right, center, as part of the Watchguard quest. The fourth statue will comelater on this floor. The next room contains rage demons, whose corpses containscraps of papers which update the Promises of Pride codex. The next hallway hassome rooms leading off. The first door contains possessed Templars, somecontainers, and the codex Five Pages, Four Mages. Behind the next door is abook that updates this codex. The next room contains a Desire Demon and 4Charmed Templars. A container, and two more of the Five Pages are here as well.Finally, the last room completes the pages and gives you a quest. In the centerroom on this floor is an boss Abomination. He has a lot of hit points, and hits

rather hard, so keep focus on him and take him down. Once he's taken care of,you can continue the Watchguard quest by clicking on the statue and heading backdown to the basement. Try and open the basement door, and the boss Shah Wyrdwill appear. Loot his corpse for the Greatsword, Yusaris, a dragonslayer withtwo rune slots, along with some gems.

To the south is a codex, Extracurricular Activities. Down the hall a Templar ispossessed by a Desire Demon. Kill her, if you wish, or leave the knight to hishappiness for Leliana's approval. In the small room just to the north is anelite Blood Mage with 3 Possessed Templars. The mage has Archon Robes. TheSloth Demon in the circular room has some soothing words for you.

From here, move forward up the ramp to speak to an old friend. Deal with the

enemies, and examine the Lyrium for a new codex. Click on the pedestal and youare brought to a map. Go to the first location, the Raw Fade.

Niall has some words for you, and a codex on the Sloth Demon. Head towards theFade Portal, click on it, and you are transported to another island within TheRaw Fade. A mouse gives you a new ability, use it and enter the mouse hole.Leave the mouse form, kill the demon, get the codex from the statue, and use theFade Portal.

Go straight down the path, killing some shades and demons along the way untilyou reach the Fade Portal. Use it, and you're back where you started. TellNiall about your adventures, and use the Fade Pedestal to leave The Raw Fade,for now.

On the map, choose The Darkspawn Invasion. There is a mouse hole in this room.Use it, go straight to another mouse hole, and use the Essence of Cunning to geta +1 bonus to your Cunning Attribute. Head back the way you came.

Through the door, in the hallway, you will face numerous Darkspawn. Eventually,you will be blocked by flames, in order to bypass them, you will have to go backthrough the mouse hole and head north. There are two flaming Darkspawn in thisroom. Take care of them and head north through the door. More Darkspawn awaitin the next room, along with a mouse hole.

Through the mouse hole, you can kill the Darkspawn there for some experience, or

just move on to the next mouse hole. After killing the enemies in the nextroom, you get a new form. You can get a permanent increase to Willpower now bychanging into that form and using the Essence in this room.

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At the Fade Pedestal, you can now go back to Wiesshaupt Fortress with your newSpirit Form to use the Essence of Willpower. From there you can head to theBurning Tower.

Once inside the Burning Tower, you can change into a mouse to use the hole inthe first room which leads to an Essence of Cunning. Going back through the

hole, and through the next door, leads you to a hallway. The first room on theright contains some Flaming Darkspawn, and a mouse hole which only leads to thenext room that you could walk to unobstructed, if you wish. In that room, andthrough the next door, wait more Darkspawn, a massive door, and some stairsleading to a door.

Up the stairs you will face some hounds, and some corridors blocked by flame.Follow the corridors around to a mouse hole, and scurry inside. Defeat theBurning Templar in this next room to gain a new form. Now you can go throughthe south door, turn into Burning Man to get through the flames to get to theSpirit Door to the west. Cunning and Constitution increases await you there.

Heading back to the Fade Pedestal, you can now go to The Mages Asunder to getone last form. The first mouse hole will take you to an Essence of Strength,and a codex. Back through the hole, and through the door, you'll find yourselfin a hallway confronted by mages. The nest room to your left contains two moremages, an Essence of Magic, and a bookcase containing a codex. The mages arebest dealt with in Spirit Form. Before going into the next room, wait by thedoor and listen to their conversation, then watch the crazy mages kill eachother before turning on you. At the end of the hallway is a door, which, uponopening, you will find two servants attacking. Through the next door are someflames blocking the way, this calls for Burning Man! The rage demons in thisroom can be hurt badly with your Spirit Form's Winter Grasp, Burning Man willtake you through the next door. Stay in this form for immunity to the fireballsthe mages in the next two rooms will cast at you. A book in the second room

grants a codex. Up the stairs in the next room are some enemies and your finalFade form.

