Dragon Age: Origins FAQ/Walkthrough


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                                     XBOX 360
                                 FAQ/Walkthrough
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 Author       : Scopius2
 Platform     : Microsoft Xbox 360
 Last Updated : November 12, 2009
 Version      : 0.08
 E-Mail       : == See "[A] Contact Information" ==
 
 Use this subject when e-mailing:  Dragon Age: Origins v 0.08
 (E-mails with improper subjects will be treated as junk mail)
 
 
 ===============================================================================
 
 
 This FAQ looks best in a fixed-width font, such as Courier New.
 
 This Document is Copyright 2009 by Michael Blaustein
 Dragon Age: Origins is Copyright 2009 by EA/Bioware
 
 This may be not be reproduced under any circumstances except for personal,
 private use. It may not be placed on any web site or otherwise distributed
 publicly without advance written permission. Use of this guide on any other web
 site or as a part of any public display is strictly prohibited, and a violation
 of copyright.
 ===============================================================================
 
 What's New in 0.08:
 
     Completed all Origin Story Walkthroughs.  Completed Ostagar Walkthrough.
 Set Table of Contents.
 
   For a complete Version History, check out the Final Words Section at the end
   of the FAQ.
 
 
 -------------------------------------------------------------------------------
                               Table of Contents:
 -------------------------------------------------------------------------------
 
 
 [1] Introduction
 [2] Controls
 [3] Character Creation
     [3.1] Gender
     [3.2] Race
     [3.3] Class
     [3.4] Background
     [3.5] Customization
           [3.5.1] Attributes
           [3.5.2] Skills
           [3.5.3] Talents/Spells
 [4] Character Progression
     [4.1] Attributes
           [4.1.1] Strength
           [4.1.2] Dexterity
           [4.1.3] Willpower
           [4.1.4] Magic
           [4.1.5] Cunning
           [4.1.6] Constitution
     [4.2] Skills
           [4.2.1] Coercion
           [4.2.2] Stealing
           [4.2.3] Trap-Making
           [4.2.4] Survival
           [4.2.5] Herbalism
           [4.2.6] Poison-Making
           [4.2.7] Combat Training
           [4.2.8] Combat Tactics
     [4.3] Talents/Spells
           [4.3.1] Warrior
                 [4.3.1.1] Powerful
                 [4.3.1.2] Threaten
                 [4.3.1.3] Bravery
                 [4.3.1.4] Death Blow
                 [4.3.1.5] Precise Striking
                 [4.3.1.6] Taunt
                 [4.3.1.7] Disengage
                 [4.3.1.8] Perfect Striking
           [4.3.2] Dual Weapon
                 [4.3.2.1] ...
     [4.4] Party Members
           [4.4.1] Allistair
           [4.4.2] Dog
           [4.4.3] Morrigan
           [4.4.4] Leliana
           [4.4.5] Sten
           [4.4.5] Wynne
           [4.4.5] Zevran
           [4.4.5] Oghren
           [4.4.5] Sten
           [4.4.5] Loghain Mac Tir
 [5] Combat
 [6] Walkthrough
     [6.1] Walkthrough, Origin Stories
           [6.1.1] Walkthrough, Human Noble Origin Story
           [6.1.2] Walkthrough, Magi Origin Story
           [6.1.3] Walkthrough, Dalish Elf Origin Story
           [6.1.4] Walkthrough, City Elf Origin Story
           [6.1.5] Walkthrough, Dwarven Commoner Origin Story
           [6.1.6] Walkthrough, Dwarven Noble Origin Story
     [6.2] Walkthrough, Ostagar
     [6.2] Walkthrough, Korcari Wilds
     [6.2] Walkthrough, Ostagar Revisited
     [6.2] Walkthrough, Flemeth's Hut
     [6.2] Walkthrough, Lothering
 
 [7] Side Quests
 [8] Items
     [8.1] Stealing
 [9]
 
 [A] Contact Information
 [B] Credits
 [C] Final Words
 
 
 ===============================================================================
 
 |-----------------------------------------------------------------------------|
 | [1] Introduction                                                            |
 |-----------------------------------------------------------------------------|
 
 Dragon Age: Origins is an epic RPG released in November 2009 for the PC, XBOX
 360 and Playstation 3 by Bioware.  It is the "spiritual successor" to the
 Baldur's Gate series, according to the developers.
 
 The game itself strays away from the D20 rules of Dungeons and Dragons which
 Bioware used successfully in Baldur's Gate, Neverwinter Nights, and Knights of
 the Old Republic, instead, using its own set of rules which gamers familiar
 with the D20 system will find quite similar, with characters having Attributes
 as opposed to Ability Scores, and Skills, Talents and Spells replacing Feats,
 Skills and Spells or Powers.  Characters will gain experience and go up in
 levels, thus gaining Specializations.  Characters will also travel throughout
 their quests with a party of up to four members including oneself, gaining or
 losing the approval of their party members through their actions.
 
 The game itself contains roughly 60 hours of gameplay, depending on the amount
 of Jobs and side-quests accomplished and the players own pace.
 
 Dragon Age: Origins upon release also contains some bonus content in the form
 of two DLCs available on XBOX Live, as well as equipment for those who pre-
 ordered the game.  This content will be covered in this guide.
 
 ===============================================================================
 
 |-----------------------------------------------------------------------------|
 | [2] Controls                                                                |
 |-----------------------------------------------------------------------------|
 
 This is the default control scheme for controlling your character.
 
 |----------------------------------------------------------------|
 | Control           | Action                                     |
 |-------------------|--------------------------------------------|
 | Left Thumbstick   | Move character (click to lock target)      |
 | Right Thumbstick  | Control camera (click to center camera)    |
 | D-Pad             | Change target                              |
 | A                 | Default action (select, etc.)              |
 | B                 | Use battle menu shortcut                   |
 | Y                 | Use battle menu shortcut                   |
 | X                 | Use battle menu shortcut                   |
 | Right Bumper      | Next character                             |
 | Left Bumper       | Previous character                         |
 | Start             | Main menu                                  |
 | Select            | Manage characters and quests               |
 | Left Trigger      | Open radial menu (pull and hold)           |
 | Right Trigger     | Switch to secondary battle menu shortcuts  |
 |----------------------------------------------------------------|
 
 A few notes about the controls:
 
 -	The Battle Menu Shortcuts are set by bringing up the radial menu,
 selecting a talent, skill, inventory item, etc. and pressing the Y
 button, and then choosing a button to bind it to.  When the right trigger
 is held, it brings up a second set of three shortcuts which can also be
 bound.
 -	The radial menu can be set to stay open after pulling the left trigger
 once in the Options in the Main Menu
 -	When you select a shortcut that affects an area, such as the Fireball
 spell, or that targets one of your party members, such as Heal, the game
 automatically pauses so that you can choose the affected area or party
 member.
 -	You can switch between party members while the radial menu is up by
 clicking on the bumpers, thus selecting actions for several party members
 at once.
 
