____ | _ _ __ __ _ __ _ ___ _ __ | | | | '__/ _` |/ _` |/ _ | '_ | |_| | | | (_| | (_| | (_) | | | | |____/|_| __,_|__, |___/|_| |_| / _|___/___ _ / _ / _` |/ _ (_) / ___ (_| | __/_ ___ /_/ ___, |___(_) / _ _ __(_)|___/(_)_ __ ___ | | | | '__| |/ _` | | '_ / __| | |_| | | | | (_| | | | | __ ___/|_| |_|__, |_|_| |_|___/ |___/ ___________________________ ^^^^^^^^^^^^^^^^^^^^^^^^^^^ XBOX 360 FAQ/Walkthrough ___________________________ ^^^^^^^^^^^^^^^^^^^^^^^^^^^ Author : Scopius2 Platform : Microsoft Xbox 360 Last Updated : November 12, 2009 Version : 0.08 E-Mail : == See "[A] Contact Information" == Use this subject when e-mailing: Dragon Age: Origins v 0.08 (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. =============================================================================== What's New in 0.08: Completed all Origin Story Walkthroughs. Completed Ostagar Walkthrough. Set Table of Contents. For a complete Version History, check out the Final Words Section at the end of 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] Attributes [3.5.2] Skills [3.5.3] Talents/Spells [4] Character Progression [4.1] Attributes [4.1.1] Strength [4.1.2] Dexterity [4.1.3] Willpower [4.1.4] Magic [4.1.5] Cunning [4.1.6] Constitution [4.2] Skills [4.2.1] Coercion [4.2.2] Stealing [4.2.3] Trap-Making [4.2.4] Survival [4.2.5] Herbalism [4.2.6] Poison-Making [4.2.7] Combat Training [4.2.8] Combat Tactics [4.3] Talents/Spells [4.3.1] Warrior [4.3.1.1] Powerful [4.3.1.2] Threaten [4.3.1.3] Bravery [4.3.1.4] Death Blow [4.3.1.5] Precise Striking [4.3.1.6] Taunt [4.3.1.7] Disengage [4.3.1.8] Perfect Striking [4.3.2] Dual Weapon [4.3.2.1] ... [4.4] Party Members [4.4.1] Allistair [4.4.2] Dog [4.4.3] Morrigan [4.4.4] Leliana [4.4.5] Sten [4.4.5] Wynne [4.4.5] Zevran [4.4.5] Oghren [4.4.5] Sten [4.4.5] Loghain Mac Tir [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 [6.2] Walkthrough, Korcari Wilds [6.2] Walkthrough, Ostagar Revisited [6.2] Walkthrough, Flemeth's Hut [6.2] Walkthrough, Lothering [7] Side Quests [8] Items [8.1] Stealing [9] [A] Contact Information [B] Credits [C] Final Words =============================================================================== |-----------------------------------------------------------------------------| | [1] Introduction | |-----------------------------------------------------------------------------| Dragon Age: Origins is an epic RPG released in November 2009 for the PC, XBOX 360 and Playstation 3 by Bioware. It is the "spiritual successor" to the Baldur'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 of the Old Republic, instead, using its own set of rules which gamers familiar with the D20 system will find quite similar, with characters having Attributes as opposed to Ability Scores, and Skills, Talents and Spells replacing Feats, Skills and Spells or Powers. Characters will gain experience and go up in levels, thus gaining Specializations. Characters will also travel throughout their quests with a party of up to four members including oneself, gaining or losing the approval of their party members through their actions. The game itself contains roughly 60 hours of gameplay, depending on the amount of Jobs and side-quests accomplished and the players own pace. Dragon Age: Origins upon release also contains some bonus content in the form of 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 Y button, and then choosing a button to bind it to. When the right trigger is held, it brings up a second set of three shortcuts which can also be bound. - 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 Fireball spell, or that targets one of your party members, such as Heal, the game automatically pauses so that you can choose the affected area or party member. - You can switch between party members while the radial menu is up by clicking on the bumpers, thus selecting actions for several party members at once. =============================================================================== |-----------------------------------------------------------------------------| | [3] Character Generation | |-----------------------------------------------------------------------------| Before you can begin playing Dragon Age: Origins, you must decide on the type of character you want to play. Character creation in DA:O can be relatively easy, especially compared to some of Bioware's other offerings, but there is a fair 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. These choices will all have a significant impact on the game, determining both combat and story. Your role in combat will be mostly determined by your class, whether you wish to be a tank, drawing enemies away from your weaker party members and withstanding lots of damage, a healer, making sure that no one is about to fall in combat and reviving those who do, a damage dealer, in the thick of battle or standing back and blasting away, or even a crowd controller, making the battles more manageable for your party. All of these roles and more are available with the 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 will mostly be determined by things such as your race, gender and background. Will you be brave or cowardly? Self-centered or self-sacrificing? Chaste or will you sleep around? Holy or vile? Honest in all things or just when it's convenient? These are the choices you will be making throughout the game, and these choices begin in the character creation process. Before creating a character, you may want to also consider the other characters you may wish to recruit into your party as the