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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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Denerim: 
Map of Denerim  |  Dark Alley  |  Deserted Building  |  Dirty Back Alley  |  Genitivi's Home  |  Gnawed Noble Tavern  |  Market District  |  Rundown Back Street  |  The Pearl  |  Wade's Emporium  

Denerim - Deserted Building

Denerim - Deserted Building

  1. Here is the entrance. From here, you can access the Map of Denerim.

  2. Here is a concealed door. Simply r-click on it to push aside the bookcase, and you'll be able to get through the door.

  3. Here you'll have to battle several Mercenaries led by a Blood Mage. Due to the close quarters of the building, you can use the tight spaces to your advantage. The idea is to set up crowd-control spells (e.g. Glyph of Repulsion) at the door, effectively turning the door to an impassable bottleneck. Once this is set up, simply fire away with your spells, while your fighters can mop up anybody that happens to come through. The Blood Mage leaves behind an Entry Doorkey. Simply use it to open the next door.

    A nearby armor stand will also have a random piece of armor.

  4. Here are a few more mercenaries for you to fight.

  5. Here are more mercenaries to fight, along with a Blood Mage.

  6. A chest in this room will have a random item.

  7. This room will have several mercenaries led by a Blood Mage. A chest in the room will have a random item.

  8. In this room will be a couple of chests with random items.

  9. Along this hallway, keep your eyes open for a couple of pressure plate traps that will cause fire to blaze.

  10. In this room, a Blood Mage and several archers have set up a barricade. The barricade is also made hard to reach by the fact that grease has been layered on the floor. There will also be about 3 Mabari Hounds ready to lunge for the attack. If you have fire spells, you can exploit this set up to your advantage. Creep slowly forward, and as soon as you catch a glimpse of the room, let loose with fire spells. This will set off the 'Grease Fire' spell combo, meaning that the grease will enhance the fire damage without you ever having to cast Grease yourself. In the meantime, run well back down the hallway with the idea of leading the Hounds forward away from the Archers, and letting the Archers burn while you handle the Hounds.

  11. Here will find a very large group of Mercenaries and Archers, led by 3 Blood Mages. Due to the size of the room, they will try to run out of the area covered by storm-type spells. They may also try to come after you from the doors to the left or the right. This can be a really tough fight, even after the patch, due to the sheer numbers and the number of different angles that they came at you through. My approach was basically to open the center door and get in the first shot with storm and area effect spells. Then run back, or at least stay out of view. Wait for the cooldowns of your spells to elapse. Then go for a different door, left or right, where some of them will likely have bunched up, and repeat. Keep an eye out for a sudden swarming. If any Blood Mage appears in direct view, prioritize him first.

  12. Here is another room with an Archer barricade 'protected' by a grease layer. Exploit the same way if you can.

  13. This room is locked. There will be a chest in here that holds the Magister's Shield, as well as another item or two.

  14. Blood Mage Leader
  15. Here is the Blood Mage Sanctum. In here will be the Blood Mage Leader, the Mercenary Captain, another Blood Mage, and some mercenaries. In your present position, you'll be a sitting duck, so run back through the door. Set up your spells at the doorway as a bottleneck, and let them come to you. If the Leader or the Blood Mage come through the door, do whatever you can to immobilize them. The Blood Mage Leader will leave behind the Dalish Battery and the Bedroom Key. The key actually opens the door to the room at #13, but that door can also be picked with a good enough rogue anyway.

  16. From this door, you can access the Map of Denerim.



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