FAQ And Walkthrough (360) - Guide for Dragon Age: Origins

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                                    XBOX 360

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.

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

What's Been Completed So Far:
Character Creation (Builds still in progress)
All Origin Story Walkthroughs
Ostagar Walkthrough
Korcari Wilds Walkthrough
Ostagar Revisited Walkthrough
Lothering Walkthroughs
Circle Tower Walkthrough
Warden's Keep Walkthrough
Party Members (First Four)

What's New in 0.17:

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

  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
                     Combat Training
                     Combat Tactics
          [3.5.3] Talents/Spells
          [3.5.4] Character Builds
[4] Character Progression (*Coming soon*)
    [4.1] Talents/Spells(*Coming soon*)
          [4.1.1] Warrior(*Coming soon*)
                [] Powerful(*Coming soon*)
                [] Threaten(*Coming soon*)
                [] Bravery(*Coming soon*)
                [] Death Blow(*Coming soon*)
                [] Precise Striking(*Coming soon*)
                [] Taunt(*Coming soon*)
                [] Disengage(*Coming soon*)
                [] Perfect Striking(*Coming soon*)
          [4.1.2] Dual Weapon(*Coming soon*)
                [] ...
    [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                                                            |

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
-	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
-	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:
-	Elf
      Elves receive the following racial benefits:
         Willpower +2
         Magic +2
      Elves can choose from the following classes:
-	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:

| [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

-	Dwarf Noble
         One of two backgrounds available for Dwarven Warriors and Dwarven

| [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                                                          |

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 when
you read Talent/Spell, and Skill books.  These books grant you an additional
Talent or Skill, and after reading them you are allowed to "Level Up" so that
you can spend the point.  A typical play-through of the game will take you up to
around level 18 or so, and if you throw in a few books, you will have over 50
points to spend on attributes over the course of the game.  What this means is
that you will find it very hard to gimp your character with the 5 points you
spend here.  As you go through the game, you will probably find yourself raising
certain attributes to unlock certain Skills, Talents and Spells.  So, without
repeating what can be found in the game and in the manual about these
attributes, and keeping in mind that you can afford to make a mistake and it
won'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, except
for crossbows and staves, deal in combat.  If you plan on using a weapon
often, a high strength score is good to have.  Some weapons and armor
will require a minimum strength score to wield, and some Talents cannot
be activated unless the character has a certain strength score.  If you
take points in the coercion skill, your strength will determine how
intimidating you are.  Finally, the physical resistance score relies on
strength.  Therefore, if your character is planning on going toe-to-toe
with enemies, hacking away with a weapon, put some points in strength.  A
warrior may want strength as his highest attribute, unless you are
building a tank, in which case constitution is very important as well.
Rogues may want to put some points into strength, but they will also need
dexterity, cunning, willpower, if you plan on using lots of activated
Talents, and constitution so you can take some hits.

*	Dexterity: Dexterity contributes greatly to your defense score.  If you
will not be heavily armored and expect to be hit, dexterity is a good
thing to have.  Dexterity also weighs in heavily on your chance to hit a
target.  This can be especially important if you are using quick weapons
that don't to a great deal of damage.  It is also quite important for
archers, as it determines how often you hit, and increases damage, to
boot.  It will also be required to unlock certain warrior and rogue
Talents.  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 determined
by your Willpower.  If you would like to be able to cast many spells or
use many talents during battle without running out of mana or stamina,
then you will want your Willpower attribute to be high.  Willpower and
Magic also add to a character's mental resistance.  For a mage, this is
probably the second most important attribute after Magic.

*	Magic: Magic directly determines a mage's spellpower, off of which the
amount of damage spells do is based. Some spells and staves also require
a minimum Magic score.  Your magic score also increases the effect of
potions, poultices, and salves, and adds to a character's mental
resistance.  Definitely a priority for mages.