adventure unfolds. The game offers romantic relationships with both members of the opposite sex and members of the same sex. So, if you want to see what a romantic relationship would be like 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 section 3.1 on Gender. Another consideration would whether there are certain characters you wish to have in your party for majority of the game. If you create a mage, it may be difficult to manage a party with both Morrigan and the Elder Mage, as that would mean 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 the Shapeshifter 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, would you like to take Specializations, Skills and Spells that she does not already have? Maybe some spells that will form combinations with hers? See the section on Party Members to get a better feel for what options you will have as you play the game. |-----------------------------------------------------------------------------| | [3.1] Gender | |-----------------------------------------------------------------------------| Your gender choice will affect the romantic relationships you can get involved in, as well as other storylines throughout the game. - Male Male characters will have the option to get romantically involved with either Leliana, Morrigan or Zevran. - Female Female 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 +1 Magic +1 Cunning +1 Humans can choose from the following classes: Warrior Rogue Mage - Elf Elves receive the following racial benefits: Willpower +2 Magic +2 Elves can choose from the following classes: Warrior Rogue Mage - Dwarf Dwarves receive the following racial benefits: Strength +1 Dexterity +1 Constitution +2 10% resistance to hostile magic Dwarves can choose from the following classes: Warrior Rogue |-----------------------------------------------------------------------------| | [3.3] Class | |-----------------------------------------------------------------------------| - Warrior Warriors receive the following racial benefits: Strength +4 Dexterity +3 Constitution +3 - Mage Mages receive the following racial benefits: Magic +5 Willpower +4 Cunning +1 - Rogue Rogues receive the following racial benefits: Willpower +2 Dexterity +4 Cunning +4 |-----------------------------------------------------------------------------| | [3.4] Background | |-----------------------------------------------------------------------------| - Human Noble Only background available for Human Warriors and Human Rogues - Magi Only background available for Human Mages and Elven Mages - City Elf One of two backgrounds available for Elven Warriors and Elven Rogues - Dalish Elf One of two backgrounds available for Elven Warriors and Elven Rogues - Dwarf Commoner One of two backgrounds available for Dwarven Warriors and Dwarven Rogues - Dwarf Noble One of two backgrounds available for Dwarven Warriors and Dwarven Rogues |-----------------------------------------------------------------------------| | [3.5] Customization | |-----------------------------------------------------------------------------| On the Appearance and Voice screen, you can customize the first name, facial features, and voice of your character. After this is finished, you can choose Quick Play to accept the default Attributes, Skills and Talents/Spells, or choose Next to choose these for yourself. You are given 5 Attribute points to distribute, one Skill to choose from, and 2 Talents or Spells. The defaults are as follows: - Warrior Strength +3 Dexterity +1 Willpower +1 Skill: Combat Training Talents: Dwarven and Human: Precise Striking, Shield Block and Shield Bash Elf: Precise Striking, Dual-Weapon Sweep and Shield Bash - Mage Willpower +2 Magic +3 Skill: Combat Training Spells: Flame Blast, Weakness - Rogue Strength +1 Dexterity +3 Cunning +1 Skill: Combat Training Talents: 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 of this guide. |-----------------------------------------------------------------------------| | [3.5.1] Attributes | |-----------------------------------------------------------------------------| |-----------------------------------------------------------------------------| | [3.5.2] Skills | |-----------------------------------------------------------------------------| |-----------------------------------------------------------------------------| | [3.5.3] Talents/Spells | |-----------------------------------------------------------------------------| =============================================================================== |-----------------------------------------------------------------------------| | [6] Walkthrough | |-----------------------------------------------------------------------------| |-----------------------------------------------------------------------------| | [6.1.1] Walkthrough, Human Noble Origin Story | |-----------------------------------------------------------------------------| Your character is a noble in House Cousland, of Highever. Your eldest brother is going with your father in answer to a summons from the king to fight the Darkspawn, leaving you to watch over Highever in their stead. Arl Howe, a lesser noble sworn to Highever, will be leaving along with your father to go to battle as soon as his troops arrive, on the morrow. Your brother will be taking Highever's army with him when he leaves today. You are called in to see your father and make pleasantries (or not, depending on your 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 to make 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 be leaving immediately. You are now given control of your character, and are free to roam the castle on your way to Fergus. You can speak with Arl Howe, Duncan and your father in the hall, if you like, to question them further. You can also have a few words with the Howe Guard. There are two locked chambers by the main gate to the east. These locks are basic, and can be picked without any points in the Deft Hands talent. A locked chest inside one contains a Deep Mushroom, in the other an Iron Ring. Just north of the hall there is a room containing 4 beds and a locked chest containing another mushroom. 