 
 ===============================================================================
 
 |-----------------------------------------------------------------------------|
 | [3] Character Generation                                                    |
 |-----------------------------------------------------------------------------|
 
 Before you can begin playing Dragon Age: Origins, you must decide on the type
 of character you want to play.  Character creation in DA:O can be relatively
 easy, especially compared to some of Bioware's other offerings, but there is a
 fair amount of customization available to those who choose to go that route.
 
 Upon starting a new game, a player is faced with the choice of two genders,
 three races, three classes, and a few different background choices.  These
 choices will all have a significant impact on the game, determining both combat
 and story.
 
 Your role in combat will be mostly determined by your class, whether you wish
 to be a tank, drawing enemies away from your weaker party members and
 withstanding lots of damage, a healer, making sure that no one is about to fall
 in combat and reviving those who do, a damage dealer, in the thick of battle or
 standing back and blasting away, or even a crowd controller, making the battles
 more manageable for your party.  All of these roles and more are available with
 the right combination of class, specialization, and talents.
 
 As this is a role-playing game, there is more to roles than just the role you
 play in combat.  You also will have a role in society to play, and that will
 mostly be determined by things such as your race, gender and background.  Will
 you be brave or cowardly?  Self-centered or self-sacrificing?  Chaste or will
 you sleep around?  Holy or vile?  Honest in all things or just when it's
 convenient?  These are the choices you will be making throughout the game, and
 these choices begin in the character creation process.
 
 Before creating a character, you may want to also consider the other characters
 you may wish to recruit into your party as the adventure unfolds.  The game
 offers romantic relationships with both members of the opposite sex and members
 of the same sex.  So, if you want to see what a romantic relationship would be
 like with Morrigan, for example, you will want to create a male character.
 Other romantic partners and who they will partner up with can be seen in section
 3.1 on Gender.
 
 Another consideration would whether there are certain characters you wish to
 have in your party for majority of the game.  If you create a mage, it may be
 difficult to manage a party with both Morrigan and the Elder Mage, as that would
 mean 3 mages in your party and only room for either a rogue or a warrior.  Also,
 to use Morrigan as an example once more, she comes into your party with the
 Shapeshifter specialization, and a number of spells from the Entropy school.
 So, if you wish to travel with Morrigan, and will be playing as a mage, would
 you like to take Specializations, Skills and Spells that she does not already
 have?  Maybe some spells that will form combinations with hers?  See the section
 on Party Members to get a better feel for what options you will have as you play
 the game.
 
 |-----------------------------------------------------------------------------|
 | [3.1] Gender                                                                |
 |-----------------------------------------------------------------------------|
 Your gender choice will affect the romantic relationships you can get involved
 in, as well as other storylines throughout the game.
 
 -	Male
       Male characters will have the option to get romantically involved with
 either Leliana, Morrigan or Zevran.
 
 -	Female
       Female characters will have the option to get romantically involved
 with either Zevran, Alistar or Leliana.
 
 |-----------------------------------------------------------------------------|
 | [3.2] Race                                                                  |
 |-----------------------------------------------------------------------------|
 -	Human
       Humans receive the following racial benefits:
          Strength +1
          Dexterity +1
          Magic +1
          Cunning +1
       Humans can choose from the following classes:
          Warrior
          Rogue
          Mage
 -	Elf
       Elves receive the following racial benefits:
          Willpower +2
          Magic +2
       Elves can choose from the following classes:
          Warrior
          Rogue
          Mage
 -	Dwarf
       Dwarves receive the following racial benefits:
          Strength +1
          Dexterity +1
          Constitution +2
          10% resistance to hostile magic
       Dwarves can choose from the following classes:
          Warrior
          Rogue
 
 |-----------------------------------------------------------------------------|
 | [3.3] Class                                                                 |
 |-----------------------------------------------------------------------------|
 -	Warrior
       Warriors receive the following racial benefits:
          Strength +4
          Dexterity +3
          Constitution +3
 -	Mage
       Mages receive the following racial benefits:
          Magic +5
          Willpower +4
          Cunning +1
 -	Rogue
       Rogues receive the following racial benefits:
          Willpower +2
          Dexterity +4
          Cunning +4
 
 |-----------------------------------------------------------------------------|
 | [3.4] Background                                                            |
 |-----------------------------------------------------------------------------|
 -	Human Noble
    Only background available for Human Warriors and Human Rogues
 
 -	Magi
    Only background available for Human Mages and Elven Mages
 
 -	City Elf
    One of two backgrounds available for Elven Warriors and Elven Rogues
 
 -	Dalish Elf
    One of two backgrounds available for Elven Warriors and Elven Rogues
 
 -	Dwarf Commoner
    One of two backgrounds available for Dwarven Warriors and Dwarven
 Rogues
 
 -	Dwarf Noble
    One of two backgrounds available for Dwarven Warriors and Dwarven
 Rogues
 
 |-----------------------------------------------------------------------------|
 | [3.5] Customization                                                         |
 |-----------------------------------------------------------------------------|
 On the Appearance and Voice screen, you can customize the first name, facial
 features, and voice of your character.  After this is finished, you can choose
 Quick Play to accept the default Attributes, Skills and Talents/Spells, or
 choose Next to choose these for yourself.  You are given 5 Attribute points to
 distribute, one Skill to choose from, and 2 Talents or Spells.  The defaults
 are as follows:
 
 -	Warrior
       Strength +3
       Dexterity +1
       Willpower +1
       Skill: Combat Training
       Talents: Dwarven and Human: Precise Striking, Shield Block and Shield Bash
                Elf: Precise Striking, Dual-Weapon Sweep and Shield Bash
 
 
 -	Mage
       Willpower +2
       Magic +3
       Skill: Combat Training
       Spells: Flame Blast, Weakness
 
 -	Rogue
       Strength +1
       Dexterity +3
       Cunning +1
       Skill: Combat Training
       Talents: Stealth, Dual-Weapon Training
 
