Walkthrough of the DLC “Stone Captive. FAQ Dragon Age: Origins - Companions Sheila approval
To receive this task you must have the add-on installed called “Stone Prisoner”.
Go to the location called “Sulker Pass” and find a merchant standing there. He offers you a control rod for the golem. You can get this rod absolutely free, since this rod is mostly useless, but the golem is not included with the rod, you will have to find it separately. Go to a village called Honnlit. At the moment, this settlement is being attacked by a squad of creatures of darkness.
Golem in Honnlith
Go to the location that will open on your map. The village will actually be filled from top to bottom with various monsters, but mostly they will be archers and ordinary warriors. When you deal with all these monsters, you can try to activate the golem standing in the main square of this village. Using the found password. You will soon see that this password does not work at all, so let's move on. Not far from the golem there are doors that are marked "Wilhelm's Basement". Make your way through the next faces of the spawn of darkness, which are now headed by the Herlock emissary and the Alpha Harlock. Behind them you will find local residents who have taken refuge behind a barrier.
Behind this barrier you will find a man named Matthias, who is the son of Wilhelm. He will tell you that the golem killed his father a long time ago, so his mother sold the control rod and deliberately gave the wrong password. Matthias promises to tell you the correct password, but on the condition that you save his daughter from Vilhelm’s laboratory. When the creatures of darkness attacked the village, his daughter fled into the depths of this laboratory. Please note that the laboratory is protected by various magical traps, so other local residents cannot go there, and those who tried are now left there forever.
The laboratory is located in the basement a little further down the corridor. The traps will actually turn out to be Shadows, which from time to time will jump out at you to kill you. Move along the corridors all the way to the bridge and soon you will come across another barrier. But this barrier protects not from creatures like you, but from others, so you can safely pass through it. Immediately behind the barrier is Matthias's daughter along with a strange cat. But you, as an experienced adventurer and hero, know that this cannot be done without demons. The demon who lives here is imprisoned and cannot leave because of the barrier that Wilhelm once installed.
You can immediately challenge this demon to fight, but only when it takes over the body of a little girl and you will have to kill the demon along with her. There is an option to promise to let the demon go, but in fact try to lie, in return the demon will promise you to leave the little girl alone, but will break his word as soon as you remove the barrier. There is also an option to go back to Matthias, who will sacrifice his body to the demon to save his daughter, then you can either kill him or let him go along with the demon.
In general, from the above you need to understand that it is best to do without victims, so you need to save both the father and the girl, so promise the demon to let her go. You have to solve a small puzzle - how to fire on the stone tiles in front, from one corner to another. The puzzle is not too difficult. So, you need to move the slabs with arrows. The fire will burn in the direction of the arrows, so all you need to do is bring the flame to the desired corner. There are a lot of options, so almost every scheme will be correct. After you remove this barrier, the demon will immediately break his own and attack you with a couple of rage demons. You can also allow the girl’s body to be taken over and then demand an additional reward for this - a magic staff, but the staff will not be as good as the slap that you can remove from the demon, and this helmet is one of the best in the game.
But if you immediately challenge the demon to a fight, then Stan will approve of your actions. If you agree to the deal and allow Mattias to sacrifice himself to save his daughter, then Morrigan will approve, but Wynn, Zevran, Leliana and of course Alistair will not approve. But if you save the girl and kill the demon, then everyone is happy except Morrigan.
Either way, you get the password to activate the golem, so go back to the square and get a golem named Sheila as a new companion. Unfortunately, Alistair will not approve of this, but you can reduce his displeasure to the loss of only -1 influence. But you can also destroy Sheila. Please note that when you leave the laboratory, two demons from the Shadow will finally attack you.
In addition, in Honnlith, in one of the houses you can find a locked chest. You can find the key to this chest on the body of one peasant woman, who lies not far from Sheila. In the chest you can find a dagger that has two slots.
At this point, the walkthrough of this DLC is complete.
Sheila (English Shale) is a possible companion of the Gray Guardian if the Stone Prisoner DLC is available. It is located in the village of Honnlit. Sheila's character (and the quests associated with it) is the subject of much debate. At first she was going to be a joining NPC in the game, but then she was cut due to the developers who decided to concentrate on polishing the game as quickly as possible before release in 2008. When the game's release was pushed back to the last quarter of 2008, the developers again focused on Sheila and her return to the game. Although she was not included in the release version of the game, Sheila was available as free one-day DLC for all purchasers of the Standard or Collector's Edition of Dragon Age: Origins.
Surprisingly, for a golem, Sheila is extremely talkative and curious. She pokes her nose everywhere and asks her companions about their past, their religion and outlook on life. But, given that the Guardian’s companions do not mince words, she often deeply regrets that she asks too many questions.