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, to gather your mabari hound from the larders. He will also be your first party member, 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 from it. Each of these books will provide you with a codex. You can also strike up a conversation with Aldous in the library, giving you two more codex. 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 door in between the guard post and the chantry. Inside is a locked chest containing Elfroot, a weapon stand, and another locked chest requiring higher skill to open. The chantry contains two books to read (with codex) along with an opportunity 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 the kitchen, inside are some containers with herbs. Once in the larder you get to choose a name for your dog (and receive a codex about dogs), and take part in your first battle with the staple of first battles in role playing games, namely, rats. After the battle you receive a codex regarding 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 mother who is entertaining some guests. The conversation that takes place differs according to your gender and responses. You can flirt with the guests and visit them in the study to arrange a for a liaison in the evening. After the guests have retired, you can speak with your mother again, if you wish. A locked door lies to the north of the atrium with nothing inside, and there are two more locked doors requiring keys to either side of the hallway leading up to Fergus' 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 message from your father. This is followed by a family reunion, of sorts, after which you receive another codex. A bookcase on the wall in Fergus' room also contains a codex. After leaving the room, you go to bed. You are awoken by sounds in the castle and your hound barking and growling. The door opens and you are launched into battle with a Howe Soldier and a Howe Archer. Two more Howe Soldiers are outside in the hall. After the battle your mother runs out of her room. She joins your party to investigate and find your father. Back in her room lie a trunk containing weapons, and a locked chest with a mushroom (must they lock away their mushrooms?). 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 the door leading to the heart of the castle wait more of Howe's men, who will attack. The rooms on either side contain locked chests. Inside can be found 2 Greenstones. Continuing down the hall triggers a cut scene. In the room to the west is the corpse of a knight with some loot. Continuing down the hall you meet a servant with a warning, and another fight with Howe's men. The hallway to the north is blocked, and the dining room to the west contains a slew of enemies fighting with some of your guards. After you defeat the enemies, the guards will follow you 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 ground containing loot. The study next door contains a locked chest requiring higher skill to open. To the south is the guard post, and when you try the locked door you get a new quest, to retrieve the Cousland family blade from the treasury. In the guard room itself lie a few dead guards, but the treasury remains untouched, with the sword waiting for you in a chest. There are a few other containers in the treasury, as well. Upon exiting the treasury, another fight with Howe's men awaits. Some rubble just outside the doorway to the main hall contains some items, as does a Knight Corpse in the room to the south. The chantry has some enemies fighting with guards. Defeat them and the guards run away. Defeat the enemies in the main hall and you are reunited with Ser Gilmore. He is holding the gates, and directs you to the kitchen where your father was headed. To the hallway in the north as you open the door are more enemies, and if you follow 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 Howe Knight, the first enemy which appears yellow to you. Not much of a problem, but you may want to focus attacks on him first at some of the harder difficulties. A sack with item 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 the Grey Wardens. You leave with Duncan, ending the origin story for your character. Quests: Mischief in the Larder Collect your hound Father's Task Find Fergus Sweet Iona The Cousland Treasury Retrieve the family sword Howe Treachery Find the remainder of your family Codex: Mabari War Hound Rat Andraste: Bride of the Maker The Commandments of the Maker The Maker History of Ferelden: Chapter 1 History of Ferelden: Chapter 2 Culture of Ferelden Dogs in Ferelden Geography of Ferelden Politics of Ferelden Highever The Noble Families of Ferelden The Grey Wardens Dog Duncan Arl Rendon Howe Exceptional Items: Family Sword Shield of Highever |-----------------------------------------------------------------------------| | [6.1.2] Walkthrough, Magi Origin Story | |-----------------------------------------------------------------------------| You begin your adventure