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Dragon Age: Origins Nightmare Guide by David Milward


INTRO & ABOUT  |  CHARACTER DEVELOPMENT GUIDELINES  |  EQUIPPING CHARACTERS  |  COMBAT GUIDELINES  |  CHARACTERS
Areas in Order of Appearance:  
Origins  |  Ostagar  |  Lothering  |  Circle Tower  |  Warden's Keep (DLC)  |  Return to Ostagar (DLC)  |  Stone Prisoner (DLC)  |  Brecilian Forest  |  Redcliffe  |  The Urn of Sacred Ashes  |  Orzammar  |  Deep Roads  |  Denerim  |  Final Onslaught  
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Denerim  
To Denerim  |  Antivan Crows  |  Crime Wave  |  Arl of Denerim Estate  |  Arl of Denerim Dungeon  |  Fort Drakon  |  Arl Eamon's Estate  |  Chantry  |  Blackstone Irregulars  |  Mages' Collective  |  Miscellaneous Quests  |  Deserted Building  |  Sergeant Kylon  |  Favors for Certain Interested Parties  |  Elven Alienage  |  Landsmeet  

ELVEN ALIENAGE

Ser Otto

I travel to the Elven Alienage. I then speak to Ser Otto, who's on the east side of the Alienage. He is determined to discover supernatural evil in the Alienage, and asks for my help in pinpointing its possible location.

The clues are gathered around a door on the south side of the Alienage. They include a Deranged Beggar, a pool of blood, a feral dog, and a dead rabid dog. I only need to describe two of them to Ser Otto to convince them that the evil is in the abandoned orphanage, which is on the other side of the door on the south side.

Something Wicked

Once I enter, it's a matter of making my way through the Orphanage and battling various monsters like Rabid War Dogs, Riotous Spirits, a Tormented Woman's spirit, and Shades. Overwhelming them with physical force or the use of otherwise familiar tactics always suffices.

I eventually make my way to the last battle, the start of which is marked by Ser Otto's death by impalement. The fight involves an especially powerful Rage Demon, aided by several Lesser Rage Demons. It loves to use its flaming gout attack that can inflict continuous fire damage on anyone standing in its radius. It is well advised to move anyone off the gout once it starts. Wynne also has to use her Spirit Healer powers to help the party recover from the initial damage. The party can then finish off the monsters.

Hearing Voices

The first part of the video involves me speaking to the Deranged Beggar before I enter the Abandoned Orphanage and do the Something Wicked Quest. After I've killed the Rage Demon at the end of Something Wicked, a chest in the last room of the Orphanage will have a random item from the Knight-Commander's set, as well as the Worn Amulet. I give the Worn Amulet to the Deranged Beggar to relieve her insanity, and get an xp bonus for completing the quest.

Shianni

This video is simply me speaking to Shianni to get a sense of what is troubling the Elven Alienage.

Tevinter Hospice

I go around to the back of the building that the Tevinter Healers are standing in front of. I could kill the Elf Guard at the back door, but I'd just as soon use a Persuasion check to convince him to abandon his post for 6gp. The Guard leaves me with the Hospice Key.

Once inside, I have little trouble killing off the Guards and their Supervisor. The Supervisor leaves behind an especially powerful Saw Sword called the Imperial Edge (+2 damage, +3% melee critical chance, +6 attack). This will be Zevran's sword for the rest of the game, that is after I ready it for him (see the next video). There will be a few containers with random loot, and a pile of coins on the desk. There will also be a Note on the desk that suggests that the Elves in the quarantine are being shipped away. There will also be some caged Elves in an adjoining room that reveal that most of the Elves in the quarantine aren't sick at all.

I go out the front door and fight the Guards posted there, which is easy enough, especially after I zap the Healers instantly with Mana Clash. I then speak with Shianni again, who suggests exploring the back alleyways of the Alienage.

Imperial Edge

The Imperial Edge, even though it's a Silverite Saw Sword, does not have the usual two rune slots to begin with. The solution is simple. I sell it to Mikhael Dryden at Warden's Keep, and then buy it back. It will now have the two rune slots. I then switch the runes over from the Axe of the Grey over to the Imperial Edge. Zevran will now pack the Imperial Edge as his main hand weapon for the rest of the game.