The stairs in the south lead you to the next part of the level. A golem andsome mages wait there, the golem is best dealt with by using Spirit Form'sCrushing Prison. A note on a small table gives a codex. Your Golem form willget you through the massive door to the south. To the east a golem wait, youcan change into a golem yourself for a game of Rockem' Sockem' Robots. In theroom to the northeast are some mages, priests, and a codex. The room to thesoutheast contains 3 golems, a codex, and a Font of Strength. Finally, the roomto the west contains a priest, 2 golems, and Essence of Willpower, and a codex.

Past the Massive door to the south lie two Arcane Horrors, who will pelt youwith spells as soon as you open the door. Once past them, a Spirit Door willlead you to a room with an Essence of Dexterity and a mouse hole. The mousehole will lead to an Essence of Cunning and a Massive door, and the Massive doorto Essences of Constitution and Dexterity. Back through and to the door to thesouth will lead to the first demon. As a Rage Demon, he doesn't like Winter'sGrasp one bit. Kill him and return map by touching the Fade Pedestal.

There is one area left unexplored, The Templar's Nightmare. The first roomcontains a book with a codex, a mouse hole, a fade portal, and a door. Use thedoor, and go into the first room on the left to find two Arcane Horrors, somebooks, and a mouse hole leading to a Blight Wolf (which gives the Ghoul codex)and an Essence of Dexterity. The next room down contains another Arcane Horror.

Dispatch of it, and use the mouse hole to the south.

An Ogre and some Abominations will greet you in this room, after you finish them

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off, step out into the hall. The middle room will require Burning Man to enter,it contains a mouse hole, which leads to the next room. Take the mouse hole orsmash the massive door to enter this room and find two Rage Abominations and aSpirit Door. The Spirit Door leads to the third part of this level, and moreabominations. The door leads out to another room, containing enemies, and aFade Portal. Use the portal to be transported to another part of the level, andswitch to Burning Man before the flames overtake you. Through the next door are

two Desire Abominations, and the next door contains an Arcane Horror along withmore Abominations.

In the next room you meet this level's demon, who wants to play hide and goseek. Turn into a mouse and follow her. Spirit Form will help resist herspells. An Essence of Cunning waits for you after the battle, and the FadePedestal is your way out.

Now, to take care of the other demons. The Raw Fade contains a Spirit Door assoon as you enter that will take you to that level's demon. A Twisted Structurecan give you a codex after you've defeated her, and an Essence of Willpower canbe yours in Spirit Form. To get the Essence of Dexterity on this level, use the

Spirit Door to go back to the beginning, the Fade Portal to get north, the mousehole to the next Fade Portal, and finally, the Spirit Door to get to a newisland. Destroy the Wisps, and use the Essence. The Fade Portal to the northwill get you back to the beginning, and the Fade Pedestal.

Next up is The Darkspawn Invasion. Slam through the Massive door, and deal withthe Darkspawn there. Through the next door is this level's demon. Beforeleaving the Darkspawn Invasion, you can get a Strength Bonus to the souththrough a Massive door there.

Back in the Burning Tower, you can now smash in the Massive door to the north.Deal with the corpses, and head through the next door. Spirit will defeat thisdemon nicely. A Font of Strength lies here. To the south, behind another

massive door lies an Essence of Magic. Now that all the demons have beendefeated, you can rescue your companions from their nightmares.

In each of the nightmare locations, convince your friends that they are in theFade, and defeat their demons. They will join you for the final battle againstthe Sloth Demon.

Each time the Sloth Demon loses all of its health, it will come at you inanother form. You must defeat four of its forms to get our of the Fade. LootNiall's body for the Litany. In the next room waits a Drake. Defeat him for aDrake Scale and a new quest. There are some containers and a codex in thisroom. The next room contains some Dragonlings, and a locked chest with 2 moreDrake scales, along with some other goodies. The next hallway contains tworooms leading off of it with some enemies and containers.