 Here is a breakdown of these choices, as it applies to Character Creation.
 Skills, Talents and Spells will be addressed in more detail in another section
 of this guide.
 |-----------------------------------------------------------------------------|
 | [3.5.1] Attributes                                                          |
 |-----------------------------------------------------------------------------|
 
 |-----------------------------------------------------------------------------|
 | [3.5.2] Skills                                                              |
 |-----------------------------------------------------------------------------|
 
 |-----------------------------------------------------------------------------|
 | [3.5.3] Talents/Spells                                                      |
 |-----------------------------------------------------------------------------|
 
 
 ===============================================================================
 
 |-----------------------------------------------------------------------------|
 | [6] Walkthrough                                                             |
 |-----------------------------------------------------------------------------|
 
 
 |-----------------------------------------------------------------------------|
 | [6.1.1] Walkthrough, Human Noble Origin Story                               |
 |-----------------------------------------------------------------------------|
 
 Your character is a noble in House Cousland, of Highever.  Your eldest brother
 is going with your father in answer to a summons from the king to fight the
 Darkspawn, leaving you to watch over Highever in their stead.  Arl Howe, a
 lesser noble sworn to Highever, will be leaving along with your father to go to
 battle as soon as his troops arrive, on the morrow.  Your brother will be taking
 Highever's army with him when he leaves today.
 You are called in to see your father and make pleasantries (or not, depending on
 your dialog choices) with Arl Howe.  Duncan, a Grey Warden, enters the hall, and
 your father introduces him and says he's come for recruits.  You are asked to
 make sure Duncan's needs are taken care of while he is at the castle.  Finally,
 you are asked to find your brother, Fergus, and let him know that he will be
 leaving immediately.
 You are now given control of your character, and are free to roam the castle on
 your way to Fergus.  You can speak with Arl Howe, Duncan and your father in the
 hall, if you like, to question them further.  You can also have a few words with
 the Howe Guard.
 There are two locked chambers by the main gate to the east.  These locks are
 basic, and can be picked without any points in the Deft Hands talent.  A locked
 chest inside one contains a Deep Mushroom, in the other an Iron Ring.  Just
 north of the hall there is a room containing 4 beds and a locked chest
 containing another mushroom.
 As you near the kitchen from the east, or head towards Fergus from the south,
 you will be greeted by Ser Gilmore, who will give you your first quest, to
 gather your mabari hound from the larders.  He will also be your first party
 member, as he accompanies you to take care of the hound.
 In the library can be found 2 books, with another in the study leading off from
 it.  Each of these books will provide you with a codex.  You can also strike up
 a conversation with Aldous in the library, giving you two more codex.
 The guard post in the south provides an opportunity to act the part of a noble,
 but the treasury they guard is under lock and key.  There is another locked door
 in between the guard post and the chantry.  Inside is a locked chest containing
 Elfroot, a weapon stand, and another locked chest requiring higher skill to
 open.  The chantry contains two books to read (with codex) along with an
 opportunity to pray with the Reverend Mother (revealing yet another codex).
 There is another locked door at the end of the hallway to the north of the
 kitchen, inside are some containers with herbs.
 Once in the larder you get to choose a name for your dog (and receive a codex
 about dogs), and take part in your first battle with the staple of first battles
 in role playing games, namely, rats.  After the battle you receive a codex
 regarding your hound, and the mabari joins your party as Ser Gilmore leaves it.
 A wooden crate and a sack in the larder both contain items.  Leaving the larder
 begins a conversation with the cook and completes your first quest.
 Now you can head up towards Fergus' quarters.  You are met in the atrium by your
 mother who is entertaining some guests.  The conversation that takes place
 differs according to your gender and responses.  You can flirt with the guests
 and visit them in the study to arrange a for a liaison in the evening.  After
 the guests have retired, you can speak with your mother again, if you wish.  A
 locked door lies to the north of the atrium with nothing inside, and there are
 two more locked doors requiring keys to either side of the hallway leading up to
 Fergus' room.
 Once inside Fergus' room, you witness a parting of Fergus with his family,
 before taking part in the conversation, and being able to convey the message
 from your father.  This is followed by a family reunion, of sorts, after which
 you receive another codex.  A bookcase on the wall in Fergus' room also contains
 a codex.  After leaving the room, you go to bed.
 You are awoken by sounds in the castle and your hound barking and growling.  The
 door opens and you are launched into battle with a Howe Soldier and a Howe
 Archer.  Two more Howe Soldiers are outside in the hall.  After the battle your
 mother runs out of her room.  She joins your party to investigate and find your
 father.  Back in her room lie a trunk containing weapons, and a locked chest
 with a mushroom (must they lock away their mushrooms?).  In your room there is
 also a chest with some items.
 Across the hall in Fergus' room, you find his wife and child dead.  Through the
 door leading to the heart of the castle wait more of Howe's men, who will
 attack.  The rooms on either side contain locked chests.  Inside can be found 2
 Greenstones.
 Continuing down the hall triggers a cut scene.  In the room to the west is the
 corpse of a knight with some loot.  Continuing down the hall you meet a servant
 with a warning, and another fight with Howe's men.  The hallway to the north is
 blocked, and the dining room to the west contains a slew of enemies fighting
 with some of your guards.  After you defeat the enemies, the guards will follow
 you and help you fight.  A locked chest in the dining room contains a mushroom.
 Back in the hallway are more Howe soldiers and archers.  The library finds
 Aldous killed, and a pile of books that has been knocked to the ground
 containing loot.  The study next door contains a locked chest requiring higher
 skill to open.
 To the south is the guard post, and when you try the locked door you get a new
 quest, to retrieve the Cousland family blade from the treasury.  In the guard
 room itself lie a few dead guards, but the treasury remains untouched, with the
 sword waiting for you in a chest.  There are a few other containers in the
 treasury, as well.  Upon exiting the treasury, another fight with Howe's men
 awaits.  Some rubble just outside the doorway to the main hall contains some
 items, as does a Knight Corpse in the room to the south.  The chantry has some
 enemies fighting with guards.  Defeat them and the guards run away.
 Defeat the enemies in the main hall and you are reunited with Ser Gilmore.  He
 is holding the gates, and directs you to the kitchen where your father was
 headed.
 To the hallway in the north as you open the door are more enemies, and if you
 follow the hallway around to the east, there is a room with still more enemies.
 On the way to the kitchen you encounter a group of enemies along with a Howe
 Knight, the first enemy which appears yellow to you.  Not much of a problem, but
 you may want to focus attacks on him first at some of the harder difficulties.
 A sack with item is in the room to the north of the kitchen.
 In the larder you find your father, who had been mortally wounded.  Duncan
 arrives, and agrees to help get you to safety in exchange for your joining the
 Grey Wardens.  You leave with Duncan, ending the origin story for your
 character.
 