as an apprentice in the Circle of Magi. You are about to undertake The Harrowing, a journey into the Fade to face a demon, thus becoming 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 health poultices. Your first enemy will be a Wisp Wraith, easily defeated with your Arcane Bolt, and any other offensive spells you may have taken. Continuing along the path allows you to pick off a few more Wisps, until you are greeted by a talking mouse named Mouse. He gives you dire warnings and decides to follow you. You can talk to him to learn a bit about the Fade and the Harrowing. A lyrium 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 Valor can provide you with some assistance in defeating the demon in the form of a weapon. He will ask to duel you for it, but you can avoid the fight with a sufficient Willpower check. After getting the staff, or forsaking it, as you choose, 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 him for help, as well, and he will teach Mouse to take the shape of a bear, if you can solve three riddles. You can, alternatively, provoke the Sloth Demon into a fight, and once defeated, he will teach Mouse. The answers to the riddles are a map, a tongue, and a dream. If you fail at answering these riddles, the Sloth Demon 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 your health. He brings a message that First Enchanter Irving would like to speak to you. Irving can be found upstairs, but you may first want to explore this level first. The vanity in your apprentice chambers contains a blank vellum, and a chest has some copper. To the west can be found a vase with some lyrium dust inside. A templar guarding the main door explains why you can't leave. The next apprentice chambers contains a chest with a staff inside, which you can equip now, since you don't currently have one, and another vanity contains a magic belt. In the hall to the north is a cabinet containing another belt, in case you missed the last. The basement leads to a door you cannot get past at this time. Continuing on to the L-shaped room there is a shelf with a Blank Vellum inside. Classes are going 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 first Tranquils. Owain will tell you a bit about being a Tranquil. The library on the second floor contains 6 codex within it's shelves. Senior Enchanter Torrin will explain about the factions within the Circle, if you ask, giving you another codex. Niall will give you his opinions on the Fraternities, and tell you of apostates. You can speak to Eadric about elves, Senior Enchanter Sweeney about being old, and examine an empty bookcase, although you can do nothing with it presently. The guest quarters contain an armoire with some lyrium dust inside, and a mage who will tell you there is a Grey Warden named Duncan meeting with Irving. The mage dorm contains a few more containers with items. Cullen stands outside a room 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 door contains a codex and a container, as well as Senior Enchanter Leorah, who has nothing to say right now. The chapel contains 5 codex. In the First Enchanters chambers you walk in on an argument between Irving and Greagoir. 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 as part of your becoming a full mage. You are asked to lead Duncan to his chambers. Irving's room contains a pile of books with a codex. You can ask Duncan about the Grey Wardens before taking him to the guest quarters, and get a new codex. Once you arrive at the guest quarters with Duncan, you will receive another codex. Upon leaving Duncan's quarters, you will be intercepted by Jowan who needs your help. He is going to be made tranquil, and wants you to help him steal his phylactery so that he can escape with his forbidden lover. Here you are faced with the first of many moral dilemmas that your character will have to deal with 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've either 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 use your help. Down in the storerooms are several containers with low-level items inside. 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 they knock you down and chew on you for a bit, so you may want to make sure your health doesn't get too low in case you get caught like that. Following that juncture you come to a crossroads, where there is a cocoon and a wooden crate hidden from view. As you come to the crossroads in the south in the middle of the map, you will be attacked by 2 spiders at once. There is a chest here containing Fade Striders, light boots for mages that add 1 to your Magic Attribute. The crossroads to the east contains two more spiders, and a few containers with low level items. After you've killed all the spiders in the storeroom, 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 the stockroom to break into the repository. Refuse to help Jowan, and you may choose to tell the First Enchanter of his plans. You can also make this choice even if you agree to help him. Irving asks you to help Jowan steal his phylactery so that he can be caught red-handed, along with his lover. Go back to Jowan and you will be given the same task, to get the fire rod, and to meet him back in the chantry. Visit Owain to get the rod of fire, and he asks you to get it signed by a senior 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 it because he is old, and remembers what it was like to be young and full of mischief. If you have reported to Irving, he will sign the form, as well as give you information on how to break into the chamber. Bring the rod