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

*	Constitution:  Your hit points increase for every point in your
Constitution score, as does your physical resistance.  A warrior that
hopes to take the brunt of the damage on the battlefield will find
Constitution one of its most important attributes.

| [3.5.2] Skills                                                              |

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

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

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

*	Survival: It can be useful to have someone in your party with one rank in
Survival, 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 a
character not traveling with your party make these in camp, and not have
to take any points in this skill for anyone else.

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

*	Combat Training: Take this skill for your warriors and rogues as needed
to get the talents you want for them.  If your mages can stay out of the
line 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 in
turn, this will be unnecessary.  If you want to just control your main
character, and have everyone else automated, take this for your support

| [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
what party members you will be traveling later on, as well as how you wish to
play your character.

If, as a warrior, you want to play as a tank, drawing all creatures towards your
heavily armored self and away from the mages and healers, you will probably want
to take initial talents in either the Warrior or the Sword and Shield trees.  If
you 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, you
may want to start with Stealth.  If you want to be able to open every lock right
from the start, take the Deft Hands talent.

A wizard might want to keep the party healed, so the Heal spell is a good bet
for them.  Mages can also be good crowd controllers or do major damage with area
of effect spells, so you may want to take a spell earlier in the tree that will
lead to the one's you want in the future.  Mages should also consider spell
combinations, 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 the
Character Builds section (3.5.4) for some ideas on where to start.

| [3.5.4] Character Builds                                                    |

   Dwarven Noble
   Specializations: Templar, Champion
	Level 1: Shield Bash, Powerful, Shield Defense
      Level 2: Shield Balance
      Level 3: Shield Wall
      Level 4: Threaten
      Level 5: Shield Block
      Level 6: Shield Cover
      Level 7: War Cry (Champion)
      Level 8: Bravery
      Level 9: Shield Tactics
      Level 10: Shield Pummel
Crowd Controller

| [4] Character Progression                                                   |

| [4.1] Talents/Spells                                                        |

| [4.2] Party Members                                                         |

| [4.2.1] Alistair                                                            |

Level 4 Warrior
Specialization: Templar
   Strength:      20
   Dexterity:     17
   Willpower:     15
   Magic:         14
   Cunning:       11
   Constitution:  13

   Splintmail Gloves (Tier 2)
   Splintmail (Tier 2)
   Splintmail Boots (Tier 2)
   Warden's Longsword
   Templar Shield
   Runic Worry Token

   Combat Training x3

   Righteous Strike
   Shield Bash
   Shield Pummel
   Shield Block
   Shield Cover
| [4.2.2] Dog                                                                 |

Level 2 Warrior
Specialization: Dog
   Strength:      22
   Dexterity:     19
   Willpower:     10
   Magic:         10
   Cunning:       10
   Constitution:  17

   Worn Studded Braid




   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, a
vintage bottle of wine.  He can also bring you back a stick, which turns out to
be a Mage's Staff valued at 4 gold and 60 silver.

| [4.2.3] Morrigan                                                            |

Level 7 Mage
Specialization: Shapeshifter
   Strength:      14
   Dexterity:     16
   Willpower:     21
   Magic:         24
   Cunning:       12
   Constitution:  12

   Magic Staff (Tier 3)
   Morrigan's Robes
   Wildstone Clasp

   Herbalism x2
   Combat Training x2

   Spider Shape
   Winter's Grasp
   Frost Weapons
   Mind Blast
   Vulnerability Hex
   Drain Life

| [4.2.4] Leliana                                                             |

Level 7 Rogue
Specialization: Bard
   Strength:      18
   Dexterity:     22
   Willpower:     18
   Magic:         14
   Cunning:       18
   Constitution:  10

   Chantry Robe
   Enchanted Dagger (Tier 2)
   Seeker's Circle

   Stealing x2
   Combat Training x2

   Dirty Fighting
   Below the Belt
   Deft Hands
   Improved Tools
   Song of Valor
   Pinning Shot
   Crippling Shot
   Rapid Shot
   Scattering 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, your
companions come to you with one specialization and gain another at level 14.
Listed below is where each of the specializations are unlocked.