 Quests:
 Mischief in the Larder
    Collect your hound
 Father's Task
    Find Fergus
 Sweet Iona
 The Cousland Treasury
    Retrieve the family sword
 Howe Treachery
    Find the remainder of your family
 
 Codex:
 Mabari War Hound
 Rat
 Andraste: Bride of the Maker
 The Commandments of the Maker
 The Maker
 History of Ferelden: Chapter 1
 History of Ferelden: Chapter 2
 Culture of Ferelden
 Dogs in Ferelden
 Geography of Ferelden
 Politics of Ferelden
 Highever
 The Noble Families of Ferelden
 The Grey Wardens
 Dog
 Duncan
 Arl Rendon Howe
 
 Exceptional Items:
 Family Sword
 Shield of Highever
 
 |-----------------------------------------------------------------------------|
 | [6.1.2] Walkthrough, Magi Origin Story                                      |
 |-----------------------------------------------------------------------------|
 
 You begin your adventure as an apprentice in the Circle of Magi.  You are about
 to undertake The Harrowing, a journey into the Fade to face a demon, thus
 becoming a full mage.  In the Fade, you gain control over your character.
 
 A disturbing statue nearby grants a codex, and a vase of healing some health
 poultices.  Your first enemy will be a Wisp Wraith, easily defeated with your
 Arcane Bolt, and any other offensive spells you may have taken.  Continuing
 along the path allows you to pick off a few more Wisps, until you are greeted by
 a talking mouse named Mouse.  He gives you dire warnings and decides to follow
 you.  You can talk to him to learn a bit about the Fade and the Harrowing.  A
 lyrium vein up ahead will give you a new codex.
 
 A few more wisps are on the road to the Spirit of Valor.  The Spirit of Valor
 can provide you with some assistance in defeating the demon in the form of a
 weapon.  He will ask to duel you for it, but you can avoid the fight with a
 sufficient Willpower check.  After getting the staff, or forsaking it, as you
 choose, continue down the path to face 3 Spirit Wolves.
 
 At the end of the path, you will be greeted by a Sloth Demon.  You can ask him
 for help, as well, and he will teach Mouse to take the shape of a bear, if you
 can solve three riddles.  You can, alternatively, provoke the Sloth Demon into a
 fight, and once defeated, he will teach Mouse.  The answers to the riddles are a
 map, a tongue, and a dream.  If you fail at answering these riddles, the Sloth
 Demon will attack, but again, will teach Mouse after you defeat him.
 
 As you go back to face your demon, you will be attacked by 3 more spirit wolves.
 The rage demon talks a bit before attacking you along with 2 spirit wisps.
 Defeat the demon and Mouse will praise your victory, before showing his true
 colors.  You have completed the Harrowing.
 
 You wake up back in the Circle of Magi to your friend Jowan inquiring about
 your health.  He brings a message that First Enchanter Irving would like to
 speak to you.  Irving can be found upstairs, but you may first want to explore
 this level first.  The vanity in your apprentice chambers contains a blank
 vellum, and a chest has some copper.  To the west can be found a vase with some
 lyrium dust inside.  A templar guarding the main door explains why you can't
 leave.  The next apprentice chambers contains a chest with a staff inside,
 which you can equip now, since you don't currently have one, and another vanity
 contains a magic belt.  In the hall to the north is a cabinet containing
 another belt, in case you missed the last.  The basement leads to a door you
 cannot get past at this time.  Continuing on to the L-shaped room there is a
 shelf with a Blank Vellum inside.  Classes are going on in the library, and on
 a bookshelf in the room with the stairs to the second floor is a book with a
 codex.
 
 On the second floor, in the stockroom, you will come across your first
 Tranquils.  Owain will tell you a bit about being a Tranquil.  The library on
 the second floor contains 6 codex within it's shelves.  Senior Enchanter Torrin
 will explain about the factions within the Circle, if you ask, giving you
 another codex.  Niall will give you his opinions on the Fraternities, and tell
 you of apostates.  You can speak to Eadric about elves, Senior Enchanter
 Sweeney about being old, and examine an empty bookcase, although you can do
 nothing with it presently.  The guest quarters contain an armoire with some
 lyrium dust inside, and a mage who will tell you there is a Grey Warden named
 Duncan meeting with Irving.  The mage dorm contains a few more containers with
 items.  Cullen stands outside a room to the north.  He has a few words to say
 about templars and abominations.  The room itself contains 2 containers and a
 codex.  The laboratory next door contains a codex and a container, as well as
 Senior Enchanter Leorah, who has nothing to say right now.  The chapel contains
 5 codex.
 
 In the First Enchanters chambers you walk in on an argument between Irving and
 Greagoir.  You are introduced to Duncan who speaks of recruiting Grey Wardens.
 Irving welcomes you to the Circle, and gives you a robe, a staff, and a ring as
 part of your becoming a full mage.  You are asked to lead Duncan to his
 chambers.  Irving's room contains a pile of books with a codex.  You can ask
 Duncan about the Grey Wardens before taking him to the guest quarters, and get
 a new codex.  Once you arrive at the guest quarters with Duncan, you will
 receive another codex.
 
 Upon leaving Duncan's quarters, you will be intercepted by Jowan who needs your
 help.  He is going to be made tranquil, and wants you to help him steal his
 phylactery so that he can escape with his forbidden lover.  Here you are faced
 with the first of many moral dilemmas that your character will have to deal
 with in Ferrelin.  This choice could have consequences later on in the game
 (avoiding spoilers here, but see section x.x for more).
 
 Before continuing on this quest, there is another you can do after you've
 either made a decision to help Jowan or not, or told him you need more time.
 You can revisit Senior Enchanter Loreah, who has a spider problem and could use
 your help.  Down in the storerooms are several containers with low-level items
 inside.  At the T in the corridor, to the west you will be attacked by giant
 spiders, one at a time.  These spiders have the Overwhelm ability, where they
 knock you down and chew on you for a bit, so you may want to make sure your
 health doesn't get too low in case you get caught like that.  Following that
 juncture you come to a crossroads, where there is a cocoon and a wooden crate
 hidden from view.  As you come to the crossroads in the south in the middle of
 the map, you will be attacked by 2 spiders at once.  There is a chest here
 containing Fade Striders, light boots for mages that add 1 to your Magic
 Attribute.  The crossroads to the east contains two more spiders, and a few
 containers with low level items.  After you've killed all the spiders in the
 storeroom, return to Loreah for your "reward."  Could come in handy later.
 