Background
Quests
Present
Sheila prefers "gorgeous" gemstones. On Xbox 360 and PS3, there is a bug that does not give Sheila the standard 10 points for the first gift; instead you will get 5, which decreases as usual. And after four precious stones, Sheila will not be interested in the rest and will give for every 1 ( “Can I keep this? Great").
Alistair's family
When Alistair's affection for you is over 40, he will tell you about his paternal sister Goldanna. Year after year, his desire to find a family and relatives became stronger and stronger. Alistair learned that his sister lives in Denerim in the trading district (the house with the yellow door to the left of the blacksmith Wade's house). He will want to look at her and tell her everything. We do not deny our best friend this pleasure. We go into the house and talk to Goldanna. It is better to choose less harsh remarks in a conversation and let Alistair himself speak. The poor fellow will receive far from a warm welcome from his own blood. After you leave Goldanna's house, be sure to tell Alistair that everyone is basically happy on their own and doing their best for themselves. This will toughen his character and in the future will endear him to Alistair Anora (Queen of Ferrelden). Alistair will be grateful for your help. The quest will be completed here.
Leliana's Past
As you know, Leliana was not always a quiet and kind girl. She was once a bard and engaged in contract killings. While traveling around the map, you will be attacked by a squad of hired killers who, as it turns out, will need Leliana’s head. We send the bandits to the next world and move on. Later in the camp, if Leliana's favor towards you becomes above 40, she will tell you about her "combat" friend and mentor Marjolaine. Our red-haired friend will guess that it was she who sent the killers to her and will want to meet her in Denerim. We agree to help her with this. Arriving in the city, we go to the hideout of the Marjoline gang (in the shopping district not far from the main gate, the place will be marked on the mini map). After a short conversation, we kill Marjoline and her accomplices. Leliana will be very grateful to you for saving her, but for some time she will be in slight shock from the betrayal and death of her “best friend.” The quest is over.
Note 1: completing it will affect your romantic relationship with Leliana. Even if before this she was already head over heels in love with you, now she will allow you to come near your body. But this will only happen if you are not romantically involved with Morrigan.
Note 2: You don’t have to kill Marjoline (to do this, during the conversation, try to convince Leliana that she is not like her “friend”). In this case, Marjolaine will tap her feet on the floor, saying that she will come back, and leave. There will be no further meetings with her.
Grimoire of Flemeth
When you free the circle tower from the possessed, Morrigan will ask you to find in the office of the first sorcerer an ancient black grimoire that once belonged to her mother Flemeth. We agree to help. Having found the grimoire, we give it to Morrigan (we will receive a huge plus in favor). The next time Morrigan comes to the camp, she will tell you that she has revealed the secret of Flemeth’s longevity. For many years she gave birth to a daughter, taught her witchcraft, and then moved into her. The same fate should soon befall Morrigan. We agree to protect the girl. To do this, we have to return to the Korcari Wilds and kill Flemeth. This will be very, very difficult to do, especially if you are playing as a warrior. Morrigan will not go with you, which means you will not have the opportunity to freeze and cast the curse. We'll have to fight fair. And you will have to fight... a demon dragon. After the victory, take the key to the house from the creature's corpse. There you will find a more serious mantle for Morrigan, Flemeth's grimoire (the second and most important) and a couple more goodies. Give the grimoire to Morrigan. She will be happy, but will show restrained emotions (as almost always).
Note 1: it is from this grimoire that Morrigan learns about a way to keep you alive after defeating the archdemon. Therefore, if you want an ending with hero’s honors, be sure to complete this quest.
Note 2: Flemeth doesn't have to be killed. Just tell her everything you know, she will offer you to pick up the grimoire, and then leave. Morrigan, by the way, won’t suspect anything. But in my opinion, it’s better to lose experience for an extra dragon.
Regret Wynn
The sorceress Wynn, when her disposition towards you is above 50, will tell a sad story about her student Aneirin. He was a Dalish elf and things in his circle were not going well. As a result, after a quarrel with Winn, he decided to escape. The Templars caught and killed him. Since then, Winn has been haunted by guilt towards his student. But maybe not everything ended so sadly? Go to the Brecilian Forest to the Dalish camp and talk to the storyteller Sarel (Wynn must be in your party). He will tell you about the healer Aneirin, who lives in the depths of the forest. We go to the second location to the dwelling of the mad wizard. Wynn and Aneirin will talk, and then everything will end well. We will receive a good amulet as a reward and go on traveling.
