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Dragon Age: Origins - Awakening eGuide
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Contents

  • Maps
    • World Map
      • World Map
    • Main Quest Walkthrough Maps
      • Assault on Vigil's Keep
      • Keep Interior
      • Throne Room
      • Vigil's Keep Courtyard
      • The Crown and Lion
      • The Blackmarsh
      • The Blackmarsh Undying
      • Shadowy Crypt
      • Baroness's Manor
      • Return to the Blackmarsh
      • Wending Wood
      • Silverite Mine
      • Knotwood Hills
      • Kal'Hirol
      • Main Hall
      • Trade Quarter
      • Lower Reaches
      • Siege of Vigil's Keep
      • Siege of Amaranthine
      • Dragonbone Wastes
      • Drake's Fall
      • The Nest
    • Side Quest Walkthrough Maps
      • The Blackmarsh
      • City of Amaranthine
      • Smuggler's Cove
      • Law and Order
      • Smuggler's Run
      • Smuggler's Cove (Alternate)
      • Vigil's Keep Throne Room
      • Knotwood Hills/Kal'Hirol
      • Vigil's Keep
      • It Comes From Beneath
      • Sealing the Great Barrier Doors
      • Wending Wood
  • Essentials
    • The Basics
      • How to Use This Guide
      • Key Terms
      • Experience and Leveling
      • Your Health
      • Races and Classes
      • Skills, Talents, and Specialties
      • Items
      • Combat
      • The Map
      • The Codex
      • Character Generation
    • The Classes
      • Introduction
      • Leveling
      • Skills
      • The Warrior
      • The Mage
      • The Rogue
    • The Party
      • Party Basics
      • Combat Roles
      • Configurations and Engagement
      • Tactics
    • Companions
      • Understanding Companions
      • Anders
      • Justice
      • Nathaniel Howe
      • Oghren
      • Sigrun
      • Velanna
      • Mhairi
    • Supporting Cast
      • Supporting Cast
    • Equipment
      • Equipment
      • Weapon and Armor Materials
      • Vendor Shopping
      • Weapons
      • Armor
      • Accessories
      • Runes
      • Crafting
      • Usable Items
      • Gifts
    • Bestiary
      • Monster Abilities
      • Monster List
  • Walkthrough
    • Walkthrough
      • How to Use the Walkthrough
      • Essential Locations
    • Assault on Vigil's Keep
      • Exterior
      • Interior
      • Throne Room
      • Courtyard
    • Shadows of Blackmarsh
      • Amaranthine
      • The Crown and Lion
      • The Blackmarsh
      • The Blackmarsh Undying
      • Shadowy Crypt
      • Baroness's Manor
      • Return to the Blackmarsh
    • The Righteous Path
      • Amaranthine
      • Wending Wood
      • Trapped by the Architect
      • Silverite Mine
    • Last of the Legion
      • Amaranthine
      • Knotwood Hills
      • Kal'Hirol
      • Main Hall
      • Trade Quarter
      • Lower Reaches
    • Siege of Vigil's Keep
      • Going to War
      • Siege of Vigil's Keep
      • Siege of Amaranthine
    • Lair of the Mother
      • Dragonbone Wastes
      • Drake's Fall
      • The Nest
    • Side Quests
      • The Blackmarsh
      • City of Amaranthine
      • Companions
      • Knotwood Hills and Kal'Hirol
      • Vigil's Keep
      • The Wending Wood
      • Random Encounters
    • Achievements
      • Achievements and Trophies

Dragon Age: Origins — Awakening Guide › Essentials › Companions

Anders

Spoiler Alert

You discover Anders when you first enter Vigil's Keep; he is surrounded by dead templars and is fighting for his life against darkspawn. It would seem he's an evil apostate mage, but in truth, he just doesn't like being trapped (he'll readily fight against the darkspawn). You can ask him to join the party, or leave him there (although he will return later).

When meeting the king or queen at the end of "The Assault on Vigil's Keep" introduction, you can choose to conscript Anders as a Grey Warden (against the advice of the templars), let him be taken by the templars (but with a good word put in for him), or just let him be taken by the templars outright.

Anders at a Glance

Starting Attributes

Strength 11
Dexterity 11
Willpower 33
Magic 41
Cunning 17
Constitution 17

Class

Mage

Healer : Despite his fire-roasting stunt when you first meet him, Anders makes for the best party healer. He starts with the Spirit Healer specialization with points already spent on a good healing base.

Starting Talents

Spirit Healer : Group Heal, Revival, Lifeward

Mage : Arcane Bolt, Arcane Shield

Primal : Winter's Grasp, Frost Weapons, Cone of Cold

Creation : Heal, Heroic Offense

Spirit : Walking Bomb, Mind Blast

Entropy : Weakness, Paralyze, Drain Life

Location

Vigil's Keep Interior

Unlock Condition

In the corridor off the entrance chamber in the keep interior, you meet up with Anders. He's slain some templars after him, but will gladly join your group to fight the darkspawn.