 
 If you agree to help Jowan, he will ask you to get a fire rod from the
 stockroom to break into the repository.  Refuse to help Jowan, and you may
 choose to tell the First Enchanter of his plans.  You can also make this choice
 even if you agree to help him.  Irving asks you to help Jowan steal his
 phylactery so that he can be caught red-handed, along with his lover.  Go back
 to Jowan and you will be given the same task, to get the fire rod, and to meet
 him back in the chantry.
 
 Visit Owain to get the rod of fire, and he asks you to get it signed by a
 senior enchanter.  Time to call in a favor, perhaps?  Loreah will sign the form
 for you, if you did the quest Infested Storerooms, or Sweeney will do it
 because he is old, and remembers what it was like to be young and full of
 mischief.  If you have reported to Irving, he will sign the form, as well as
 give you information on how to break into the chamber.  Bring the rod back to
 Jowan, and he and Lilly will join your party.
 
 Revisit Loreah, if you haven't called in your favor, and she will give you some
 potions.  Head down to the basement to the First Door.  Open the door with Lilly
 and move onto the Second Door.  Once you open the alternate route, prepare to
 fight a Sentinel.  Two more are around the corner.  The room behind the first
 door to the left contains a wooden crate.  The second door leads to a room with
 a chest inside.
 
 Behind the door to the north lies a room containing two more sentinels, a wooden
 crate, and a chest.  Past the next door lie 2 more sentinels along with a mage.
 The next room contains a few Deep Stalkers with a Deep Stalker Leader, a
 challenging foe (yellow).  A storage cabinet contains some items.  In the
 following hallway, two more sentinels and a Robed Sentinel lie in wait.  The
 door across the hall contains a chest and a crate, each containing a magical
 item.  Down the hall is a prison with more Sentinels, a wooden crate and a
 chest.  The next hallway contains more Sentinels and a Robed Sentinel.
 
 The last door leads into the repository.  A chest containing a Blackened
 Heartwood Staff is here, and some artifacts to examine.  One will give you a
 codex, the other a way into the phylactery chamber.  A Sentinel Guardian
 (yellow), and two Sentinels will greet you with steel once through the wall.
 Once past them, you can deal with Jowan's phylactery.  You can confess to Jowan
 of how you set him up, if you did so, after the phylactery is destroyed.
 
 When you leave the basement, the jig is up for Jowan, Lilly, and you, if you
 helped Jowan without Irving's knowledge.  Irving asks if you found anything in
 the phylactery chamber.  He refers to the Heartwood Staff, and if you took a
 point in Coercion, you can successfully lie to him and keep the staff.  Ser
 Greagoir is quite upset about this whole matter, and Duncan arrives to take you
 away from this mess and into the Grey Wardens, ending the Magi origin story.
 
 
 Quests:
    The Harrowing
       Defeat the demons
    A Mage of the Circle
       Speak with Irving
       Escort Duncan
    Infested Storerooms
       Kill spiders
    Bound in Blood and Magic
       Assist Jowan in destroying his phylactery
 Codex:
    Archdemon
    Deepstalker
    Rage Demon
    Sloth Demon
    Giant Spider
    Wisp
    Wolf
    The Aeonar
    Andraste: Bride of the Maker
    The Rite of Annulment
    The Chant of Light: The Blight
    The Maker
    The Founding of the Chantry
    The Fraternity of Enchanters
    Hierarchy of the Circle
    History of the Circle
    The Fade
    The Harrowing
    Lyrium
    Maleficarium
    Mana and the Use of Magic
    Blood Magic: The Forbidden School
    The Four Schools of Magic: Creation
    The Four Schools of Magic: Entropy
    The Four Schools of Magic: Primal
    The Four Schools of Magic: Spirit
    Beyond the Veil: Spirits and Demons
    The Tranquil
    The Tevinter Imperium
    The Grey Wardens
    Duncan
    Knight Commander Greagoir
    First Enchanter Irving
 
 Exceptional Items:
    Fade Striders
    Blackened Heartwood Staff
 
 |-----------------------------------------------------------------------------|
 | [6.1.3] Walkthrough, Dalish Elf Origins                                     |
 |-----------------------------------------------------------------------------|
 
 You begin your tale hunting in the Dalish woods.  You come across a group of
 humans that tell you of ruins in a cave with Elven artifacts and a demon.
 After dealing with the humans, you are free to explore the Forest Clearing.
 Tamien joins your party, and moving down the path you are confronted by 2
 wolves who attack.  A dead halla that they were apparently feasting on,
 contains a codex.  A bit further on, a chest lies on the forest floor
 containing an item, and a tree stump, a codex.  Elfroot and rubble can be found
 further on the path leading to the cave.
 
 Inside the cave, two giant spiders greet you in the first chamber.  Once they
 are dispatched, a pile of bones containing a Novice Dweomer Rune and a locked
 chest can be investigated.  The path splits beyond this room.  To the north are
 Giant Spiders, and a trap in the form of a pressure plate.  A pile of bones and
 a cocoon contain items in this fairly large room.  A short hallway just south
 of this room contains two traps and a pile of bones.  The room to the south
 contains another trap, more spiders and a cocoon.  A locked door leading west
 from this room can't be picked without sufficient skill.  Heading towards the
 circular chamber there is an acid trap in the middle of the floor.  Once set
 off, two skeletons appear and attack.  Inside the room, Beresharn will attack,
 a yellow (challenging) creature.  A pile of rubble in this room contains some
 Cured Leather Gloves.  A strange mirror then knocks you out, and after a vision
 of some man in armor, you awake back at camp.
 
 Apparently, you were found outside the cave by a man named Duncan, a Grey
 Warden, who brought you to camp.  You were very sick, and the keeper had to heal
 you with magic.  Tamien is missing, and the keeper wants you to go with Merrill,
 her apprentice, to find the cave and see if you can find Tamien.  After your
 conversation with the keeper, you are free to wander around the camp.
 
 Fenarel is just north of where you spoke with the keeper, he will ask to come
 with you to the caves, and you can let him come, if you like.  Over by the
 central fire, there are two scrolls containing codex, along with 4 containers.
 One chest requires better than Deft Hands to pick.  Another codex is on the
 aravel just south of the keeper.  A scroll and a crate lie near the hunter's
 aravel, and another codex on the bowmaster's aravel.  The bowmaster himself,
 Ilen, can be convinced to give you a free bow, and will also trade with you.
 Over by the Halla Pen can be found another codex, and a locked chest is near the
 cooking pit.  You can learn a bit about your dead parents from Ashalle with some
 persuasion, and get a key to the locked chest over by the storage containers.
 Inside the chest is an Heirloom necklace, which gives some Spirit resistance.
 Opening the chest also nets you some experience.  Behind Merrill's aravel is a
 note with a codex, and there is another scroll at the very south end of the
 camp.
 
