Dragon Age logo

BioWare


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
Disable all ads!

Final Battles: 
The Final Battles  |  The Archdemon  

The Archdemon

ArchdemonNow you're ready for the final battle of the game, against a rather hideous looking and enormous Dragon that, just as soon as you arrive, makes short work of the soldiers atop Fort Drakon. Now it wants to do the same to you, and here's some of the powers that it will use to try and accomplish that:

Powerful Melee Attacks - Whether or not you're directly facing it and directly behind it, the Archdemon can score tremendous damage with its claws, tail, and hind legs. And like other Dragons, it also has a special attack that scores severe damage. Its attacks can also knock down its targets.
Archdemon Corruption Blast - Like the fire spit that other dragons have used against you, but it scores spirit damage instead.
Dragon Breath - Same thing.
Spirit Storm - This causes several balls to drop down that cause spirit damage in a meteor-shower type effect, and can score pretty significant damage.
Wing Buffet - If it is surrounded, it can unleash this to both knock everyone down and away, and score significant damage at the same time.
Fly Away - Another option if it is surrounded. It can simply fly away to another part of the platform, and then start using its spirit attacks from a distance.
Crash Landing - Another ability is to fly up and then crash land right on top of the party, knocking them down and causing heavy damage.

Now some general guidelines to follow for this battle:

Drink to your Health - Don't be stingy about gulping down Health Poultices and Lyrium Potions. This is what you've been saving them for. Even when a character gets half-way down, don't blink at gulping down a Potent or Greater grade Health Poultice. It can make the difference between the character going down for the rest of the fight, or being able to continue on.
Can't touch this - The Archdemon has very high resistance to just about everything. Your mages won't have much luck unless their Magic score is really good, and even then when boosted by items. Spells like Cone of Cold and the Hexes can work, but even then not as long as for other monsters.
Phases - The battle will go along three distinct phases, as follows:Phase 1

Phase One

The Archdemon will try to kill you on its own, and is often willing to fly around to attack at a distance, or get up close and personal.

Phase Two

Once the Archdemon is reduced to about half-health, it will fly to a part of the platform that is inaccessible to you by foot. It will stay there and use spirit damage attacks from a distance. There will also be a steady stream of Darkspawn from the doors in all directions. You'll also get allies here from among the forces you recruited, like Dwarves, Elves, or Redcliffe Soldiers. Some more notable ones will show up asPhase 2well. These may include Zathrian if you sided with him against the Werewolves, Swiftrunner if you sided with the Werewolves against the Elves, Kaldorn, Knight Commander Greagior if you sided with the Templars, or First Enchanter Irving if you sided with the Circle. Use your healing spells on them as they will be powerful allies that can help you tremendously. In the meantime, as much as possible, try to gain clear shots on the Archdemon with your missile weapons and staves. But mind you, keep an eye for how many Darkspawn are coming your way. Sometimes your allies can hold them up, letting you fire away on the Archdemon. Other times though, you may need to turn your attention to the Darkspawn simply to thin their numbers enough for a time so that you can return your attention to the Archdemon. Sometimes what works is to have a warrior or two take out the incoming Darkspawn, while an archer and a mage can continue to work on the Archdemon.

Phase Three

Phase 3Once the Archdemon is reduced to about 1/4 of its health, it will fly up and land close to two doors leading to the platform. It will stay in this spot, and you can attack it at close range. The catch is that it will call in a stready stream of Darkspawn from both doors non-stop. Sometimes you may have to take steps to thin out the Darkspawn ranks, but nonetheless, keep your eye on the prize.

Once it falls, you'll be faced with a fundamental decision about who delivers the killing blow, and however you do it will have repercussions for the epilogue. Possibilities include you sacrificing yourself to save Ferelden, or Alistair, or Loghain. However, if you fell in with Morrigan's request to impregnate her, anybody can deliver the killing blow without having to sacrifice themselves.

Killing BlowOnce that is done, you'll be treated to a cutscene whereby the ruler of Ferelden, whether that's Anora or Alistair or someone else, will announce and celebrate the victory and the end of the blight. Once you step out the door of the palace, the game ends with an epilogue that explains the aftermath, most of which are direct consequences of choices you made throughout the game.

The End



Amazon.com
Amazon.ca
Amazon.co.uk
Sorcerer's Place is a project run entirely by fans and for fans. Maintaining Sorcerer's Place and a stable environment for all our hosted sites requires a substantial amount of our time and funds on a regular basis, so please consider supporting us to keep the site up & running smoothly. Thank you!

Disable all ads!