      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)


      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)


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


| [5] Combat                                                                  |


| [6] Walkthrough                                                             |

This section contains every container, codex, enemy, and item in each section
you will visit.  As such, it may contain spoilers.  So as not to spoil the story
as it was meant to be told, these spoilers will be kept to a minimum.  They will
only be included where they must, in order to help you along in your quests, or
to 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 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 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, 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 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 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.

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 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, 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 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.

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 lay 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

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 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 the
Grey Wardens.  You leave with Duncan, ending the origin story for your

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

Mabari War Hound
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
The Noble Families of Ferelden
The Grey Wardens
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 and a chest have some items.  To
the west can be found a vase with more stuff inside.  A templar guarding the
main door explains why you can't leave.  The next apprentice chambers contains a
chest, and another vanity contains items, as well.  In the hall to the north is
a 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 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, 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.

   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
   Rage Demon
   Sloth Demon
   Giant Spider
   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
   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
   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
items.  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

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 waits 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

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 Dalish lore.  Then you can go back to Duncan and the keeper.  You join
the Grey Wardens, and end the origin story for the Dalish elves.

   The Lost Mysteries of the Ancients
      Find and investigate the cave
      Find Tamien
      Speak to Hahren Faivel
      Giant Spider
      Elgar'nan: God of Vengeance
      Ghilan'nain: Mother of the Halla
      June: God of the Craft
      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 Dennerim.  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, but 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 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

   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

   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

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
codexes.  A carving in the main hall gets 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.

   Beraht's Favor
      Teach Oskias a lesson
      Report to Beraht
   Proving Loyalties
      Escape Beraht's clutches
   The Casteless
   The Castes
   The City of Orzammar
   The Proving
   Dwarven Faith
   The Grey Wardens
   The Blights

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 codexes.  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 codexes.  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

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

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.

   The Noble's Feast
      Visit the merchants or watch the Provings
      Attend the feast
   A Noble Expedition
   The Exile
      Find the Grey Wardens


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

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 Korcari 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.

   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

   The Korcari Wilds
   King Cailan Theirin
   Loghain Mac Tir
   Legend of Luthias Dwarfson
   The 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 dead
body 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 soldier
greets you further on up the road.  You can bandage him up, and afterwards Ser
Jory has a crisis of faith.

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

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

If you wish, at this point you can take advantage of an exploit to gain
unlimited experience.  Head back to camp with the Darkspawn blood, but without
the scrolls.  Speak to Duncan, and tell him you have the blood, but not the
scrolls.  You will gain experience, and be told to go back and retrieve the
scrolls.  You can repeat this conversation as many times as you wish, gaining
experience each time, all the way up to the level cap at level 25.  You may wish
to stop a few levels before, so that when you gain access to the Specializations
you 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 warning
about using this cheat, though, is that the enemies will scale up with you, but
the potions you find along the way wont.

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

South of the ruined columns wait more Darkspawn.  To the east can be found more
trail signs, Darkspawn fighting Wolves, some Elfroot and containers.  Nearby,
Missionary Rigby's corpse lies on a platform.  Loot it to get the quest Last
Will and Testament, along with a codex of the same name.  A locked chest is
nearby.  His lockbox can be found on the western side of the map, bring it to
his wife in the Redcliffe Chantry to get some experience.

To the south of this lies a ruined aqueduct, with a path leading south alongside
it.  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 Chasind
Flatblade, and a letter.  Taking the letter completes the Missionary Quest.

Far to the south a Darkspawn Emissary (yellow) lies in wait on a bridge.  He
holds a Darkspawn Staff and some Concentrated Venom.  To the north of the bridge
can be found the final trail sign, which grants a quest.  Just south of the
bridge, on the body of a dead soldier you can find a Pinch of Ashes, which gives
a codex and a hint of a quest.  By the campfire in the southernmost part of the
map, some Darkspawn come from nowhere to attack.  The cache that the Chasind
Trail 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, magic
boots for a mage, along with a codex on Shades.