 When you speak with Merrill, if you have recruited Fenarel in your party, you
 can intimidate or lie to her to keep him in the party.  Back in the forest, you
 will face some darkspawn on the way back to the cave.  Once inside the cave, you
 will find both the north and south passageways to the mirror chamber littered
 with traps.  Some good experience is to be had for disabling them.  A
 challenging Genlock Emissary awaits beyond the traps.  After you deal with the
 mirror, you can ask Duncan to wait outside and explore a bit more.  A
 sarcophagus and locked chest lie beyond the mirror.  A strange statue at the end
 of the hall releases undead when touched.  Tamlen, however, is nowhere to be
 found.
 
 Back at the camp, Duncan and the keeper go off to speak, and you are tasked with
 finding Hahren Faivel.  You can help him tell a story to the children, and ask
 him about Daelish lore.  Then you can go back to Duncan and the keeper.  You
 join the Grey Wardens, and end the origin story for the Daelish elves.
 
 Quests:
    The Lost Mysteries of the Ancients
       Find and investigate the cave
       Find Tamien
       Speak to Hahren Faivel
 Codex:
       Archdemon
       Genlock
       Halla
       Giant Spider
       Wolf
       Elgar'nan: God of Vengeance
       Ghilan'nain: Mother of the Halla
       June: God of the Craft
       Aravels
       The Dales
       The Brecilian Forest
       The City Elves
       Arlathan: Part One
       Arlathan: Part Two
       The Dalish Elves
       History of Ferelden: Chapter 2
 
 Exceptional Items:
       Heirloom Necklace
       Keeper's Ring
 
 |-----------------------------------------------------------------------------|
 | [6.1.4] Walkthrough, City Elf Origins                                       |
 |-----------------------------------------------------------------------------|
 
 You start your journey in the Elven Alienage in Dennereth.  Your cousin Shianni
 wakes you up for your big day, and advises you your friend Soris is waiting
 outside.  A footlocker by your bed contains some useful items, and your father,
 Cyrion, has some words for you, and a family heirloom, if you mention that your
 mother was a great warrior/rogue.
 
 Once outside in the city, you can explore before visiting Soris.  A drunken elf
 to the east will give you some money if you say you are collecting presents, and
 can be persuaded to give more.  Dilwyn has a gift for you near the tree, if you
 talk to her for a bit about your mother and are pleasant.  Speak to Nessa's
 father in the center of the village to help Nessa, if you wish.  Inquire about
 what they're doing and where they are going, and offer to help.  Nessa will then
 ask to speak with you.  You can offer money to help, if you got a gift from
 Dilwyn.  You can also agree to talk to her father, you would have to persuade
 him that you are speaking for your father, and that Nessa can stay with you.
 The alienage tree gives a codex.  Inside Alarith's store is a codex.  A beggar
 near the Arl's estate asks for some coin, and Elva, who is nearby, gives you an
 attitude.
 
 Talking to Soris can get you a codex on the Dalish Elves, and then he joins your
 party to find Valora.  Taeodor has a few words for you near the tree before you
 walk towards the center of the alienage.  There you find a delicate situation.
 Shianni deals with it, for now, and then another human shows up to deal with.
 His name is Duncan, and he is apparently a Grey Warden.  The elder knows him,
 and welcomes him as a guest.  Duncan says his concerns about the Blight can wait
 until after the elder is done with his pressing business.  You can speak with
 Duncan some more after the elder has left about Grey Wardens.
 
 The ceremony is interrupted, and if your character is a male, you are given
 weapons and a quest.  Alirith can give you no weapons or supplies, so it's off
 to the Arl's estate.  Some guards and mabari hounds will attack, and upon
 defeat, will provide you with some experience and items.  You will find other
 enemies on the grounds around the estate, usually coming at you one at a time.
 The door inside the castle leads to the kitchen.
 
 As a female, you will find yourself abducted with the rest of the women.  Sorias
 comes along at just the right moment, and you fight your way out of your tight
 spot and then through the door into the kitchen.
 
 In the kitchen you will find a locked cabinet and a bookshelf with items, in the
 room south of that some containers.  Some off duty guards in the dining hall
 carry some weapons to loot, and there are a few items in the room to the north.
 A room to the west off of the L shaped hall contains a guard and some weapons
 and armor racks.  The Guard Captain in the room to the north of the armory has a
 magic belt on his dead body, after you dispatch with him.
 
 In the hallway with the four rooms leading off, two on each side, is another
 guard.  The first room on the left contains a codex and a locked chest.  The
 first room on the right is a kennel, if you let the dogs out they will attack
 you.  The second room on the left and the second room on the right both contain
 3 off-duty guards and a locked chest.
 
 Through the next room are more guards, and then you'll come to a cross shaped
 hallway with another guard.  The first room on the left leads to a door that
 requires a key.  The room to the south is locked, but can be picked, and inside
 is a locked chest with an Heirloom Necklace inside, and the room to the north
 also requires a key.  The room to the east contains some potions and a
 container.  The hallway to the east contains a challenging (yellow) Bodyguard
 who attacks.  The first room on the left is locked, and inside is another codex
 and a container.  The small room to the south contains a chest.  Finally, the
 Arl's son can be found in the the room to the northeast.  He offers you a deal.
 Take the deal, and you will be outside the castle with your money.  If you
 refuse the deal, you will have to fight him.  If you defeat him, you a free to
 take the items from the armor stand in the room.
 
 Back at the camp, the guards come for you.  If you killed the Arl's son, you can
 turn yourself in, both yourself and Soris, or stay silent.  Step forward and
 take responsibility to save Soris from execution.  If you stay silent, you will
 be fingered by Elva, but before the guards can arrest you, Duncan conscripts you
 into the Grey Wardens.  If you took the gold, the guards come to arrest you
 both, and take the money you "stole" from the Arl, but Duncan steps in and takes
 you into his custody.  You can go home and say goodbye to your family before
 leaving.
 
