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Dragon Age: Origins eGuide
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Contents

  • Maps
    • Ferelden
      • Map of Ferelden
    • Dwarf Commoner
      • Dust Town
      • Commons
      • Tapster's Tavern
      • Beraht's Shop
      • Proving Grounds (Dwarf Commoner)
      • Beraht's Hide
    • Dwarf Noble
      • Ozammer Royal Palace
      • Diamond Quarter
      • Proving Grounds (Dwarf Noble)
      • Ruined Thaig
      • Outskirts
    • City Elf
      • Alienage
      • Arl of Denerim's Estate (Exterior)
      • Arl of Denerim's Estate (Interior)
    • Dalish Elf
      • Forest Clearing
      • Elven Ruins
      • Dalish Elf Camp
      • Return to Forest Clearing
      • Return to the Elven Ruins
      • Return to Dalish Elf Camp
    • Human Mage Origin
      • The Harrowing
      • The Circle Tower (Human Mage Origin)
      • The Repository
    • Human Noble Origin
      • Castle Cousland By Day
      • Castle Cousland (Night)
    • Ostagar
      • King's Camp
      • Korcari Wilds
      • Return to King's Camp
      • The Tower of Ishal
    • Lothering
      • Lothering
      • Lothering Chantry
      • Dane's Refuge
  • Essentials
    • Basics
      • Key Terms
      • Experience and Leveling
      • Your Health
      • Race
      • Class
      • Skills, Talents, and Specializations
      • Items
      • Combat
      • The Map
      • The Codex
      • Making choices
    • Character Generation
      • Gender and Race
      • Class
      • Specializations
      • Appearance and Voice
      • Attributes
      • Origin Stories
    • The Classes
      • Levelling
      • Skills
      • The Warrior: Strengths
      • The Warrior: Attributes
      • The Warrior: Skills & Talents
      • The Warrior: Weapons
      • The Warrior: Talent Tables
      • The Warrior: Specializations
      • The Warrior: Character Builds
      • The Mage: Strengths
      • The Mage: Attributes
      • The Mage: Skills & Spells
      • The Mage: Schools & Gear
      • The Mage: Talent Tables
      • The Mage: Specializations
      • The Mage: Character Builds
      • The Rogue: Strengths
      • The Rogue: Attributes
      • The Rogue: Skills & Talents
      • The Rogue: Schools & Gear
      • The Rogue: Talent Tables
      • The Rogue: Specializations
      • The Rogue: Character Builds
    • The Party
      • Buddy Basics
      • Group Dynamics
      • Dealing with Threat
      • Healing
      • Combat Roles
      • Configurations and Engagement
      • Tactics
    • Companions
      • Understanding Companions
      • Alistair
      • Leliana
      • Morrigan
      • Oghren
      • Shale (DLC Only)
      • Wynne
      • Zevran
      • Dog
      • Loghain Mac Tir
      • Sten
    • Supporting Cast
      • NPCs
    • Traveler's Guide
      • Thedas
      • History
      • Ferelden Society
      • Life In Fereldan
      • Fereldan Timeline
      • People of Ferelden
      • Elsewhere
        • Geography
    • Equipment
      • Equipment Basics
      • Vendor Shopping
      • Weapons
      • Armor
      • Accessories
      • Rune Enchanting
      • Crafting
      • Usable Items
      • Gifts
      • Downloadable Content Items
    • Races
      • Elves
    • The Bestiary
      • The Monster Manual
    • Encounters
      • World Encounters
      • Plot Encounters
      • Random Encounters
  • Walkthrough
    • Walkthrough
      • Tour of Ferelden
      • Essential Locations
      • Dwarf Commoner Origin
      • Dwarf Noble Origin
      • City Elf Origin
      • Dalish Elf Origin
      • Mage Origin
      • Human Noble Origin
      • Ostagar
      • Lothering
      • Broken Circle
      • Arl of Redcliffe
      • Urn of Sacred Ashes
      • Paragon of Her Kind
      • Nature of the Beast
      • The Landsmeet
      • The Final Onslaught
      • Warden's Keep (DLC Only)
      • The Stone Prisoner (DLC only)
    • Side Quests
      • Blackstone Irregulars
      • Brecilian Forest
      • Chanter's Board
      • The Circle of Magi
      • Denerim
      • Favors for Certain Interested Parties
      • Korcari Wilds
      • The Mages' Collective
      • Orzammar
      • Ostagar
      • Party Camp
      • Redcliffe
      • Warden's Keep (DLC Only)
      • Wide Open World
    • Achievements and Trophies
      • PC Achievements
      • Console Achievements
  • DLC
    • Companions
      • Shale
    • Warden's Keep
      • Walkthrough
    • The Stone Prisoner
      • Walkthrough

Dragon Age: Origins Guide › DLC › Warden's Keep

Walkthrough

Note

The "Warden's Keep" quest is available only as downloadable content. "Warden's Keep" takes you to the new world map location Soldier's Peak, and you can complete it anytime after you leave Lothering. If you find your party inventory filling up frequently, complete "Warden's Keep" to gain the additional inventory space from the new party storage chest.