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

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

   The Missionary
   Chasind Trail Signs
   Last Will and Testament

   Letter to Jogby
   Signs of the Chasind
   Rigby's Last Will and Testament

Exceptional Items:
   Enchanter's Footing
   Mud Idol
   Chasind Flatblade
   Chasind Cache
      Steel Barbarian Mace
      Chasind Crusher
      Yew Wilds Bow
      Thane Helmet
      Chasind Robes

| [6.4] Ostagar Revisited                                                     |

Once back in Ostagar, you can complete quests such as The Hungry Deserter and
The 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 Master
with 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 the
mage, if you already have a hound.  In the courtyard, to the northeast is a
Deathroot plant.  Some barrels lie just to the northeast of the entrance to the
tower courtyard.  Up the ramp are some Darkspawn with a Hurlock Alpha, and more
Deathroot can be found north of them.  A locked crate lies just north of the
ramp leading to the tower itself.

Inside the tower, in the big room, a Hurlock Emissary will pelt you with spells
from across the room behind some barricades while his cronies attack.  The west
side 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 the
second floor contains another locked chest.

A locked chest is in the first room on the second floor.  A wooden crate is in
the first room on the left.  A codex can be found in a book on the floor in the
east part of the map, and another locked chest is nearby.  There are some
ballista 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. Once
you 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 weapon
stand 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 will
release the hounds, who will attack your enemies.

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

The fourth floor contains the first boss, an ogre.  He has an attack that knocks
down 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's
inside the barrels on the north side of the room.  Now you can light the beacon
fire, and soon after you are whisked away.

   The Tower of Ishal

   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                                                         |

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

   The Arl of Redcliffe
      Seek out Arl Eamon.
   A Paragon of Her Kind
      Gain the dwarf city of Orzammar's aid in battling the Blight.
   Nature of the Beast
      Gain the cooperation of the Dalish elf clans.
   Broken Circle
      Gather the mages of the Circle for your army.


Exceptional Items:

| [6.6] Lothering                                                             |

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

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

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

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

A container is behind the shouting man outside the Chantry.  Say what you like
to the Little Boy by the bridge, it makes no difference.  More containers are on
either side of the bridge leading to the north part of town.  Just south of
Dane's refuge lies another crate, and to the west is a woman named Allison who
may have a quest for you, if you have a trap-maker in your party.  Behind her is
a 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, upon
completion, will get him in your party.  If you have sufficient lockpicking
skill, you can free him right away, otherwise you must go find some other
option.  Before going north into the farmland where enemies wait, you may want
to go visit Dane's Refuge to pick up a few more quests and a party member, and
the 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
for Barlin can be found on the spiders to the northeast of town, or the merchant
outside, if you didn't chase him off.  The small room off the bar contains a
locked chest and two other containers.

In the Chantry, Ser Bryant will give you a reward having taken care of the
bandits on the bridge.  Press him and he'll give you a key to a locked cabinet
with 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 and
give you some money, and some codex if you ask him about the Ashes.  The
reverend mother can be persuaded to release Sten, and will automatically do so
if Leliana is in your party.  You could steal the key off of her, as well, if
you have the skill and are so inclined.  Give her a donation for Leliana's
approval.  A book with a codex lies nearby.

North of the town, in the fields, to the east you can find two Elfroot and a
locked chest.  The three groups of bandits from the Bandits, Bandits quest will
be 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, a
container 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 Heavy
Chainmail Armor.

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

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

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

You may want to finish all of your side quests in this town before starting any
of 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 the
DLC quests Warden's Keep or Stone Prisoner.