back to Jowan, and he and Lilly will join your party. Revisit Loreah, if you haven't called in your favor, and she will give you some potions. Head down to the basement to the First Door. Open the door with Lilly and move onto the Second Door. Once you open the alternate route, prepare to fight a Sentinel. Two more are around the corner. The room behind the first door to the left contains a wooden crate. The second door leads to a room with a chest inside. Behind the door to the north lies a room containing two more sentinels, a wooden crate, 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, a challenging foe (yellow). A storage cabinet contains some items. In the following hallway, two more sentinels and a Robed Sentinel lie in wait. The door across the hall contains a chest and a crate, each containing a magical item. Down the hall is a prison with more Sentinels, a wooden crate and a chest. The next hallway contains more Sentinels and a Robed Sentinel. The last door leads into the repository. A chest containing a Blackened Heartwood Staff is here, and some artifacts to examine. One will give you a codex, 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 Jowan of 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 you helped Jowan without Irving's knowledge. Irving asks if you found anything in the phylactery chamber. He refers to the Heartwood Staff, and if you took a point in Coercion, you can successfully lie to him and keep the staff. Ser Greagoir is quite upset about this whole matter, and Duncan arrives to take you away from this mess and into the Grey Wardens, ending the Magi origin story. Quests: The Harrowing Defeat the demons A Mage of the Circle Speak with Irving Escort Duncan Infested Storerooms Kill spiders Bound in Blood and Magic Assist Jowan in destroying his phylactery Codex: Archdemon Deepstalker Rage Demon Sloth Demon Giant Spider Wisp Wolf The Aeonar Andraste: Bride of the Maker The Rite of Annulment The Chant of Light: The Blight The Maker The Founding of the Chantry The Fraternity of Enchanters Hierarchy of the Circle History of the Circle The Fade The Harrowing Lyrium Maleficarium Mana and the Use of Magic Blood Magic: The Forbidden School The Four Schools of Magic: Creation The Four Schools of Magic: Entropy The Four Schools of Magic: Primal The Four Schools of Magic: Spirit Beyond the Veil: Spirits and Demons The Tranquil The Tevinter Imperium The Grey Wardens Duncan Knight Commander Greagoir First Enchanter Irving Exceptional Items: Fade Striders Blackened Heartwood Staff |-----------------------------------------------------------------------------| | [6.1.3] Walkthrough, Dalish Elf Origins | |-----------------------------------------------------------------------------| You begin your tale hunting in the Dalish woods. You come across a group of humans 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 2 wolves who attack. A dead halla that they were apparently feasting on, contains a codex. A bit further on, a chest lies on the forest floor containing an item, and a tree stump, a codex. Elfroot and rubble can be found further on the path leading to the cave. Inside the cave, two giant spiders greet you in the first chamber. Once they are dispatched, a pile of bones containing a Novice Dweomer Rune and a locked chest can be investigated. The path splits beyond this room. To the north are Giant Spiders, and a trap in the form of a pressure plate. A pile of bones and a cocoon contain items in this fairly large room. A short hallway just south of this room contains two traps and a pile of bones. The room to the south contains another trap, more spiders and a cocoon. A locked door leading west from this room can't be picked without sufficient skill. Heading towards the circular 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 some Cured Leather Gloves. A strange mirror then knocks you out, and after a vision of some man in armor, you awake back at camp. Apparently, you were found outside the cave by a man named Duncan, a Grey Warden, who brought you to camp. You were very sick, and the keeper had to heal you 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 your conversation 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 the central fire, there are two scrolls containing codex, along with 4 containers. One chest requires better than Deft Hands to pick. Another codex is on the aravel just south of the keeper. A scroll and a crate lie near the hunter's aravel, 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 the cooking pit. You can learn a bit about your dead parents from Ashalle with some persuasion, 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 a note with a codex, and there is another scroll at the very south end of the camp. When you speak with Merrill, if you have recruited Fenarel in your party, you can intimidate or lie to her to keep him in the party. Back in the forest, you will face some darkspawn on the way back to the cave. Once inside the cave, you will find both the north and south passageways to the mirror chamber littered with traps. Some good experience is to be had for disabling them. A challenging Genlock Emissary awaits beyond the traps. After you deal with the mirror, you can ask Duncan to wait outside and explore a bit more. A sarcophagus and locked chest lie beyond the mirror. A strange statue at the end of the hall releases undead when touched. Tamlen, however, is nowhere to be found. Back at the camp, Duncan and the keeper go off to speak, and you are tasked with finding Hahren Faivel. You can help him tell