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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

Justice

Justice is a good spirit from the Fade, a spirit of justice (it's not his name so much as what he is) that was accidentally sucked into the real world with you and is now stuck in the body of a dead Grey Warden.
He embodies the concept of justice completely: he is righteous and noble,always focused on the black and white dichotomy of right and wrong, nothing in between. Interesting enough, Justice is the only companion who doesn't need to take the Joining ritual, because the decomposing body of Kristoff has already joined.

Justice at a Glance

Starting Attributes

Strength 49
Dexterity 31
Willpower 2 0
Magic 1 1
Cunning 1 1
Constitution 2 0

Class

Warrior

Tank : Unless your main character wants to tank, Justice is the best warrior at holding a party together in the heat of combat.

Starting Talents

Spirit Warrior : Beyond the Veil

Warrior : Powerful, Precise Striking, Taunt

Weapon and Shield : Shield Bash, Shield Pummel, Overpower, Shield Block, Shield Cover, Shield Tactics, Shield Defense, Shield Balance, Shield Wall, Shield Expertise

Location

Blackmarsh Undying (the Fade)

Unlock Condition

In the Blackmarsh Undying, Justice tries to help the villagers who have been trapped in the Fade by the evil baroness. When you slay the baroness, Justice may join the party or leave his body to travel the world unhindered.

Combat Advice

If you choose Justice as your tank warrior, fill out his Weapon and Shield talents as soon as you can, especially Shield Mastery and Assault. Rather than continue with the Precise Striking chain in the Warrior school, concentrate on the Powerful chain instead (better for defense). With your extra talent points, start on the new Second Wind chain, continue with the Spirit Warrior specialization, and fill out the new Weapon and Shield talents, beginning with Juggernaut at level 20. You may want to specialize in Guardian or Champion, or both, to increase Justice's ability to protect the party.

In combat, send Justice into the fray. He excels in the midst of constant melee where his Weapon and Shield talents shine. Once you reach higher levels, invest in the new Weapon and Shield's Carapace (for super defense) and Air of Insolence (the ultimate taunting ability). Justice will take a pounding, and his dead body will live to tell about it.

Personal Quest

After the events in the Blackmarsh, when you return to Vigil's Keep with Justice, you run into Kristoff's wife, Aura. She's very upset to see her dead husband's body walking around with another spirit inside. Justice tries to explain, but Aura runs off. Justice asks you to help find her so he can make amends.

Find Aura in the Amaranthine Chantry, and she and Justice come to an understanding when they finally talk. You can reach friendly status with Justice after this quest completes. For more details see "Justice for Kristoff" in the "Companions" section of the Side Quest chapter.

Gifts

Justice's "plot gift" is a lyrium ring (found in Kal'Hirol's Main Hall); he tells the PC at one point that lyrium calls to him, and that he wishes to have an object made of it. His other gifts are a book on lyrium (warehouse in Amaranthine), Kristoff's locket (Blackmarsh), a book of poetry about the Fade (Vigil's Keep throne room), a box of Kristoff's mementos (Crown and Lion Inn), and the elven prayer for the dead (Wending Wood).

Gift Found In Location

Eleven Prayer for the Dead

Crate Wending Wood
Kristoff's Locket Pile of Rocks Blackmarsh
Kristoff's Mementos Chest Crown and Lion Inn
Lyrium Ring Chest Kal'Hirol's Main Hall
Lyrium: The Voice of the Maker Bookshelf Abandoned Warehouse in Amaranthine
Verses of Dreams Pile of Books Vigil's Keep Throne Room

Dialogue Choices

As with any companion, Justice 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

When you find the lyrium ring in the depths of Kal'Hirol (see the Main Hall map in the "Last of the Legion" chapter), Justice appreciates your efforts to bring him happiness and jumps up a significant amount on the approval meter.

Area-Specific Dialogue

The statue of Andraste in Amaranthine invokes a conversation with Justice. As with all the area-specific dialogue possibilities, if you seek to console and befriend Justice, you gain positive approval.

The elven body in the Dalish camp in the Wending Wood, where you finally confront Velanna during "The Righteous Path" quest, presents another opportunity to gain positive approval if you listen sympathetically to Justice.

Taking Justice back to the Crown and Lion, where Kristoff was staying, gets some interesting reactions from the patrons.

Throne Room-Specific Dialogue

Kristoff's chest behind Justice in the throne room gives you more insight into the spirit inhabiting the Grey Warden body. Justice may tell you about his attachment to lyrium in the throne room, which puts you on the path for lyrium ring in Kal'Hirol.

After his talk with Aura in the Chantry, Justice may tell you about his feelings on humanity.

Approval Increase

Encourage him to follow his human side.

Explain how his situation is different from demons.

Appreciate him and thank him.

Seek justice, even vengeance, on any occasion.

Aid Constable Aidan against the smugglers ("Law and Order" side quest).

Rescue the hostage during the "A Daughter Ransomed" side quest, even if you kill the hostage-takers after promising them money.

Kill the Statue of War's foe, the animated magister corpse ("Brothers of Stone" side quest in the Wending Wood).

Tell Velanna she doesn't deserve the honor of being a Grey Warden.

Give Melisse flowers in the final "Making Amends" ("Blight Orphans") side quest.

Take him to Amaranthine for the siege, or leave him and then come back to rescue him. Choose saving the city over saving Vigil's Keep.

Approval Decrease

Be sarcastic with him.

Hold his ignorance against him.

Dismiss his opinions.

Make him feel bad for being in Kristoff's body.

Aid the smugglers against Constable Aidan ("Law and Order" side quest).

Kill Steafan in the cage in Kal'Hirol ("Wrong Place, Wrong Time" side quest).

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

Take Velanna into the Grey Wardens, or into the party at all.

Take Nathaniel into the party.

Cause the revered mother difficulties on the orphans' behalf; give the orphans the sermons, or scare Melisse, the orphan's ex-girlfriend, with the scarecrow ("Blight Orphans" side quests).

Release the Architect's messenger during the siege on Amaranthine.

Crisis Moment

Justice will not abide by a decision to help the Architect in Drake's Fall as you approach the Mother's nest. He considers aiding the Architect an evil act. Justice may actually leave and battle the party if you still choose to side with the Architect, although Justice can be persuaded to stay if you're friendly with him.

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