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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  

ARL OF DENERIM DUNGEON

At this point I need to make a point about a slightly different presentation style for this part of the game. The purpose of exploring the dungeon is not only to make my way through to Queen Anora but also to do a few side quests, some of which can determine my success at the coming Landsmeet. The thing is, I can only make one trip through the Dungeon. I can't come in and out at leisure. I therefore sometimes have to accept a side quest before I ever enter the Dungeon, and at other times I have to obtain the reward well after I've left the Dungeon. Some of the videos will therefore show the completion of their side quests in their entirety, including the earlier moment when I accepted before entering the Dungeon and when I reap the reward after I've left the Dungeon. The purpose is so that the reader can get a sense of what's involved with the quest in its entirety, even though parts of the video are out of step chronologically.

Howe's Guards

I head south down the tunnel. On the other side of the door will be a few Howe Guards. It doesn't matter what I say in response, a fight with them is inevitable. There is a Grease Tripwire just in front of me, so I retreat the party back up the tunnel and let the Guards come to me. I also hit the archers with a Fireball-based Grease Fire.

Further south will be a large contingent of Archers who are capable of Scattershots. Here I show a fairly standard theme by which a Mage can deal with Archers. Wynne puts an Earthquake and then a Grease at their feet, which has them falling and slipping to the floor. This buys Wynne time to put an Inferno over the Grease, initiating a Grease Fire that will roast the Archers. Leliana takes aim with her bow to hasten their deaths.

I continue to make my way southwards. At some point I come to a corner with two adjacent doors, one to the west, and one to the south and east. The enemies to the southeast door will come out when I get close enough. The thing is, there's a fire trap near the southeast door that cannot be disarmed. It is really a bad idea to rush the enemy as soon as the door opens, since the fire trap can be really devastating once it gets started during combat. I show a safe method for dealing with this fight. Wynne plants a Glyph of Repulsion right at the door, and from well back, in order to keep the enemies trapped in the room. She follows up with Earthquake and then Grease. She then unleashes an Inferno-based Grease Fire (which has a smaller radius than the Storm of the Century) over the area. The party then retreats, which serves two points. One point is that it safely avoids setting off the nearby fire trap. Second point is that it forces the enemies to somehow make it past both the Grease Fire and the Glyph of Repulsion to reach me. In fact, I paste them with even more spells as they turn the corner, including Shock and Tempest and Fireball.

The door to the west has a few Guards and a few Mabari Hounds. The fight is easily won after Aldarion catches a couple of the Hounds with a Cone of Cold.

I then go east, and set off the fire trap which is now far less dangerous when I'm not in combat.

Tortured Noble

I enter the room just east of the fire trap. I have to fight several Torturers, whom I overwhelm in physical combat after Aldarion unleashes the Cone of Cold + Shock combo. Lying on a rack will be a man named Oswyn, whose father is apparently a nobleman named Bann Sighard. He thanks me and leaves.

I find Bann Sighard well after I finish rescuing the Queen. He will cast his vote with me against Loghain after he learns that it was me who rescued his son.

Key to the Lower Prison

I now go east, and then a little north from the torture room. More Guards and a Jailor leave the nearest door to come attack me. Aldarion hits two of them with a Cone of Cold. Sten then Shatters one of the frozen Guards with a Critical Strike. Wynne meanwhile roasts the archers with a Grease Fire. The jailor leaves behind the Key to the Lower Prison, which will be needed to open some of the cell doors in the Dungeon.

Missing in Action

I accepted the quest called "Missing in Action" before I ever set foot in the Dungeon. The quest itself involves searching for a soldier who went missing after the Battle of Ostagar. I now use the Key to the Lower Prison to open the cell doors. One of the cells holds an Elf named Soren, who is integral to the City Elf Origin.

The other cell holds the missing soldier, Rexel, who has clearly gone insane by now. I choose to let him go free.

I returned to the Chanter's Board, well after I have rescued the Queen, and collect my reward.

Arl Howe

I continue northwards from the jail cells. On the other side of a door to the north is Arl Howe (who is a powerful Assassin) along with a few Guards and a pair of Mages. The Mage on the left is a Shapeshifter. Aldarion unleashes Mana Clash right away, which kills the Mage on the right. It damages but doesn't quite kill the Shapeshifter, since his health exceeds his mana. I nonetheless get him under control by sending Sten against him. Sten shows the utility of the Frightening Appearance power, which holds the Shapeshifter still for a while. This is part of the reason why I regard Reaver and Berserker as a sensible build for a two-handed Warrior. Strength should be the primary emphasis of a two-handed Warrior build, with some allowance for Willpower, but not so much when it comes to Dexterity. Strength not only increases damage output, but it also makes certain activated powers harder for their targets to resist. These include Two-Handed Sweep and Frightening Appearance. The Shapeshifter breaks out of it, but then Wynne knocks him down with a Stonefist before he can complete his spell.

Once my first priority is fulfilled by taking out the Mages, I get rid of the Guards and save Arl Howe for last. He leaves behind a few choice random items, plus the Biteback Axe (+1.5 armor penetration, +15% armor penetration, Rogues only).

Vaughan Kendells

I go north, where the cell doors require Howe's Key to open. The first prisoner I see is the lecherous nobleman, Vaughan Kendells, who has a major role in the City Elf Origin. I decide to use a Persuasion check on him to get his key from him, and then kill him anyway. The lockbox is in his bedroom upstairs, which is the same room that needs to be avoided if you want to avoid setting off the alarm.

Lost Templar

The next cell to the right has an imprisoned Templar named Irminric. Irminric actually managed to track down Jowan, only for Teyrn Loghain to interfere and throw Irminric in the dungeon, causing him to suffer from Lyrium withdrawal. He pleads with me to bring his ring to his sister, Bann Alfstanna.

Bann Alfstanna can be found in the Gnawed Noble Tavern, just to the right of the Bartender. I later give the ring to her, and I earn 250xp, her support in the Landsmeet, and an amulet called the Spirit Ward (+10% spirit resistance).

Queen Anora in Disguise

I backtrack a little south and west of where I had killed Arl Howe. There will be a set of stairs going up on the south side, and a door to the west. The stairs will lead to a massive confrontation with the Guards upstairs. It is preferable to go through the door to the west, which requires Arl Howe's Key to open. I am then able to go up the stairs where I had first descended into the Dungeon. This allows me to make straight for Queen Anora's room without any confrontation. Note that I go past Vaughan's bedroom. If I were to enter the bedroom there in order to get the 40gp in the lockbox, the Guard in the room would raise the alarm. It boils down to what you want more, the gold or the xp.

Lastly, I open the door to Queen Anora's room. She has apparently disguised herself as a Guard.

Captured!

I go west, where Ser Cauthrien and many Guards, including a few Mages, are waiting for me. One choice is to fight. Keep in mind that this can be a really tough fight. Ser Cauthrien has very good resistances. She hits for truly hideous damage with each swing of her sword, and takes a lot before going down. And this is before we even get to all of her help. If you manage to pull it off, she'll leave behind the Summer Sword (+20 physical resistance, chance to knock target back). My preference is to let her arrest me.

Aldarion is then brought as a prisoner to Fort Drakon.


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