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Dragon Age: Origins Online Walkthrough by David Milward


INTRODUCTION  |  GETTING STARTED  |  NPCs  |  ORIGINS  |  RECIPES |  ITEMS   
Areas in the original game:  
Brecilian Forest  |  The Camp  |  Circle Tower  |  Denerim  |  The Final Battle  |  Haven  |  Landsmeet  |  Lothering  |  Orzammar  |  Ostagar  |  Redcliffe  |  Ruined Temple  
Areas available as Downloadable Content:  
Honnleath  |  Return to Ostagar  |  Warden's Keep 
About the Walkthrough  |  About the Maps  |  About the Author  |  About Playing the Game  |  Where to Begin
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Landsmeet: 
Map of Denerim during the Landsmeet  |  Abandoned Orphanage  |  Arl Eamon's Estate  |  Arl of Denerim's Estate - Exterior  |  Arl of Denerim's Estate - Interior  |  Arl of Denerim's Estate - Dungeon  |  Elven Alienage  |  Fort Drakon  |  Hospice  |  Landsmeet Chamber  |  Rundown Apartments  |  Tewinter Warehouse  

Arl of Denerim's Estate - Dungeon

Arl of Denerim's Estate - Dungeon

  1. Here is the way back to main floor of the estate.

  2. Here a guard will question you. No matter what you say, your cover will get blown, and you'll have to fight your way through the remainder of the estate. Keep in mind that a lot of the Guards in this estate are Archers who can use Scattershot. A commendable strategy that you can often use is to fall back, around one or more corners. Then you can unleash your crowd control and offensive spells just as they bend around the corner.

  3. These rooms will have various containers with random items in them.

  4. Here will be some Torturers and several guards. Once you're done with them, you'll find Orwyn, son of Bann Sighard, strapped to a rack. Once you free him, he'll hint both that he was captured because he knew what really happened at Ostagar, and that his father, a noble, may be grateful for what you've done. He then departs. This rescue will earn you a vote from Bann Sighard when the Landsmeet convenes.

  5. Here are more Guards, led by a Jailor. The Jailor leaves behind the Key to Lower Prison, which can be used to open the cells that are holding Rexel and Soris.

  6. Here is Rexel, the subject of the "Missing in Action" quest given by the Chantry in Denerim.

    You can also choose to kill him and put him out of his misery.

  7. Here is an Elf named Soris, who provides some background to what has been going on recently in the Elven Alienage of Denerim.

  8. Arl Howe
  9. Here is Arl Howe, along with his guards, including a couple of Mages. He'll speak somewhat concerning his ambitions, but fighting becomes inevitable. If you can, go for the Mages right away. If you can't, try an anti-magic ability like Mana Cleanse, Mana Clash, or Glyph of Neutralization. Then go for the other guards, saving Howe for last. He'll leave behind the Biteback Axe (Silverite), and Arl Howe's Key.

  10. Here is Vaughan Kendalls. Whether you kill him, let him go free, or let him rot is up to you. And apparently without ultimate consequence for the Landsmeet itself. If you are inclined to free him, you can wring 40 gold from him for it. This incidentally will displease Zevran.

  11. Here is Irminric, a Templar who has gone mad after long imprisonment. He was apparently captured after he had cornered Jowan, only to have Loghain's men interfere. He has a quest for you, return Irminric's Signet Ring to Bann Alfstanna. If you do bring the ring back to Alfstanna, this will earn her support against Loghain when the Landsmeet convenes.

  12. Here is another way back to the main floor of the estate at #2. You can use Arl Howe's Key to open the door once you climb up the stairs. Keep in mind that once you're up on the main floor, the guards are all going to be hostile.

    Ser CauthrienNow the door at #4 holding Queen Anora will no longer be held by a magical spell, and you can open it. Queen Anora will show up disguised in armor, and wants to leave immediately. The problem is, in the room just a little to the west, Ser Cauthrien will be waiting for a large contigent of Loghain's Guards. This can be a really tough fight, both because of the sheer numbers and because Ser Cauthrie is herself an extremely powerful foe. She can dish out damage in the neighbourhood of 90 to 110+ with each swing of her sword. She also has high resistances in pretty much every category.

    The way I handled this with my evil party was to have Zarathos hold everybody down with Blood Wound, and Morrigan pitch in with sleep as well. Now everybody runs back down the hallway. Morrigan sets up a Storm of the Century in the room in order to take out all of the guards. Now its a matter of dealing with Ser Cauthrie individually. I do whatever I can, Health Poultices, Lyrium Potions, Misdirection Hex, Death Hex, Cone of Cold, Heal, to go the distance and bring her down. She'll leave behind The Summer Sword (Silverite) and a few other high-grade random items once she's dead.

    If you're not feeling up to the fight, another alternative is to surrender and become a prisoner in Fort Drakon. After a cutscene, you then select two of your companions to effect your rescue from the fort or try to effect your own rescue. If Alistair is also present when you surrender to Ser Cauthrien, he will also wind up in the same Fort Drakon cell as you.



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