Soldier's Peak

Runthrough (Soldier's Peak)

Summary:

  • Venture into Soldier's Peak to find the ancient Grey Warden fortress.
  • A. Levi guides you to Soldier's Peak.
  • B. Prepare for an ambush by skeletons.
  • C. Fight through the undead to reach the keep entrance.

Soldier's Peak Cheatsheet

Main Plot Quests

  • Soldier's Peak

Important NPCs

  • Levi Dryden

Key Items

  • None

Monsters

  • Arland Corpses
  • Arland Skeletons
  • Warden Master Skeleton
  • Warden Skeletons

Side Quests

  • Ancient History

A. Once you have downloaded "Warden's Keep," you will find Levi Dryden at party camp. Visit him there and accept the quest to Soldier's Peak. The new location will appear on your world map, and Levi will take you to the snowy hills outside the fortress.

B. As you enter the main compound, ghosts appear at the gate and reenact the first part of the tale of what befell the Grey Wardens at Soldier's Peak. If you travel a little farther toward the steps leading up to the keep entrance, an ambush springs.

Arland undead rise from the ground to the northeast in the courtyard before the stairs, while a second set of Warden skeletons appears to the west near the codex statue. Tackle the Arland undead first, then swing around and battle the Warden skeletons. If you're quick, you can launch ranged attacks and whittle down the numbers before they overwhelm your party.

C. More dead Wardens hold the staircase leading up to the keep entrance. A Warden master scout and its skeleton followers attack with deadly accuracy as they pelt you with arrows. Return fire with ranged AoE spells, such as a Fireball or Tempest, and once the smoke clears, send your melee DPSers up to clean up the survivors. When you are healed back up, enter the keep through the main doors.

First Floor

Runthrough (First Floor)

Summary:

  • Find the Archivist's Book on the first floor.
  • A. Enter the first floor and battle through the horrors within.
  • B. Slay the Archivist and read his book.

First Floor Cheatsheet

Main Plot Quests

  • Soldier's Peak

Important NPCs

  • None

Key Items

  • Archivist's Book

Monsters

  • Arcane Horror
  • Archivist
  • Commander Athlar
  • Demons
  • Lesser Rage Demons
  • Warden Skeletons

Side Quests

  • Ancient History

A. On the first floor, the second room holds an arcane horror and lesser rage demons. Nail the arcane horror with stuns and root talents/spells and rip through the lesser rage demons. Once the lesser foes have fallen, concentrate the party's power on the arcane horror to bring it down. If you want a little more battle experience and extra loot, open the door to the west and fight Commander Athlar and a bunch of Warden skeletal archers.

B. Head to the east and then north to the back room. The Archivist and its demonic lackeys appear and attack. Take the same tactics as you did with the arcane horror in the prior room. Once you finish off all foes, read the Archivist's Book for more of the keep's tale.

Second Floor

Runthrough (Second Floor)

Summary:

  • Speak with Sophia on the second floor.
  • A. Enter the second floor and fight the rage demon and its minions.
  • B. Speak with Sophia.
  • C. Exit through the magic barrier.

Second Floor Cheatsheet

Main Plot Quests

  • Soldier's Peak

Important NPCs

  • Sophia

Key Items

  • None

Monsters

  • Dead Wardens
  • Rage Demon
  • Shambling Skeletons

Side Quests

  • Ancient History

A. In the large open chamber near the second floor stairs several magic circles glow on the floor. As you approach, the rage demon and dead Wardens from out of the keep's past materialize. Though the rage demon can abuse your party, you must defeat the dead Wardens on the magic circles first. The Wardens power up the rage demon, and it's nearly impossible to deal enough damage to kill the rage demon while the dead Wardens continuously heal it. With the magic circles empty, you can focus your party's firepower and eliminate the rage demon with your tank taking the lion's share of the combat damage.

B. Unfortunately when you reach the northeast chamber, you find Levi's ancestor, Sophia, possessed by a demon. If you have a very high Persuade skill, you can convince Sophia to seal the tear in the Veil that is letting all these demons through to the keep. If you don't have a very high Persuade score, or you want to head to Avernus's Tower anyway (recommended if you want two new talents for your class), agree to help Sophia against Avernus in the tower. You can always change your mind later on. Leave via the exit door to the tower.

C. A magical barrier blocks exit from the second floor. A few shambling skeletons bar your way too. You must first speak with Sophia to remove the barrier and pass through to Avernus's Tower.

Avernus's Tower

Runthrough (Avernus's Tower)

Summary:

  • Speak with Sophia on the second floor.
  • A. Enter the tower and examine Avernus's experiments.
  • B. Speak with Avernus.

