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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

Sigrun

Sigrun was a former casteless cutpurse, who was convicted of a crime and sentenced to fight for the Legion of the Dead. She went with the Legion to Kal'Hirol, where the darkspawn slaughtered her entire regiment. Sigrun survived when she ran away in fear. She wishes to return to see if she can avenge the Legion.

Sigrun at a Glance

Starting Attributes

Strength 47
Dexterity 46
Willpower 20
Magic 10
Cunning 15
Constitution 16

Class

Rogue

Melee DPSer : With all the Dual Weapon talents in her repertoire, Sigrun is made for dealing heavy damage in melee combat. You can tweak her to tank too if you take the rest of the Legionnaire Scout specialization.

Starting Talents

Legionnaire Scout : Mark of the Legion

Rogue : Dirty Fighting, Below the Belt, Deadly Strike, Lethality, Stealth

Dual Weapon : Dual-Weapon Training, Dual-Weapon Finesse, Dual-Weapon Expert, Dual-Weapon Mastery, Dual Striking, Riposte, Dual-Weapon Sweep, Flurry, Momentum

Location

Knotwood Hills

Unlock Condition

During the "Last of the Legion" main quest, you come upon Sigrun at the entrance to Kal'Hirol, being attacked by darkspawn. The PC can rescue her and ask her to join them, or let her go on her own.

Combat Advice

When spending Sigrun's points, you can fill in the Rogue and Dual Weapon schools, and the Legionnaire Scout specialization. Start with the Dual Weapon and Rogue schools. You can fill those in early, because the older talents don't have level restrictions. Start with Cripple, Punisher, and Whirlwind in Dual Weapon, then pick up Evasion, Combat Movement, Coup de Grace, and Feign Death in Rogue. Once you hit the level thresholds for the new Rogue talents, grab them immediately.

The Rogue and Dual Weapon talents will increase your effectiveness in melee combat. Let the tank grab the threat and then strike away from the rear. If you want to gain more toughness and tank a little, dip into the remaining three Legionnaire Scout talents: Strength of Stone, Endure Hardship, and Blessing of the Ancestors.

Personal Quest

If you have Sigrun in your party, you will eventually bump into the merchant Mischa in Amaranthine, who recognizes Sigrun and accuses her of being a thief and of betraying their friendship. Later, Sigrun will ask if you can go back to find Mischa again. Mischa is at the Crown and Lion Inn. Sigrun offers a ring as an apology for her previous wrongdoings. The player can let Sigrun give her the ring, or offer money instead to pay the debt. Mischa is satisfied with either of these, and Sigrun feels better about having let down her friend (and will be "friendly" eligible at this point).

Gifts

Sigrun's "plot gift" is a spyglass (found in the Silverite Mine). Her other gifts are a snow globe (can be bought in a store), a toy chariot (Smuggler's Cave), a potted plant (outside the Amaranthine Chantry), a book on warriors (throne room) and soap on a rope (Vigil's Keep dungeon).

Gift Found In L ocation
Potted Plant Pot Outside Amaranthine Chantry
Snow Globe Glassric's Wares Amaranthine
Soap on a Rope Supplies Vigil's Keep Dungeon
Spyglass Soldier's Corpse Silverite Mine
Toy Chariot Toy Box Smuggler's Cove
The Warrior's Heart Pile of Books Vigil's Keep Throne Room

Dialogue Choices

As with any companion, Sigrun has dialogue choices whenever you interact with her, and sometimes she 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

Sigrun has conversations all through Kal'Hirol as she guides the party through the area.

Area-Specific Dialogue

Sigrun has a conversation about a tree in the Wending Wood. At a market stall in Amaranthine, Sigrun worries about being able to afford to buy things.

Throne Room-Specific Dialogue

If you examine the books behind Sigrun in the throne room, she engages in conversation with you about literature and reading. Keep a friendly tone with her and you'll gain positive approval. Sigrun discusses her desire for a spyglass. She talks about her guilt over betraying Mischa after meeting the merchant in Amaranthine. After making amends with Mischa, Sigrun thanks you for recruiting her to the Grey Wardens, but swears she will return to the Legion after she has finished her tasks with the Grey Wardens and Amaranthine.

Approval Increase

Stick up for her.

Give her your trust.

Understand that the Legion is important to her, and she still belongs to it.

Talk about how the Grey Wardens differ from the Legion.

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

Give money to the merchant Mervis to help the families of those who were killed in Amaranthine.

Give Melisse flowers ("Blight Orphans" side quests).

Kill the kidnappers ("A Daughter Ransomed" side quest).

Help the Statue of Peace ("Brothers of Stone" side quest in the Wending Woods).

Help Keenan send his last words to his wife ("Last Wishes" side quest).

Ask Velanna to join the Grey Wardens. Side with Justice.

Choose her to go to the siege of Amaranthine.

Rescue her if she's left behind at the keep.

Kill the Architect's messenger who comes to Amaranthine after the siege.

Save Amaranthine during the siege.

Approval Decrease

Denigrate her choices as stupid.

Kill Steafan while he is caged in Kal'Hirol ("Wrong Place, Wrong Time" side quest).

Help the orphans' with their scarecrow or itching powder pranks ("Blight Orphans" side quests).

Give Anders over to the templars.

Kill or allow Eileen to be killed ("A Daughter Ransomed" side quest).

Side with the baroness.

Let the Architect's messenger who comes to Amaranthine after the seige go.

Crisis Moment

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

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