   Bandits on the road
   Lothering and the Imperial Highway
   A Fallen Templar
   A Poisonous Proposition
   Traps Are a Girl's Best Friend
   More Than Just Plants
   The Qunari Prisoner
   Chanter's Board
      Bandits, Bandits Everywhere
      When Bears Attack
      A Last Keepsake

  A Note from Ser Henric
  The Chasind
  Letter from the Blackstone Irregulars
  Blackstone Letter of Conscription
  The First Blight: Chapter 1
  Adventures of the Black Fox
  Arl Eamon Guerrinn
  The Sacred Ashes of Andraste
  The Imperial Chantry
  Maleficarum Regrets
  Giant Spider

Exceptional Items:

| [6.7] Camp                                                                  |


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

Exceptional Items:

| [6.8] The Circle Tower                                                      |

Once you arrive at the docks, there are Deathroot to either side of the hill you
are on, and another just down the hill.  Outside the Inn can be found Sammael
the Deserter, for the Blackstone Irregular Quest obtained in Lothering,
Dereliction of Duty.  Behind him are some barrels.  A Mages' Collective Liaison
is in the corner by the Inn, he can give you some quests.  An Elfroot lies
behind 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 sell
from the innkeeper, if you have the need, as you won't be returning for awhile
once you enter the Circle.

Carroll, down at the dock, will require some persuading to take you across the
river to the Circle Tower, or you can cut a deal if you have Morrigan, Leliana
or Sten in your party.  In the conversation with Greagoir, your party approval
is not affected, so say what you will.  There is a merchant and a container
here, 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 the
Watchguard quest.  There is a locked chest and two other containers in this
room.  The next room on the right contains another Watchguard note, and a note
about 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 Morrigan
will disapprove.  If you tell her to pipe down, you will lose some approval
rating with her.  If you say that she could be one of them, and then agree with
her, Wynne attacks you.  If you come in swinging, with no regard for the
children, you lose some approval rating with Leliana.

In the library through the barrier are some Abominations.  They don't put up
much 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 Font
   Click Tome of Spirit Personages
   Click Summoning the First
   Loot the Spirit Hog

   Click Summoning Font
   Click Rodercoms Uncommon Calling
   Click Magus Gorvish
   Click Summoning the Second

   Click Summoning Font
   Click Elvorn's Grande Bestiary
   Click Common Table Carving Spot
   Click Etherialis
   Click Magus Gorvish
   Click Pylactery
   Click Summoning the Third
   Fight Fade Rifter

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

   Click Summoning Font
   Click Elvorn's Grande Bestiary
   Click Tome of Spirit Personages
   Click Rodercoms Uncommon Calling
   Click Magus Gorvish
   Click Elvorn's Grande Bestiary
   Click Common Table Carving Spot
   Click Spiritorium Etherialis
   Click Magus Gorvish
   Click Novice Phylactery
   Click Summoning Font
   Click Summoning the Fourth (behind the bookcases in the circular room)

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

In the next room, you will face a Greater Rage Demon.  If you take it down
first, 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, the
exit to the second floor.

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

Off the next hallway are three rooms.  The first room contains a love letter in
a chest.  The second has more monsters and containers and a man in a closet.
The third, some enemies, a Watchguard note, and more containers.  The next
hallway has more doors leading off of it, with the first door containing some
enemies and containers.  The second door contains a statue, which, if disturbed,
releases a revenant.  The third door has two bookcases with codex, Irving's
Chest, containing the Black Grimoire, a desk with a codex and one with a painted
box (used for another quest)

On the third floor, the first room contains a locked chest.  The following room
contains two waves of corpses, another Watchguard note, some containers, and
three statues.  The statues should be clicked on in the following order: left,
right, center, as part of the Watchguard quest.  The fourth statue will come
later on this floor.  The next room contains rage demons, whose corpses contain
scraps of papers which update the Promises of Pride codex.  The next hallway has
some rooms leading off.  The first door contains possessed Templars, some
containers, and the codex Five Pages, Four Mages.  Behind the next door is a
book that updates this codex.  The next room contains a Desire Demon and 4
Charmed 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 center
room 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 back
down to the basement.  Try and open the basement door, and the boss Shah Wyrd
will appear.  Loot his corpse for the Greatsword, Yusaris, a dragonslayer with
two rune slots, along with some gems.