a story to the children, and ask him about Daelish lore. Then you can go back to Duncan and the keeper. You join the Grey Wardens, and end the origin story for the Daelish elves. Quests: The Lost Mysteries of the Ancients Find and investigate the cave Find Tamien Speak to Hahren Faivel Codex: Archdemon Genlock Halla Giant Spider Wolf Elgar'nan: God of Vengeance Ghilan'nain: Mother of the Halla June: God of the Craft Aravels The Dales The Brecilian Forest The City Elves Arlathan: Part One Arlathan: Part Two The Dalish Elves History of Ferelden: Chapter 2 Exceptional Items: Heirloom Necklace Keeper's Ring |-----------------------------------------------------------------------------| | [6.1.4] Walkthrough, City Elf Origins | |-----------------------------------------------------------------------------| You start your journey in the Elven Alienage in Dennereth. Your cousin Shianni wakes you up for your big day, and advises you your friend Soris is waiting outside. 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 your mother was a great warrior/rogue. Once outside in the city, you can explore before visiting Soris. A drunken elf to the east will give you some money if you say you are collecting presents, and can be persuaded to give more. Dilwyn has a gift for you near the tree, if you talk to her for a bit about your mother and are pleasant. Speak to Nessa's father in the center of the village to help Nessa, if you wish. Inquire about what 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 from Dilwyn. You can also agree to talk to her father, you would have to persuade him that you are speaking for your father, and that Nessa can stay with you. The alienage tree gives a codex. Inside Alarith's store is a codex. A beggar near the Arl's estate asks for some coin, and Elva, who is nearby, gives you an attitude. Talking to Soris can get you a codex on the Dalish Elves, and then he joins your party to find Valora. Taeodor has a few words for you near the tree before you walk 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 wait until after the elder is done with his pressing business. You can speak with Duncan some more after the elder has left about Grey Wardens. The ceremony is interrupted, and if your character is a male, you are given weapons and a quest. Alirith can give you no weapons or supplies, so it's off to the Arl's estate. Some guards and mabari hounds will attack, and upon defeat, will provide you with some experience and items. You will find other enemies 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. Sorias comes 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 room south of that some containers. Some off duty guards in the dining hall carry 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 weapons and armor racks. The Guard Captain in the room to the north of the armory has a magic 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. The first room on the right is a kennel, if you let the dogs out they will attack you. The second room on the left and the second room on the right both contain 3 off-duty guards and a locked chest. Through the next room are more guards, and then you'll come to a cross shaped hallway with another guard. The first room on the left leads to a door that requires a key. The room to the south is locked, but can be picked, and inside is a locked chest with an Heirloom Necklace inside, and the room to the north also requires a key. The room to the east contains some potions and a container. The hallway to the east contains a challenging (yellow) Bodyguard who 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, the Arl's son can be found in the the room to the northeast. He offers you a deal. Take the deal, and you will be outside the castle with your money. If you refuse the deal, you will have to fight him. If you defeat him, you a free to take 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 can turn yourself in, both yourself and Soris, or stay silent. Step forward and take responsibility to save Soris from execution. If you stay silent, you will be fingered by Elva, but before the guards can arrest you, Duncan conscripts you into the Grey Wardens. If you took the gold, the guards come to arrest you both, and take the money you "stole" from the Arl, but Duncan steps in and takes you into his custody. You can go home and say goodbye to your family before leaving. Quests: A Day For Celebration Talk to Soris Talk to your betrothed Investigate the new human's presence Proceed to the wedding Talk to Valendrian Talk to the servant at the Alienage entrance Rescue the women Codex: Mabari War Hound The Chant of Light: The Blight The Commandments of the Maker The City Elves Alienage Culture The Dalish Elves History of Ferelden: Chapter 1 History of Ferelden: Chapter 2 Culture of Ferelden Vhenadahl: The Tree of the People The Grey Wardens Darkspawn Duncan Valendrian Exceptional Items: Borrowed Longsword Fencer's Cinch |-----------------------------------------------------------------------------| | [6.1.5] Walkthrough, Dwarven Commoner Origins | |-----------------------------------------------------------------------------| You are casteless in the society of dwarves, living in Orzimar. You begin the game speaking with your sister, Rica, and your master, Beraht. Beraht reminds you both of your lot in life, and of your debt to him. After he leaves, you can talk with your sister a bit about your life in Dust Town, and the future prospects of your family. In a chest in your room can be found an upgrade to your weapon. In the next room, 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 some schooling. 