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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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Brecilian Forest: 
Dalish Camp  |  East Brecilian Forest  |  Brecilian Ruins, Lower Level  |  Brecilian Ruins, Upper Level  |  Brecilian Ruins, Werewolf Lair  |  West Brecilian Forest  

East Brecilian Forest

East Brecilian Forest

  1. Here is the way back to the West Brecilian Forest at #14.

  2. Here is the way back to the West Brecilian Forest at #15.

  3. This bend is guarded by a large pack of Werewolves. You'll also find a lone werewolf who turns out to be Athras' wife, Danyla. She's convinced that she can never return to her former Elven self, and thus gives you her Scarf in the hopes that you will bring it back to Athras. She also wants you to end her life. You can fall in with her request, or you can refuse coldly and walk away, in which case she'll force you to kill her in a fight.

  4. Around here you'll get attacked by 3 Wild Sylvans.

  5. On this corpse you'll find Mythal's Blessing (Whitewood).

  6. Around this area you'll be forced to fight 3 Bears, and then 2 Ogres.

  7. RevenantIn this Graveyard you'll find several random items in addition to a Steel Spiked Collar. Incidentally, here is also a Gravestone with cursed runes on it. Disturb the runes and you'll be forced to fight a Revenant and several Devouring Skeletons. As with the previous Revenant fight, try to make a break for somewhere else on the map with the hopes that you can play divide and conquer. The Mad Hermit clearing is an ideal place to make a break for. If you can isolate the Revenant by himself, then let loose with all the talents designed for individually powerful foes. This Revenant will leave behind the Juggernaut Boots (Silverite).

    Maleficarum CabalIncidentally, if you get the Thy Brother's Killer quest from the Mage's Collective, here is where the cabal of Maleficarum can be found. If you can, try to get the jump on them with your own spells (e.g. Fireball, Glyph of Neutralization, Cone of Cold) to keep their spellcasting and initiative to a minimum. One of the Maleficarum will leave behind the Black Hand Gauntlets (Inscribed).

  8. Here is the Mad Hermit. If you're determined to get the Acorn for the Grand Oak, then you have to get it from the Mad Hermit. Mad HermitYou can trade him for it, but this involves his own particular game of speaking back and forth in a series of questions. Items that he's willing to accept in exchange include the Scarf, Athras' Pendant, The Tales of Iloren, the Halla Horn, and the Dusk Ring. Items that he is willing to trade to you in return include the Grand Oak Acorn, the Ancient Elven Helm (Veridium), and a Book that provides a Codex entry for "Archons of the Imperium".

    Alternatively, you can also rummage through the nearby tree stump to get the Oak. If this happens, the Mad Hermit will attack you along with two Greater Rage Demons. Take out the Demons as quickly as you can, then as much as possible try to keep the Mad Hermit immoblized to prevent spellcasting. If you succeed, the Hermit will leave behind a Magic Staff, the Dreamsever, and possibly another random item or two.

    If you happened to kill the Grand Oak, the Mad Hermit offers an alternative way deeper into the forest. You can give him a Werewolf pelt and he'll enchant it so that you have a Magical Werewolf Pelt instead that allows you to get past the barrier.

    Incidentally, this tent is one of the Landmarks that the Mabari War Hound will be able to assert dominance over.

  9. Here is the Barrier. One way to get past is to fulfill the Grand Oak's request to have his Acorn returned to him. The other is to get past it with a Magical Werewolf Pelt from the Mad Hermit, or with the Oak Branch (Veridium) from the Grand Oak.

  10. WitherfangHere you are forced into a confrontation with Swiftrunner and other Werewolves. When you bring Swiftrunner to near death, Witherfang intervenes and knocks you to the ground. They then run off together.

  11. Here is an Ancient Gravestone with runes on it. Disturbing the runes will again bring out a Revenant and a few Skeleton Archers. Again, make a break for elsewhere to play divide and conquer. Force the Archers to bend around a corner. Ideally, you'll want to isolate the Revenant so that you let loose with your powers designed for individually strong enemies. This Revenant leaves behind the Juggernaut Gloves (Silverite).

  12. Here is the entrance to the Brecilian Ruins at #1.


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