Fazzil's Request

There is one more Chantry side quest, and it's tied in with investigating what is going on in the Alienage. The quest itself is to find Fazzil's missing Free Sailor Sextant. I find a door in the northwest corner of the Alienage, which leads to the Run-Down Apartments. I thoroughly explore the small rooms, looting containers as I go. An unlocked chest in one of the rooms will have the Sextant. The last room in the Apartments, just before the exit to another part of the Alienage, will have several Tevinter Soldiers that are easily killed. I also collect my reward for finding the Sextant from Chanter Rosamund.

Alley Guard

I leave through the door at the other end of the Run-Down Apartments. This leads me to another part of the Alienage where the door to the Warehouse is within sight. I have to fight an Alley Guard and several Tevinter Soldiers first. Wynne immediately gets the Archers at the back off their feet with a Grease Spell, and then hits them with a Fireball to complete the Grease Fire. Leliana aims her bow at the Archers, while Aldarion and Alistair take care of the enemies who come up close.

Devera

Now the party enters the Warehouse, where they run into a large force of Tevinter Soldiers led by an Elven Archer named Devera. I could Intimidate her into leaving, but I'd just as soon slaughter them all.

There will be a large force of Soldiers that rush me with hand held weapons, while Devera and a group of Archers will open fire on me from the right. It's not a good idea to rush them, since there's a solid line of Leghold Traps before them.

I let Aldarion, Alistair, and Leliana go to work on the incoming Soldiers. Wynne puts Grease at the Archers' feet, and then puts an Inferno over them to complete the Grease Fire. Note that Grease Fire is often effective against groups of Archers since it means being able to get them off their feet in an instant (via Grease) with extra damage at a distance. Wynne over time seals their fate with a Fireball, and then a Paralysis Explosion combo. It then becomes a mop up. Leliana disarms the traps and loots any items she can find. Devera leaves behind the Bow of the Golden Sun (+4 to attack), but I've clearly got better by now.

Caladrius

I go through the next couple of rooms and halls blowing my way through more Tevinter Soldiers with familiar tactics. The very last room holds a large force of Tevinter Guards and the Blood Mage leader of the slavers, Caladrius. I could negotiate for compromising evidence he has on Teyrn Loghain in exchange for gold, or allowing him to leave with the Slaves, or letting him leave with his life. But I'd just as soon kill him and his servants for the xp, and still get the Documents anyway.

This fight can be challenging. The party starts off on an elevated platform, with Caladrius and his force just below. The party can't target the lower part of the room with spells or missile weapons until they climb down the stairs. Problem is, there will be two Tevinter Soldiers blocking each stairway. Furthermore, Caladrius will hit the platform with a Blizzard spell as his first attack. The party really has no choice but to do things the hard way, taking out one of the pairs of Soldiers blocking a stairway, and slogging it down the stairs and out of the Blizzard. Things become much easier after that, and I kill off everyone besides Caladrius. Wynne helps matters along with her Spirit Healer abilities and hitting a cluster of Archers with a Fireball.

I overwhelm Caladrius once he's the only one left. He surrenders once he's brought to low health, and offers to drain the life from the remaining Slaves so that the Grey Warden will get a permanent +1 to Constitution. Morrigan and Sten would approve if I were to take him up on his offer, while the rest of the companions would vehemently disapprove. I chose to finish him off. He leaves behind the Robes of the Magister Lord (+5 Willpower, +10% fire resistance, +10% cold resistance), which I'll sell, as well as the Slaver Documents I need to implicate Teyrn Loghain. I also free Valendrian and the other Elven slaves.

Alarith's Store

I make my way to Alarith's Store, which is just a little west of where the Hospice used to be. He is now willing to make his whole inventory available to me now that I've ended the slaver operation. Besides quite an assortment of miscellaneous wares, his more notable items include:

Valendrian

The entrance to Velandrian's house is just a little east of the entrance to the Abandoned Orphanage. Valendrian gives me a dagger called the Gift of the Grey (+5% critical chance) as a gift. A few more containers can be looted for random items.

Now it's time for the Landsmeet.


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