Combat Advice

If you choose Anders as your party healer, get him Rejuvenate and Regeneration as soon as possible. Spirit Healer's Cleansing Aura would be a nice addition too. Definitely upgrade Mind Blast one point to Force Field for extra defense when an ally nears death. Once you reach level 20, invest in the Mage school's Fade Shield chain, especially for the mighty Time Spiral at level 28 which can reset all your healing cooldowns.

In combat, leave Anders in the rear to protect him from melee. Heal at range and toss in a damage spell like Winter's Grasp or Cone of Cold if you want to speed up damage against wounded enemies. If you have a few extra points available, you may want to spec Anders into the Keeper specialization. One with Nature and its upgrade abilities can trap enemies surrounding Anders, thus keeping them off the mage during healing and slowing them down while attacking other allies.

Personal Quest

The one thing Anders wants most of all is freedom from the Circle. He had arranged with a cohort, Namaya, to get his phylactery away from the templars. When you meet with Namaya in the city of Amaranthine (see Amaranthine map in Side Quests chapter for Namaya's exact location), she tells Anders where he can find it: in a warehouse across the city.

Alas, the whole thing is a setup by the templars. There is no phylactery in Amaranthine. The templars are waiting, and if you don't give Anders to them outright, they will battle the party to the death. For more details, see "Freedom for Anders" in the "Companions" section of the Side Quest chapter.

Gifts

Anders's "plot gift" is a kitten (found in eastern section of the Vigil's Keep courtyard). His other gifts are a knitted scarf (found in the Chantry), gold earring (Vigil's Keep basement), engraved silver bracers (Kal'Hirol), a bell collar for the cat (Amaranthine), and a book on phylacteries (Silverite Mine in the Wending Wood).

Gift Found In Location
Bell Collar Homer's Toys Amaranthine
Engraved Silver Bracers
Pile of Bones Kal'Hirol
Gold Earring Knight's Corpse Vigil's Keep Basement
Kitten Plot item Eastern Section of Vigil's Keep courtyard
Knitted scarf Lost and found box Amaranthine Chantry
Phylacteries: A History Written in Blood Books Silverite Mine

Dialogue Choices

As with any companion, Anders has dialogue choices whenever you interact with him, and sometimes he will pull you aside to speak with you about a topic. However, at important points in the game, you should know about plot-specific, area-specific, and throne room-specific dialogue that could change the game for your companion.

Plot-Specific Dialogue

If Ser Tamra doesn't speak to the player about the growing conspiracy for the "A Brewing Conspiracy" side quest, Anders will have the same information for you during the fealty ceremony. After you give Anders the gift kitten, the Ser Pounce-a-Lot item will appear in your inventory. If you interact with this item with Anders in the party, you will hear Anders talking to the kitten.

Area-Specific Dialogue

Anders has a conversation related to the statue of Andraste (there are two in the game: he talks about the one in Vigil's Keep after you upgrade the walls), a tree in the city of Amaranthine, and the lyrium basket in the Trade Quarter of Kal'Hirol. You can gain serious approval bumps if you sympathize with Anders about his hopes for freedom and dislike for authority.

Throne Room-Specific Dialogue

Anders may tell you about the Circle Tower's cat, which relates to the kitten gift you can present to him. This results in a positive approval bump. After you complete Anders's personal quest and save him from the templars' trap, Anders may tell you that you're an "all right" sort for sticking by him. This results in a positive approval bump.

Approval Increase

Banter with Anders, or tease him.


Remind him that he is free and appreciated.

Kill the templars in the warehouse to save him (you will be eligible to reach his friendly status). Stand up for him with the templars.

Take the information on the statues to the merchants ("Maferath's Monuments" side quest). Hire Velanna (a pretty girl) to the Grey Wardens.

Mess around with the revered mother for the orphans, or steal her sermons (the series of Blight Orphans side quests in the Crown and Lion Inn).

Rescue the hostage Eileen ("A Daughter Ransomed" side quest).

Leave him behind at the keep when you march to Amaranthine at the start of the "Assault on Vigil's Keep" main quest.

For even more approval, come back to the keep to rescue him if you did leave him behind.

If you include him in the party for the siege, however, save the city rather than Vigil's Keep.

Approval Decrease

Tell him that the templars are right to keep the mages trapped.

Engage him in overly serious conversation.

Make him feel like he's trapped in the Grey Wardens.

Give him over to the templars—a move that permanently removes him from your party. Take Ser Rylien up on her quest to seek out the maleficars in the city ("Out of Control" side quest).

Turn in the sylvanwood to the Chantry ("From the Living Wood" side quest).

Add Nathaniel to your party.

Side with Justice instead of the baroness.

Kill the hostage Eileen, or let her be killed ("A Daughter Ransomed" side quest).

Ally yourself with the Architect in Drake's Fall. He disapproves, but won't leave the party for it.

Crisis Moment

Anders does not have a specific crisis moment. You can only reach a crisis with Anders through poor approval rating. You can beg him to stay when you first hit the approval low point, but he will definitely leave the second time.

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