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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  

Elven Alienage

Elven Alienage

  1. Here is your initial entry point, and the way back to the map of Denerim.

  2. Here is Varel Baern, who is an individual you can issue a summons to as part of the 'Scraping the Barrel' quest on behalf of the Blackstone Irregulars.

  3. Here is Cyrion's house. Inside will be an elf named Soris, that is if you've rescued him from the dungeon of the Arl of Denerim's Estate. He'll provide some info on what is going on, and indicates that his cousin, Shianni, will know more.

  4. Here is a door that is inaccessible for now. Go speak to Ser Otto at #9. Now come back here, and the clues that Ser Otto seeks are readily apparent. The dead dog, the feral dog, the deranged beggar, and the pool of blood. You need only click on at least two of them. Once you do, report back to Ser Otto, and he'll want to investigate this area further. The door now leads to the Abandoned Orphanage.

    Incidentally, if you recover a Worn Amulet from the orphanage, you can return it to the Deranged Beggar for some xp.

  5. Here is the house of Valendrian, who is not home at the moment. There will be a couple of chests here with random items.

    If you end up rescuing Valendrian after getting down to the bottom of what is going on in the Alienage, he can be found here afterwards. He'll give you the Gift of the Grey (Silverite) in gratitude.

  6. Here you'll find a flower called Andrastre's Grace, which Leliana will appreciate as a gift.

  7. Here is Alarith's Shop. Unfortunately, all he has to offer is vague information and no tangible goods. That is, unless your origins story was the City Elf one, or you've resolved the quest involving the Tevinter Slavers. Once either condition is met, he tends to sell goods in the nature of crafting components, including recipes for Choking Powder Cloud Trap, Sleeping Gas Cloud Trap, Greater Injury Kit, Flaming Coating, Freezing Coating, Lesser Nature Salve, and Lesser Warmth Balm.

    Notable wares in his inventory include:

    Tome of Skill and Sundry
    Staves of the Ephermeral Order
    Warpaint of the Waking Sea
    Swordsman's Girdle
    Current Map of Ferelden
    Manual: Assassin

  8. Shianni
  9. Here are the main grounds of the Alienage. There are Elves waiting to receive a magical cure from Tevinter healers, but they must enter quarantine. Part of the crowd is an Elf named Shianni, who openly voices her suspcisions of the whole affair to you. She offers to lead you to a side entrance into the quarantine to find out what is going on. The side entrance happens to be at #11.

    Once you learn what is going on inside the Hospice, the Guards and Healers here will go hostile, forcing you into a battle with them and the odd Elf. Once that is done, Shianni will be here again. Speak to her some more, and she'll voice her suspicions that Elves are being smuggled either through a warehouse or an apartment complex in the back alleys. The entrance to the apartments and warehouse begins at #12.

  10. Here is the Alienage Tree, which is also one of the sites that is part of the "Places of Power" quest on behalf of the Mages' Collective.

  11. Ser Otto
  12. Here is Ser Otto, a blind and past his prime Templar. His intuition says there is something wicked at work in the Alienage, and he needs your eyes to help him track it down. To progress his quest, look for clues near the door at #4.

  13. Here is the entrance to the Hospice. An Elven Guard stands here. There's two ways of handling this. One is to simply kill him and loot the Hospice Key off his body so that you can enter. Another is to pester him with questions, where it becomes apparent that he's doing this for the wages more than anything else. You then have the option of a successful Persuade check to convince him to take 6 gold in return for the key and allowing you to enter.

  14. Here is the entrance to the Rundown Apartments.

  15. Here is where you emerge if you make your way through the Rundown Apartments.

  16. Here is the entrance to the Tevinter Warehouse.


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