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Once the key is acquired, the group can return downstairs to unlock the South-East Chamber (a new group of Cultists will stand in the way). Within that Chamber, a chest holds the ''[[Main Hall Key]]'' (which will unlock the door at the top of the stairs). Back in the entrance hall, check the eastward door (that leads to a wavy corridor) at the top of the stairs to find the [[Armor of Diligence]] on the {{TextContainer|corpse}} of a fallen knight.
 
Once the key is acquired, the group can return downstairs to unlock the South-East Chamber (a new group of Cultists will stand in the way). Within that Chamber, a chest holds the ''[[Main Hall Key]]'' (which will unlock the door at the top of the stairs). Back in the entrance hall, check the eastward door (that leads to a wavy corridor) at the top of the stairs to find the [[Armor of Diligence]] on the {{TextContainer|corpse}} of a fallen knight.
   
Beyond the Main Hall door lies a large room with more stairs. A Cultist mage and a couple of Cultist archers are guarding the area. The mage can be pulled by himself (or simply use [[Rogue talents (Origins)#Stealth mechanics|stealth]] to get near him and [[Combat mechanics (Origins)#Backstab|backstab]] him) but once the party approaches the stairs or attacks the archers, a pair of [[ash wraith]]s appear on the sides. At the top of the stairs, the party will find a Brazier and a door. Lighting the Brazier requires the [[Taper]] and the [[Black Pearl]] and yields [[Codex entry: The Holy Brazier]]. Beyond the door lies a room with archers and many [[Ruined Temple#Special objects|traps]]. One point of [[Stealth (Origins)|Stealth]] is enough to safely disarm all the traps without being seen by the enemy, so the Warden's party can take on the archers without any obstacles.
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Beyond the Main Hall door lies a large room with more stairs. A Cultist mage and a couple of Cultist archers are guarding the area. The mage can be pulled by himself (or simply use [[Rogue talents (Origins)#Stealth mechanics|stealth]] to get near him and [[Combat mechanics (Origins)#Backstab|backstab]] him) but once the party approaches the stairs or attacks the archers, a pair of [[ash wraith]]s appear on the sides. At the top of the stairs, the party will find a Brazier and a door. Lighting the Brazier requires the [[Taper]] and the [[Black Pearl]] and yields [[Codex entry: The Holy Brazier]]. Beyond the door lies a room with archers and many [[Ruined Temple#Special objects|traps]]. One point of [[Stealth]] is enough to safely disarm all the traps without being seen by the enemy, so the Warden's party can take on the archers without any obstacles.
   
 
The next door is locked until the Brazier is lit. Opening the door leads to a room with a circular platform in the middle, and a statue along the North wall. An Auto-Save will take place upon entering this room, and shortly thereafter a Lieutenant-grade [[ash wraith]] will appear. The spirit also gets some help from two pairs of Cultists awaiting right outside the room (a [[reaver]] and a [[mage]] on one side, a reaver and an archer on the other). After the fight, the Warden can open the {{TextContainer|Iron Chest}} to find a pair of [[Ancient Elven Gloves]].
 
The next door is locked until the Brazier is lit. Opening the door leads to a room with a circular platform in the middle, and a statue along the North wall. An Auto-Save will take place upon entering this room, and shortly thereafter a Lieutenant-grade [[ash wraith]] will appear. The spirit also gets some help from two pairs of Cultists awaiting right outside the room (a [[reaver]] and a [[mage]] on one side, a reaver and an archer on the other). After the fight, the Warden can open the {{TextContainer|Iron Chest}} to find a pair of [[Ancient Elven Gloves]].
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The northeast path leads to a couple of rooms sometimes referred to as the ''Hatchery'', due to the various dragon eggs lying around. First, the party will enter a large room with columns, and a flight of stairs. On top of the stairs, a [[Disciples of Andraste#Cultist overseer|Cultist overseer]] awaits. Before the stairs, Cultist reavers and archers stand guard, and just to add a bit of spice, there are a couple of traps just at the bottom of the stairs. The party may try and pull the groups at the bottom of the stairs before engaging the overseer. Once the overseer enters the fight, two pairs of [[drake]]s will spawn and join the fray accompanied by a couple of [[dragonling]]s. The drakes will drop [[Drake Scale]]s, and the overseer will drop a [[Spellweaver]]. Note that one pair of drakes will only spawn if you go up the stairs. You can thus make the fight easier by pulling the overseer down, wiping out the forces, then fighting the last two drakes separately. One more room lies to the northeast of this encounter, where another drake awaits, aided by a Cultist mage, an archer, and a hidden assassin. A {{TextContainer|book}} on one of the tables in this room yields the [[Codex entry: The First Blight: Chapter 3]] and a {{TextContainer|Dragon Egg}} yields [[Lifedrinker]] and the matching [[Codex entry: The Life Drinker]].
 
The northeast path leads to a couple of rooms sometimes referred to as the ''Hatchery'', due to the various dragon eggs lying around. First, the party will enter a large room with columns, and a flight of stairs. On top of the stairs, a [[Disciples of Andraste#Cultist overseer|Cultist overseer]] awaits. Before the stairs, Cultist reavers and archers stand guard, and just to add a bit of spice, there are a couple of traps just at the bottom of the stairs. The party may try and pull the groups at the bottom of the stairs before engaging the overseer. Once the overseer enters the fight, two pairs of [[drake]]s will spawn and join the fray accompanied by a couple of [[dragonling]]s. The drakes will drop [[Drake Scale]]s, and the overseer will drop a [[Spellweaver]]. Note that one pair of drakes will only spawn if you go up the stairs. You can thus make the fight easier by pulling the overseer down, wiping out the forces, then fighting the last two drakes separately. One more room lies to the northeast of this encounter, where another drake awaits, aided by a Cultist mage, an archer, and a hidden assassin. A {{TextContainer|book}} on one of the tables in this room yields the [[Codex entry: The First Blight: Chapter 3]] and a {{TextContainer|Dragon Egg}} yields [[Lifedrinker]] and the matching [[Codex entry: The Life Drinker]].
   
An easy way to get through the caverns is to bring a character that has the [[Stealth (Origins)|stealth]] ability, and sneak past every enemy, and then speak to [[Kolgrim]]. Doing so warps your party to the end of the cavern, though you still need to fight the enemies should you ever return, even if you side with Kolgrim. Oddly enough, there seems to be no negative reaction from the cult if you kill cultists after joining them.
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An easy way to get through the caverns is to bring a character that has the [[stealth]] ability, and sneak past every enemy, and then speak to [[Kolgrim]]. Doing so warps your party to the end of the cavern, though you still need to fight the enemies should you ever return, even if you side with Kolgrim. Oddly enough, there seems to be no negative reaction from the cult if you kill cultists after joining them.
   
 
=== Kolgrim's Offer ===
 
=== Kolgrim's Offer ===
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