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 is washing clothes to the north of Tapster's Tavern, and you can get a codex from talking with her. There are a few shops on the Commons where you can buy and sell, or you can talk with some of your dwarven brothers to receive some of the abuse you, as casteless, deserve. Inside the tavern, the bartender will rat out Oskias when he sees who you work for. Oskias will try to weasel out of his predicament, and you can choose whether to let him live or not. Returning to Beraht, you can try to use your skills of persuasion to keep a little of the takings for yourself. He then gives you your next task, and it's off to the Proving Grounds. Leske dares you to talk to the Grey Warden, and if you do, you get a few codex. A carving in the main hall get you another codex. Everd can be found to the north. The chest in his room contains his armor, after you don it, you can go to the Proving. Once you're done with the Proving, you can talk with Leska before being visited by Jarvia. In the first room you encounter after your escape, there will be 5 thugs, who could prove most challenging. If you are a rogue, you and Leska can sneak past them. There are three containers in this room, one containing Fire Arrows and another with a rune. Continuing around the bend, you will encounter 3 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 the barrels contains more Fire Arrows. In the next hallway, a door to the right leads 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 two locked 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 your sister and Leske before you choose whether to go with Duncan. Whatever you decide, Duncan will take you with him, and give you a mace as a gift. The Dwarven Commoner origin story is over. Quests: Beraht's Favor Teach Oskias a lesson Report to Beraht Proving Loyalties Captured Escape Beraht's clutches Codex: Archdemon The Casteless The Castes The City of Orzammar The Proving Dwarven Faith The Grey Wardens Darkspawn The Blights Duncan Exceptional Items: Dwarven Warrior's Belt Aeducan Mace |-----------------------------------------------------------------------------| | [6.1.6] Walkthrough, Dwarven Noble Origins | |-----------------------------------------------------------------------------| You are the second son of the king of Orzammar. You have been appointed a commander in the army, and, as such, there are festivities around the city today. Your second, Gorim, tells you of merchants in the Diamond District, and a Proving. You can choose which to go see. Your room contains two containers and two codex. Trian's room, to the north, requires a key. Bhelen's room contains a casteless woman, who is a bit flustered to be caught in your brother's room. There is also a locked chest, and two codex. Your father's room 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 you are. A silk merchant has some pretty things to sell you, or you can offload your junk with him. Moving along, you meet up with your brothers in the Quarter. Trian shows some tough love, but he can be disregarded, for the time being. Watch out for the noble hunters just ahead. Mardy and Teli would love to bear your son, and you can arrange a menage-a-trois if it pleases you. It's good to be the king's son. Just beyond the two strumpets are three barrels with some items. One carries a Grey Iron shield that may provide better protection against missiles. The weapons merchant offers a gift, and you must make a political decision as to whether to take it or not. Take it, and Trian? A visit to the magic merchant makes quite an impression. Moving onto the Commons requires a royal escort, and from there you will be at the Proving Grounds. Speak to the Proving Master, and you can enter the Proving. The first battle will be against a warrior wielding a two handed maul. He can take down your 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, you are granted a helm for winning the tournament. Take the helm, and? Choose to give it to the man you just defeated, and? Speak to the escort to leave the Proving and the Commons. In the Great Hall, Lord Dace asks for your help with a family matter. Speak with Lady Helmi for her input on Dace's request. See your father to be presented to the court, and make your choice regarding Lord Dace. Your father then asks you to seek out Trian. Speak with Duncan for info on Grey Wardens and 3 codex. Go see Trian, and Bhelen sows some discontent. You can choose to deal with Trian, or not, or decide to wait on a decision. Either way, it's time for bed and a possible rendezvous. The next morning you are sent on a special mission. Giant spiders await in the tunnel ahead. At the first crossroads, some darkspawn await. In the alcove to the east, a Dwarven corpse holds a Steel (Tier 3) Dwarven Longsword. Frandlin Ivo joins your party. The path to the southeast leads to a chamber containing darkspawn, a crate and a locked chest. A scout joins up with you at the next crossroads, and you have a fourth party member. The next chamber contains quite a 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 the thaig 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 carries the ring that opened the door. A container here contains a tier 2 shortbow, and a chest nearby is locked. The thaig chamber contains a sarcophagus. The signet ring appears to fit into a recess, but does nothing. Place your party members on the three trigger tiles and try again. Collect the shield leave the