 Quests:
    A Day For Celebration
       Talk to Soris
       Talk to your betrothed
       Investigate the new human's presence
       Proceed to the wedding
       Talk to Valendrian
       Talk to the servant at the Alienage entrance
       Rescue the women
 
 Codex:
    Mabari War Hound
    The Chant of Light: The Blight
    The Commandments of the Maker
    The City Elves
    Alienage Culture
    The Dalish Elves
    History of Ferelden: Chapter 1
    History of Ferelden: Chapter 2
    Culture of Ferelden
    Vhenadahl: The Tree of the People
    The Grey Wardens
    Darkspawn
    Duncan
    Valendrian
 
 Exceptional Items:
    Borrowed Longsword
    Fencer's Cinch
 
 |-----------------------------------------------------------------------------|
 | [6.1.5] Walkthrough, Dwarven Commoner Origins                               |
 |-----------------------------------------------------------------------------|
 
 You are casteless in the society of dwarves, living in Orzimar.  You begin the
 game speaking with your sister, Rica, and your master, Beraht.  Beraht reminds
 you both of your lot in life, and of your debt to him.  After he leaves, you can
 talk with your sister a bit about your life in Dust Town, and the future
 prospects of your family.
 
 In a chest in your room can be found an upgrade to your weapon.  In the next
 room, you can visit with your mother and exchange pleasantries.  Once outside,
 you are given your next task for Beraht, to find Oskias and give him some
 schooling.  Not much to do in Dust Town, so it's off to the Commons with you.
 
 A dentist just to the north offers you some silver for your teeth.  Unna is
 washing clothes to the north of Tapster's Tavern, and you can get a codex from
 talking with her.  There are a few shops on the Commons where you can buy and
 sell, or you can talk with some of your dwarven brothers to receive some of the
 abuse you, as casteless, deserve.
 
 Inside the tavern, the bartender will rat out Oskias when he sees who you work
 for.  Oskias will try to weasel out of his predicament, and you can choose
 whether to let him live or not.
 
 Returning to Beraht, you can try to use your skills of persuasion to keep a
 little of the takings for yourself.  He then gives you your next task, and it's
 off to the Proving Grounds.
 
 Leske dares you to talk to the Grey Warden, and if you do, you get a few codex.
 A carving in the main hall get you another codex.  Everd can be found to the
 north.  The chest in his room contains his armor, after you don it, you can go
 to the Proving.
 
 Once you're done with the Proving, you can talk with Leska before being visited
 by Jarvia.  In the first room you encounter after your escape, there will be 5
 thugs, who could prove most challenging.  If you are a rogue, you and Leska can
 sneak past them.  There are three containers in this room, one containing Fire
 Arrows and another with a rune.  Continuing around the bend, you will encounter
 3 more thugs, and two barrels, one of which contains a Steel Dwarven Longsword
 (Tier 3).  The next room contains 4 thugs, four barrels and a crate.  One of the
 barrels contains more Fire Arrows.  In the next hallway, a door to the right
 leads to a carved out hallway, where two thugs guard a locked chest.
 
 In the next room you face Beraht along with two thugs.  After he is defeated,
 loot his body for a Dwarven Warrior's Belt.  The room to the south contains two
 locked chests, and to the north is the exit to Beraht's shop.
 
 Exit the shop to be recruited into the Grey Wardens.  You can talk to your
 sister and Leske before you choose whether to go with Duncan.  Whatever you
 decide, Duncan will take you with him, and give you a mace as a gift.  The
 Dwarven Commoner origin story is over.
 
 Quests:
    Beraht's Favor
       Teach Oskias a lesson
       Report to Beraht
    Proving Loyalties
    Captured
       Escape Beraht's clutches
 Codex:
    Archdemon
    The Casteless
    The Castes
    The City of Orzammar
    The Proving
    Dwarven Faith
    The Grey Wardens
    Darkspawn
    The Blights
    Duncan
 
 Exceptional Items:
    Dwarven Warrior's Belt
    Aeducan Mace
 
 |-----------------------------------------------------------------------------|
 | [6.1.6] Walkthrough, Dwarven Noble Origins                                  |
 |-----------------------------------------------------------------------------|
 
 You are the second son of the king of Orzammar.  You have been appointed a
 commander in the army, and, as such, there are festivities around the city
 today.  Your second, Gorim, tells you of merchants in the Diamond District, and
 a Proving.  You can choose which to go see.  Your room contains two containers
 and two codex.  Trian's room, to the north, requires a key.  Bhelen's room
 contains a casteless woman, who is a bit flustered to be caught in your
 brother's room.  There is also a locked chest, and two codex.  Your father's
 room is locked, and requires a key, as are the rooms to the east of the exit to
 the Diamond Quarter.
 
 Once outside the castle, you overhear an argument between a noble and a scholar.
 If you decide to speak with them, you get to choose just what kind of noble you
 are.  A silk merchant has some pretty things to sell you, or you can offload
 your junk with him.  Moving along, you meet up with your brothers in the
 Quarter.  Trian shows some tough love, but he can be disregarded, for the time
 being.
 
 Watch out for the noble hunters just ahead.  Mardy and Teli would love to bear
 your son, and you can arrange a menage-a-trois if it pleases you.  It's good to
 be the king's son.
 
 Just beyond the two strumpets are three barrels with some items.  One carries a
 Grey Iron shield that may provide better protection against missiles.
 
 The weapons merchant offers a gift, and you must make a political decision as to
 whether to take it or not.  Take it, and Trian?
 
 A visit to the magic merchant makes quite an impression.  Moving onto the
 Commons requires a royal escort, and from there you will be at the Proving
 Grounds.  Speak to the Proving Master, and you can enter the Proving.  The first
 battle will be against a warrior wielding a two handed maul.  He can take down
 your health, so be wary.  The second fight is against a rogue in leather armor.
 In a toe-to-toe match she should not be much trouble.  The third match is
 against an old man.  He is slow, and falls quickly.  After the fourth match, you
 are granted a helm for winning the tournament.  Take the helm, and?  Choose to
 give it to the man you just defeated, and?  Speak to the escort to leave the
 Proving and the Commons.
 
 In the Great Hall, Lord Dace asks for your help with a family matter.  Speak
 with Lady Helmi for her input on Dace's request.  See your father to be
 presented to the court, and make your choice regarding Lord Dace.  Your father
 then asks you to seek out Trian.  Speak with Duncan for info on Grey Wardens and
 3 codex.
 
 Go see Trian, and Bhelen sows some discontent.  You can choose to deal with
 Trian, or not, or decide to wait on a decision.  Either way, it's time for bed
 and a possible rendezvous.
 