To the south is a codex, Extracurricular Activities.  Down the hall a Templar is
possessed by a Desire Demon.  Kill her, if you wish, or leave the knight to his
happiness for Leliana's approval.  In the small room just to the north is an
elite Blood Mage with 3 Possessed Templars.  The mage has Archon Robes.  The
Sloth 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 you
are 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 the
Fade Portal, click on it, and you are transported to another island within The
Raw 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 the
Fade Portal.

Go straight down the path, killing some shades and demons along the way until
you reach the Fade Portal.  Use it, and you're back where you started.  Tell
Niall 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 get
a +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 back
through the mouse hole and head north.  There are two flaming Darkspawn in this
room.  Take care of them and head north through the door.  More Darkspawn await
in 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 next
room, you get a new form.  You can get a permanent increase to Willpower now by
changing into that form and using the Essence in this room.

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

Once inside the Burning Tower, you can change into a mouse to use the hole in
the 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 the
right contains some Flaming Darkspawn, and a mouse hole which only leads to the
next room that you could walk to unobstructed, if you wish.  In that room, and
through the next door, wait more Darkspawn, a massive door, and some stairs
leading 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 the
Burning Templar in this next room to gain a new form.  Now you can go through
the south door, turn into Burning Man to get through the flames to get to the
Spirit 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 get
one 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 yourself
in a hallway confronted by mages.  The nest room to your left contains two more
mages, an Essence of Magic, and a bookcase containing a codex.  The mages are
best dealt with in Spirit Form.  Before going into the next room, wait by the
door and listen to their conversation, then watch the crazy mages kill each
other before turning on you.  At the end of the hallway is a door, which, upon
opening, you will find two servants attacking.  Through the next door are some
flames blocking the way, this calls for Burning Man!  The rage demons in this
room can be hurt badly with your Spirit Form's Winter Grasp, Burning Man will
take you through the next door.  Stay in this form for immunity to the fireballs
the 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 final
Fade form.

The stairs in the south lead you to the next part of the level.  A golem and
some mages wait there, the golem is best dealt with by using Spirit Form's
Crushing Prison.  A note on a small table gives a codex.  Your Golem form will
get you through the massive door to the south.  To the east a golem wait, you
can change into a golem yourself for a game of Rockem' Sockem' Robots.  In the
room to the northeast are some mages, priests, and a codex.  The room to the
southeast contains 3 golems, a codex, and a Font of Strength.  Finally, the room
to 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 you
with spells as soon as you open the door.  Once past them, a Spirit Door will
lead you to a room with an Essence of Dexterity and a mouse hole.  The mouse
hole will lead to an Essence of Cunning and a Massive door, and the Massive door
to Essences of Constitution and Dexterity.  Back through and to the door to the
south will lead to the first demon.  As a Rage Demon, he doesn't like Winter's
Grasp one bit.  Kill him and return map by touching the Fade Pedestal.

There is one area left unexplored, The Templar's Nightmare.  The first room
contains a book with a codex, a mouse hole, a fade portal, and a door.  Use the
door, and go into the first room on the left to find two Arcane Horrors, some
books, 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
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 or
smash the massive door to enter this room and find two Rage Abominations and a
Spirit Door.  The Spirit Door leads to the third part of this level, and more
abominations.  The door leads out to another room, containing enemies, and a
Fade Portal.  Use the portal to be transported to another part of the level, and
switch 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 with
more Abominations.

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

Now, to take care of the other demons.  The Raw Fade contains a Spirit Door as
soon as you enter that will take you to that level's demon.  A Twisted Structure
can give you a codex after you've defeated her, and an Essence of Willpower can
be 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 mouse
hole to the next Fade Portal, and finally, the Spirit Door to get to a new
island.  Destroy the Wisps, and use the Essence.  The Fade Portal to the north
will get you back to the beginning, and the Fade Pedestal.

Next up is The Darkspawn Invasion.  Slam through the Massive door, and deal with
the Darkspawn there.  Through the next door is this level's demon.  Before
leaving the Darkspawn Invasion, you can get a Strength Bonus to the south
through 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 this
demon 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 been
defeated, you can rescue your companions from their nightmares.