room. Darkspawn await you back in the 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 way back to the castle. You get a visit from Gorim, who tells you of your immediate future. Go forward to find the Grey Wardens, and you will fight a Giant Spider. On the ground nearby a corpse holds a sword and armor. A dead dwarf in the next chamber holds some gloves for you to wear, after defeating the Genlock darkspawn. Down the hall, a small alcove to the east holds a Giant Spider and a Darkspawn corpse. The corpse has some Fire Arrows he won't be needing. Down the west path lie a skeleton whose bones you can pick after defeating some raptors. A T junction with 2 darkspawn and a dead dwarf splits the path to the east and west. The dwarf carries some nice tier 2 armor. The eastern path leads to a dead end where 3 Deepstalkers and their leader guard 2 corpses and their armor which you can loot. The western path leads to Duncan and the Grey Wardens. He is your ticket out of the Dark Caverns, ending the Dwarven Noble origin story. Quests: The Noble's Feast Visit the merchants or watch the Provings Attend the feast A Noble Expedition The Exile Find the Grey Wardens Codex: Exceptional Items: |-----------------------------------------------------------------------------| | [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 to pick, along with two sacks and a locked chest containing items on the east side of Ostagar. Across the bridge, the soldier stationed there will offer you directions around the camp, and a codex on Ostagar. You can persuade the king's guard to give you a little inside information. Southeast from the king's tent near a penitent priest lie some sacks. A locked chest lies near some archers doing target practice to the south of Loghain's tent. Loghain's guard can be persuaded to share his thoughts on the teyrn, as well as grant you an audience with 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 will share with you some history and a codex, if you ask. The kennel master will ask for your help with a cure for one of his hounds, but only if your background is other than Human Noble. He needs a flower from the Korcari Wilds. He hints that 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 a locked chest. Jory, a new Grey Warden recruit, can be found by the priest just south 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 nearby guard 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 you asked him where he hid it. The key opens a chest near the Circle of Magi's tent, but you will have to wait until you return from the Karcari Wilds to open it, as it is currently guarded by Tranquil. You can have a word with Deveth, another new recruit, who stands just below the ramp east of the infirmary. Talking to Wynne, who stands south of the Circle tent, can gain you a codex. A locked chest lies near the quartermaster, whom you can sell some of your junk to. He has a secret stash of good he can sell you, which include some magical arrows, salves, crafting recipes, and some poison items. In his regular inventory can be found a backpack, which will increase your inventory size. On your way up the stairs to the north to find Alistair, you can make a detour to the west to find a locked chest. On approaching Alistair, you see him in conversation and get a glimpse of his character. Talking with him grants you a new codex, and a new party member. At this point, all that remains to do is to pay Duncan a visit. Duncan gives you two tasks in preparation for your Joining, and you can leave for the Korcari Wilds. Quests: Joining the Grey Wardens Find the Grey Warden, Alistair Return to Duncan The Hungry Deserter The Mabari Hound Tainted Blood Find three vials of Darkspawn blood The Grey Warden's Cache Recover the treaties from the Grey Warden cache Codex: The Korcari Wilds Darkspawn King Cailan Theirin Loghain Mac Tir Ostagar Legend of Luthias Dwarfson Wynne Alistair The Fade Exceptional Items: Key to Mages' Chest |-----------------------------------------------------------------------------| | [8.1] Stealing | |-----------------------------------------------------------------------------| Orzammar Dust Town Gollinar: 5c Common Olinda: 10c Commons Guard near Dust Town: 11c Tavern: Patron: 6c Beraht's Shop Shopkeeper: 10c Proving Grounds: Spectator: 14c |-----------------------------------------------------------------------------| | [A] Contact Information | |-----------------------------------------------------------------------------| E-mail: dao.walkthrough@gmail.com |-----------------------------------------------------------------------------| | [B] Credits | |-----------------------------------------------------------------------------| This guide is a big endeavor, and I appreciate all of the help that I received in making it accurate. Anyone who has assisted with this guide by sending me information I didn't previously have or corrections will be mentioned in this section. If you sent me information that someone else had sent before you, I will give credit to the first person only. Thanks go out to: IXI_4G1V3N_IXI |-----------------------------------------------------------------------------| | [C] Final Words | |-----------------------------------------------------------------------------| v0.06 First version for submission. Began with character creation and origin story walkthroughs. v0.072 Second submission. Corrected gender and relationship possibilities. Added City Elf Origin. V0.074 Dwarven Origin Stories. Began section on Stealing.
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