 The next morning you are sent on a special mission.  Giant spiders await in the
 tunnel ahead.  At the first crossroads, some darkspawn await.  In the alcove to
 the east, a Dwarven corpse holds a Steel (Tier 3) Dwarven Longsword.  Frandlin
 Ivo joins your party.  The path to the southeast leads to a chamber containing
 darkspawn, a crate and a locked chest.  A scout joins up with you at the next
 crossroads, and you have a fourth party member.  The next chamber contains quite
 a few enemies, with several archers who will pepper you with arrows as you
 fight.  A locked chest lies tucked away amidst some carts.  As you arrive at the
 thaig chamber, it appears someone beat you to it.  Someone with a signet ring.
 
 The mercenaries that greet you in the next chamber attack.  The leader carries
 the ring that opened the door.  A container here contains a tier 2 shortbow, and
 a chest nearby is locked.
 
 The thaig chamber contains a sarcophagus.  The signet ring appears to fit into a
 recess, but does nothing.  Place your party members on the three trigger tiles
 and try again.  Collect the shield leave the room.  Darkspawn await you back in
 the ruined thaig, along with a yellow Blight Wolf.
 
 Near the exit, you find Trian.  Your father and Bhelen show up and demand
 answers.  Frandlin and the scout give your father answers, and you make your way
 back to the castle.  You get a visit from Gorim, who tells you of your immediate
 future.
 
 Go forward to find the Grey Wardens, and you will fight a Giant Spider.  On the
 ground nearby a corpse holds a sword and armor.  A dead dwarf in the next
 chamber holds some gloves for you to wear, after defeating the Genlock
 darkspawn.  Down the hall, a small alcove to the east holds a Giant Spider and a
 Darkspawn corpse.  The corpse has some Fire Arrows he won't be needing.  Down
 the west path lie a skeleton whose bones you can pick after defeating some
 raptors.  A T junction with 2 darkspawn and a dead dwarf splits the path to the
 east and west.  The dwarf carries some nice tier 2 armor.  The eastern path
 leads to a dead end where 3 Deepstalkers and their leader guard 2 corpses and
 their armor which you can loot.  The western path leads to Duncan and the Grey
 Wardens.  He is your ticket out of the Dark Caverns, ending the Dwarven Noble
 origin story.
 
 Quests:
    The Noble's Feast
       Visit the merchants or watch the Provings
       Attend the feast
    A Noble Expedition
    The Exile
       Find the Grey Wardens
 
 Codex:
 
 Exceptional Items:
 
 
 |-----------------------------------------------------------------------------|
 | [6.2] Walkthrough, Ostagar                                                  |
 |-----------------------------------------------------------------------------|
 
 You arrive at Ostagar with Duncan, and are greeted by the king.  You are given
 leave by Duncan to explore the camp, along with more codex and a new quest,
 "Joining the Grey Wardens."
 
 Before crossing the bridge to the west, you can find three Elfroot for you to
 pick, along with two sacks and a locked chest containing items on the east side
 of Ostagar.  Across the bridge, the soldier stationed there will offer you
 directions around the camp, and a codex on Ostagar.  You can persuade the king's
 guard to give you a little inside information.  Southeast from the king's tent
 near a penitent priest lie some sacks.  A locked chest lies near some archers
 doing target practice to the south of Loghain's tent.  Loghain's guard can be
 persuaded to share his thoughts on the teyrn, as well as grant you an audience
 with him.  Elfroot can be found growing near the wall to the southwest of the
 camp.
 
 Back towards the center of the camp, the Ash Warrior Leader by the kennels will
 share with you some history and a codex, if you ask.  The kennel master will ask
 for your help with a cure for one of his hounds, but only if your background is
 other than Human Noble.  He needs a flower from the Korcari Wilds.  He hints
 that the dog could be attuned to you, if he can be cured.
 
 If you go up the stairs to the infirmary, towards the north you will find a
 locked chest.  Jory, a new Grey Warden recruit, can be found by the priest just
 south of this chest.  The prisoner in the cage to the north has a quest for you,
 if you ask for something in return for some food.  You can persuade the nearby
 guard for some food, or you can just kill the prisoner and take the key from
 him.  You may want to put on some gloves before touching the key, though, if you
 asked him where he hid it.  The key opens a chest near the Circle of Magi's
 tent, but you will have to wait until you return from the Karcari Wilds to open
 it, as it is currently guarded by Tranquil.
 
 You can have a word with Deveth, another new recruit, who stands just below the
 ramp east of the infirmary.  Talking to Wynne, who stands south of the Circle
 tent, can gain you a codex.  A locked chest lies near the quartermaster, whom
 you can sell some of your junk to.  He has a secret stash of good he can sell
 you, which include some magical arrows, salves, crafting recipes, and some
 poison items.  In his regular inventory can be found a backpack, which will
 increase your inventory size.
 
 On your way up the stairs to the north to find Alistair, you can make a detour
 to the west to find a locked chest.  On approaching Alistair, you see him in
 conversation and get a glimpse of his character.  Talking with him grants you a
 new codex, and a new party member.  At this point, all that remains to do is to
 pay Duncan a visit.
 
 Duncan gives you two tasks in preparation for your Joining, and you can leave
 for the Korcari Wilds.
 
 Quests:
    Joining the Grey Wardens
       Find the Grey Warden, Alistair
       Return to Duncan
    The Hungry Deserter
    The Mabari Hound
    Tainted Blood
       Find three vials of Darkspawn blood
    The Grey Warden's Cache
       Recover the treaties from the Grey Warden cache
 
 Codex:
    The Korcari Wilds
    Darkspawn
    King Cailan Theirin
    Loghain Mac Tir
    Ostagar
    Legend of Luthias Dwarfson
    Wynne
    Alistair
    The Fade
 
 Exceptional Items:
    Key to Mages' Chest
 
 |-----------------------------------------------------------------------------|
 | [8.1] Stealing                                                              |
 |-----------------------------------------------------------------------------|
 
 Orzammar
 
 Dust Town
    Gollinar: 5c
 Common
    Olinda: 10c
    Commons Guard near Dust Town: 11c
 Tavern:
    Patron: 6c
 Beraht's Shop
    Shopkeeper: 10c
 Proving Grounds:
    Spectator: 14c
 
 
 |-----------------------------------------------------------------------------|
 | [A] Contact Information                                                     |
 |-----------------------------------------------------------------------------|
 
 E-mail: [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
 
 |-----------------------------------------------------------------------------|
 | [C] Final Words                                                             |
 |-----------------------------------------------------------------------------|
 
 v0.06 First version for submission.  Began with character creation and origin
       story walkthroughs.
 
 v0.072 Second submission.  Corrected gender and relationship possibilities.
        Added City Elf Origin.
 
 V0.074 Dwarven Origin Stories.  Began section on Stealing.
 
 
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