Avernus's Tower Cheatsheet

Main Plot Quests

  • Infernal Dealings

Important NPCs

  • Avernus

Key Items

  • Ability Notes
  • Alchemical Concoction

Monsters

  • Warden Corpses

Side Quests

  • Ancient History

A. Warden skeletons and traps guard the bridge leading to Avernus's Tower. Don't charge across the bridge. Hold your ground and take down the skeletons with ranged attacks. If you have a rogue, disarm the set of leghold traps that litter the bridge just in front of the second floor entrance.

Inside the tower, Warden corpses defend the second room. Defeat them and then study Avernus's ability notes (northeast corner near the door) and book (on the table). Avernus has conducted some horrific experiments, but his perserverance has paid off with new advances for all three classes. If your conscience can handle it, drink the Alchemical Concoction to gain two new talents/spells. (See the Avernus's New Abilities sidebar for more info.)

B. Enter Avernus's chamber and hear his side of the story. You have a choice to make: side with Sophia or Avernus. Both are corrupt, but which one do you want to champion?

Avernus's New Abilities

Avernus has discovered two new talents/spells for each class. If you drink the Alchemical Concoction on the table before Avernus's chamber, you gain two of the following Power of Blood talents based on your appropriate class:

Warrior

Blood Thirst:

The warrior's own tainted blood spills in sacrifice, increasing movement speed, attack speed, and critical hit chance. For as long as the mode is active, however, the warrior suffers greater damage and continuously diminishing health.

Blood Fury:

The warrior sprays tainted blood to knock back nearby enemies, which they may resist by passing a physical resistance check. The gush of blood, however, results in a loss of personal health.

Mage

Dark Sustenance:

A self-inflicted wound lets the mage draw from the power of tainted blood, rapidly regenerating a significant amount of mana but taking a small hit to health.

Bloody Grasp:

The mage's own tainted blood becomes a weapon, sapping the caster's health slightly but inflicting Spirit damage on the target. Darkspawn targets suffer additional damage for a short period.
Rogue

Dark Passage:

Tapping the power of tainted blood makes the rogue more nimble, able to move more quickly while using Stealth, and more likely to dodge a physical attack.

The Tainted Blade:

The rogue's blood gushes forth, coating the edges of weapons with a deadly taint. The character gains a bonus to damage determined by the cunning attribute, but suffers continuously depleting health in return.

Avernus vs. Sophia

After speaking with Avernus, return to Sophia. If you side with Sophia, slay Avernus with Sophia's help. If you side with Avernus, slay Sophia with Avernus's assistance. It doesn't matter who you side with to complete the quest. As with most boss fights, have your tank grab Avernus's or Sophia's attention and try to disrupt your foe from getting off any big attacks. Rotate through your party stuns to keep your foe off-balance.

Watch AoEs in the chamber's tight quarters, but unleash as much DPS as you can in a short amount of time to avoid major counterattacks.

Tip

You can get a special piece of Grey Warden armor if you kill Sophia Dryden and loot her body. However, if you choose to let Sophia leave you will not get her armor.

New "Warden's Keep" Items

Want some new gear to deck out your character? There are 10 new pieces in the "Warden's Keep" quest line, each of which can be found from random loot drops or some story/sidequest events:

  • Antique Warden Crossbow (Warden Master Scout's body in Soldier's Peak)
  • Asturian's Might (reward for "Ancient History" side quest)
  • Robes of Avernus (Avernus in the Avernus's Tower area)
  • Shadow Belt (reward for "Ancient History" side quest)
  • Starfang (greatsword; Mikhael in the Grey Warden base, part of the "Super Metal" random encounter)
  • Starfang (longsword; Mikhael in the Grey Warden base, part of the "Super Metal" random encounter)
  • Warden Commander Armor (Sophia in Soldier's Peak)
  • Warden Commander Boots (Sophia in Soldier's Peak)
  • Warden Commander Gloves (Sophia in Soldier's Peak)
  • Winter's Breath (rage demon in abomination form on the second floor of the keep in Soldier's Peak)

Closing the Veil

After the final battle, your ally will attempt to seal the Veil in the chamber with the magic circles. Battle through a series of increasingly more difficult enemies that appear out of these circles: lesser rage demons, greater shades, ash wraiths, and a powerful desire demon. Speak with your ally and Levi one last time and the keep is in Grey Warden hands once again.

Warden's Keep

With the end of the quest, Levi and his family establish a new Warden's Keep which you can visit throughout the rest of the game. Levi and his brother, Mikhael, become new vendors for you: Levi sells accessories and crafting supplies; Mikhael is a blacksmith and sells weapons and armor.

If you have the meteorite material from the "Super Metal" random encounter (see the Random Encountes chapter), Mikhael will fasten the metal into a fine blade. Perhaps the greatest resource at the keep is the super-useful party storage chest. Load up whatever you don't want to lug around into the chest and return when you need the extra supplies. Its capacity is huge, so you won't be stuck destroying items again.

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