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

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

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

If you've saved any mages, once back with Greagoir you can still decide to
disband the circle.  Morrigan gives a high approval rating for this action.  If
you 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 the
Mages or the Templars, and you are on your way.

   Mages' Collective
      Places of Power
      Careless Accusations
      Notice of Termination
      Thy Brother's Killer
      Herbal Magic
   Watchguard of the Reaching
   Summoning Sciences
   Five Pages, Four Mages
   Lost In Dreams
   Drake Scales

  Mages' Collective
  Letter of Termination
  Correspondence Interruptus
  Watchguard of the Reaching
  The Spot
  Promises of Pride
  Summoning Sciences
  Rage Demon
  The Scrolls of Banastor
  The Fraternity of Enchanters
  Irving's Mistake
  Circles Within Circles
  Arcane Horror
  Five Pages, Four Mages
  Yusaris: The Dragonslayer
  Extracurricular Activities
  The Tevinter Imperium
  Desire Demon
  Sloth Demon
  Beyond the Veil: Spirits and Demons
  Hierarchy of the Circle
  History of the Circle
  The Cardinal Rules of Magic
  The Harrowing
  The Schools of Magic: Creation
  The Schools of Magic: Entropy
  The Schools of Magic: Primal
  The Rite of Annulment
  The Legend of Calenhad: Chapter 2

Exceptional Items:
   Black Grimoire
   Cinderfel Gauntlets

| [6.9] DLC - Warden's Keep                                                   |

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

The second room contains an elite Arcane Horror and two Lesser Rage Demons to
deal with.  There is a note here with a codex, as well.  In the room to the west
are some skeletons, a locked chest, a container, and a note.  The kitchen to the
east 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 triggers
a vision.

Upstairs on the second floor, you will face a boss-level Rage Demon.  Take out
his minions first, as they will heal him.  Loot his body for Winter's Breath, a
very 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 a
deal.  You don't really need her, as there will be another way to do the thing
she 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, a
container, 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:


   Blood Fury: Increases movement speed, attack speed and critical hit chance
but you will take more damage in combat and your health will constantly tick
away while in this mode.

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


   Dark Sustenance: Increases your mana by draining your health.

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


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

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

In the next room you have a few choices to make.  If you want the keep, either
Avernus or Sophia must help you close the veil.  Choose a side, if you haven't
already, then take down the other one.  Before you go, a corpse holds a codex
here.  Sophia does have some very nice armor to loot, if that will help with
your decision.

In order to close the veil, you will face four waves of demons, the last being a
boss-level Desire Demon.  After that is done, speak with your ally and decide
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 Ancient
History, and you've found all the codexes, to get a hidden cache of weapons.

   Soldier's Peak
   Ancient History
   Infernal Dealings

   The History of Soldier's Peak: Chapter 1
   A Letter From Bann Mathuin Wulff
   A Plea From Commander Athlar
   The History of Soldier's Peak: Chapter 2
   The History of Soldier's Peak: Chapter 3
   Sophia Dryden's Journal
   Avernus' Notes
   The History of Soldier's Peak: Chapter 4

Exceptional Items:
   Antique Warden Crossbow
   Warden Commander Armor
   Warden Commander Boots
   Warden Commander Gloves
   Shadow Belt
   Asturian's Might
   Winter'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 Joam
   Tries 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

   On 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 with
traps.  Once the enemies are defeated, you can choose to kill Zevram, or let him
join.  Morrigan will disapprove of his joining, Leliana will approve.  A corpse
on the ground contains a note "Friends of Red Jenny."  This will give you the
quest 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
   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 and
items which can be found on certain characters at all times (these will be
marked with an asterisk).


Dust Town
   Gollinar: 5c
   Olinda: 10c
   Commons Guard near Dust Town: 11c
   Patron: 6c
Beraht's Shop
   Shopkeeper: 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 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 (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 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.

V0.08 Completed all Origin Story Walkthroughs.  Completed Ostagar Walkthrough.
Set Table of Contents.

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

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

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