In the room to the south, an elite Rage Demon and his minions appear as youapproach the locked chest. Cullen is in the next room, you can tell him whatyou wish, party members approval won't be affected. In the next room, Uldredturns into an abomination, take him down and pick the Cinderfel Gauntlets fromhis dead body. If you wish to save the mages, you can use the Litany when Wynnecalls out, or when you see a white glow around them.

If you've saved any mages, once back with Greagoir you can still decide todisband the circle. Morrigan gives a high approval rating for this action. Ifyou are a Blood Mage, and tell them so, everyone will attack, and you will get

no aid in the coming battle. Otherwise, call in your treaties from either theMages or the Templars, and you are on your way.

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Quests:Mages' Collective

Places of PowerCareless AccusationsNotice of TerminationThy Brother's KillerHerbal Magic

Watchguard of the ReachingSummoning SciencesFive Pages, Four MagesLost In DreamsDrake Scales

Codex:Mages' CollectiveLetter of TerminationCorrespondence InterruptusWatchguard of the ReachingThe Spot

Promises of PrideSummoning SciencesAbominationRage DemonWynneThe Scrolls of BanastorCorpseThe Fraternity of EnchantersIrving's MistakeCircles Within CirclesArcane HorrorFive Pages, Four MagesYusaris: The Dragonslayer

Extracurricular ActivitiesThe Tevinter ImperiumDesire DemonSkeletonSloth DemonLyriumBeyond the Veil: Spirits and DemonsHierarchy of the CircleHistory of the CircleThe Cardinal Rules of MagicThe HarrowingThe Schools of Magic: CreationThe Schools of Magic: EntropyThe Schools of Magic: PrimalGolemThe Rite of AnnulmentMaleficariumGhoulThe Legend of Calenhad: Chapter 2

Exceptional Items:Black GrimoireYusarisCinderfel Gauntlets

----------------------------------------------------------------------------- [6.9] DLC - Warden's Keep -----------------------------------------------------------------------------

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You can speak to Levi Dryden at your Camp to begin the Soldier's Peak quest. Itthen appears on your map. Once you arrive, step forward for a vision. Clearthe courtyard of enemies, loot their corpses (the Elite commander has an AntiqueWarden Crossbow), collect the quest and codex from the statue on the hill, andhead inside.

The second room contains an elite Arcane Horror and two Lesser Rage Demons todeal with. There is a note here with a codex, as well. In the room to the westare some skeletons, a locked chest, a container, and a note. The kitchen to theeast contains a chest, and the room to the north, three waves of enemies.Defeat them to find a book with a codex, and the Archivist book, which triggersa vision.

Upstairs on the second floor, you will face a boss-level Rage Demon. Take outhis minions first, as they will heal him. Loot his body for Winter's Breath, avery nice staff. The next room contains a few skeletons and a codex.

In the commander's quarters you find a demon who refers to herself as "this

one." That might be reason enough to kill her, but she would like to cut adeal. You don't really need her, as there will be another way to do the thingshe asks later, but if you spare her now, you can kill her later, regardless.If you do make the deal, you get a new quest. There is a codex here, acontainer, and a locked chest.

Through the next door, some skeletons will be waiting for you on the bridge.The next room contains more skeletons, a codex, and an Alchemical Concoction.Drink the concoction for the following new Talents/Spells:

Warrior

Blood Fury: Increases movement speed, attack speed and critical hit chance

but you will take more damage in combat and your health will constantly tickaway while in this mode.

Blood Thirst: Sprays blood to knock back enemies but lose health in theprocess.

Mage

Dark Sustenance: Increases your mana by draining your health.

Bloody Grasp: Drains your health to inflict spirit damage on an enemy target.

Rogue

Dark Passage: Increases you mobility while using stealth and your chance ofdodging attacks.

Tainted Blade: Gives a damage bonus based on your Cunning Attribute, butdrains you of health while it is activated.

In the next room you have a few choices to make. If you want the keep, eitherAvernus or Sophia must help you close the veil. Choose a side, if you haven'talready, then take down the other one. Before you go, a corpse holds a codexhere. Sophia does have some very nice armor to loot, if that will help withyour decision.

In order to close the veil, you will face four waves of demons, the last being aboss-level Desire Demon. After that is done, speak with your ally and decide

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their fate. Levi will set up shop in the keep, if you like. Before you leave,click on Asturian's Portrait on the second floor, if you have the quest AncientHistory, and you've found all the codexes, to get a hidden cache of weapons.

Quests:Soldier's Peak

Ancient HistoryInfernal Dealings

Codex:The History of Soldier's Peak: Chapter 1A Letter From Bann Mathuin WulffA Plea From Commander AthlarThe History of Soldier's Peak: Chapter 2The History of Soldier's Peak: Chapter 3Sophia Dryden's JournalAvernus' NotesThe History of Soldier's Peak: Chapter 4

Exceptional Items:Antique Warden CrossbowWarden Commander ArmorWarden Commander BootsWarden Commander GlovesShadow BeltAsturian's MightWinter's Breath

----------------------------------------------------------------------------- [] DLC - Stone Prisoner -----------------------------------------------------------------------------

----------------------------------------------------------------------------- [] Flemeth's Hut -----------------------------------------------------------------------------

Flemeth will be waiting outside her hut for you. She is willing to cut a deal.

----------------------------------------------------------------------------- [] Random Encounters -----------------------------------------------------------------------------

Beyha JoamTries to sell you a forged copy of an old book and then attacks. He carries

a Cameo Cowl, +2 cunning, +1 health regeneration in combat

ZevramOn your second time traveling through the world map, Zevram and his

associates will ambush you. A mage labeled Traveler will pelt you with spells,and archers from above. The pathway leading up to the archers is riddled withtraps. Once the enemies are defeated, you can choose to kill Zevram, or let himjoin. Morrigan will disapprove of his joining, Leliana will approve. A corpseon the ground contains a note "Friends of Red Jenny." This will give you thequest by the same name, which is to get the painted box from the First

Enchanter's room in the Circle Tower, and bring it to Denerim.

Adventurer Leader

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Part of the Careless Accusations quest from the Mages' Collective.Intimidate or persuade the leader not to deliver the message.

----------------------------------------------------------------------------- [8.1] Stealing -----------------------------------------------------------------------------

Stealing results are generally random. Listed below will be average values anditems which can be found on certain characters at all times (these will bemarked with an asterisk).

Orzammar

Dust TownGollinar: 5c

CommonOlinda: 10cCommons Guard near Dust Town: 11c

Tavern:

Patron: 6cBeraht's ShopShopkeeper: 10c

Proving Grounds:Spectator: 14c

----------------------------------------------------------------------------- [A] Contact Information -----------------------------------------------------------------------------

E-mail: [email protected]

----------------------------------------------------------------------------- [B] Credits -----------------------------------------------------------------------------

This guide is a big endeavor, and I appreciate all of the help that I receivedin making it accurate. Anyone who has assisted with this guide by sending meinformation I didn't previously have or corrections will be mentioned in thissection. If you sent me information that someone else had sent before you, Iwill give credit to the first person only.

Thanks go out to:IXI_4G1V3N_IXI (Romance correction)Darxlot (Info on Stealing)Aaron (Dog quest, Ash Warrior Elf Servant Sword)

----------------------------------------------------------------------------- [C] Final Words -----------------------------------------------------------------------------

v0.06 First version for submission. Began with character creation and originstory walkthroughs.

v0.072 Second submission. Corrected gender and relationship possibilities.Added City Elf Origin.

V0.074 Dwarven Origin Stories. Began section on Stealing.

V0.08 Completed all Origin Story Walkthroughs. Completed Ostagar Walkthrough.

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Set Table of Contents.

V0.09 Added notes and revised Table of Contents. Added details on Attributesand Skills. Completed Ostagar, Korcari Wilds, Ostagar Revisited, and Lotheringwalkthroughs. Added Character Builds section.

V0.14 Added first four party members. Added Specializations. Began Circle

Tower walkthrough.