Sword of Beresad
When Stan's favor towards you is more than 25, he will tell you why he killed the family of peasants who saved him from death. When he woke up, he did not see his sword with him (and for the Qunari this is tantamount to death), he thought that the peasants had robbed him and decided to finish them off. Without promising anything to the Wall, we go in search of the sword. First, we go to the crossing at the Circle Tower. There we will meet a marauder. We ask him about the Qunari sword. He will give a tip on one type. You can find him on the plateau at the gate to Orzammar in the frosty mountains (this will be the merchant Farin). We scare him that we will hand over the thief to the owner of the sword and get the name of the character to whom this sword was sold. He will be the gnome Dwin from Rdcliffe (you will probably already know him by then). We tell him that we will buy a sword in exchange for his life. The dwarf will be scared and give the sword for free (you need persuasion skill 3, otherwise you will have to pay for the sword). We return the sword to Stan. The quest is completed.
Ogren's old sweetheart.
If you sentenced Branka on the deep paths, then very soon Ogren will tell you about his old friend Felzi (you need a location greater than 60). The dwarf will say that the last time they had a big fight, and now he wants everything back. He asks us to go with him to Felzi and talk to her about everything. We go to the “Spoiled Princess” tavern (at the crossing to the circle tower). You can first chat with Felzi yourself, and then send Ogren to her, or you can immediately entrust everything to the gnome. The success of the quest depends on what Ogren tells her. If he follows your advice, then everything will go well. And although Felzi will have a good laugh at our red-bearded friend, after defeating the pestilence they will be together and even have a child.
Golem Memories
Note: The quest is only available with the official DLC "Stone Prisoner".
Sheila, when her favor towards you is over 50, will ask you to find out something about her past. The following is important here: by that time you will already have to complete the quest “Perfect” on the side of Karidin and thereby find out that all golems were once gnomes. If you complete the same quest on Branka's side, Sheila will leave the party. So, you are tasked with finding out about Sheila's past. We take her into the party and go to the deep paths to the Karidina intersection. Sheila will remember this place and tell you about the passage to the abandoned taigu of the Kadash house (the marker will appear on your map). Let's go there. We clear the area from creatures of darkness, making our way to the center of the taiga. There will be a monument dedicated to the inhabitants of the thaig, who sacrificed themselves by becoming golems to defend the dwarven possessions from the creatures of darkness. All the names of the heroes will also be listed there. Sheila will find her name and her memory will become clearer. The quest is completed.
Dragon Age: Origins - FAQ: Companions
The game Dragon Age: Origins is party role-playing game. This means that other characters and companions will travel with you past your hero. These characters will be located in the Hero's camp and you can always take them with you. Often they are not inferior in strength to the Hero, and some are even superior. The game has such an indicator as the reputation of a companion. What does it mean? If your reputation is high, your companion character will receive a bonus to any attribute. Opportunities for receiving quests from companions and romantic relationships will also open up. If your reputation with your companion is low, then he will treat you with contempt, and if the reputation indicator reaches a critical point, the companion may leave the Hero.
So how can we prevent this from happening? Very simple. Give your companions due attention. Complete their quests, give gifts. Each companion requires a “special” approach. In addition, your codex will often contain useful information that will help you win the gratitude of your companion.
There are a total of 10 different companions in Dragon Age: Origins that you can enlist to help you. Brief information on each of them will be published in this topic.
1. Alistair Class: Warrior |
Important: During this easy quest you will have the opportunity toughen up Alistair. This moment can seriously affect his future behavior. To toughen up Alistair, after a conversation takes place between him and Goldanna, tell him that “Everyone cares only about himself.”
If you toughen up Alistair and leave Loghain alive at the meeting of the lands, Alistair will leave the Hero's party and express a desire to marry Anora and become the heir to the throne. The toughening also affects the ending of the Hero-girl, who had an affair with Alistair. If Alistair did not give the throne to Anora, but himself expressed a desire to become king, then only a Hero-girl of noble birth (backstory for the Couslands) could persuade him to marry, thus becoming a queen. If you toughen up Alistair, he will marry your heroine of any origin.
Romantic relationships: A romantic relationship with Alistair is only possible for a female Hero. To start a romantic relationship, simply ask Alistair about his life as a templar. Express your admiration for him. If his gratitude level increases, then when meeting in the camp, Alistair will give your Heroine a flower. This will be a sign of the beginning of a romantic relationship.
Present: Special gifts for Alistair are his mother's amulet and Duncan's shield. Amulin is in Earl Redcliffe's desk. The shield can be obtained from the Gray Wardens' secret warehouse. Riordan will tell you about him if you bring him his documents. Also, Alistair will not be averse to receiving rune stones and various figurines from you.
Moment of crisis: Alistair will leave the Hero only if you spare Loghain at the Land Meeting.
2. Morrigan Class: Mage |
3. Leliana Class: Robber |
- Talk to Leliana about her life in the monastery and express your admiration for her beauty. Say that all the novices in the monastery pale in comparison with her
- After completing the quest with Marjolaine, talk to Leliana at the camp. Ask her how she feels after what happened. Next, say that you understand what she is talking about. And then say that people change over time. If at the end of the dialogue Leliana noticed that you look like Marjoline, then this will be the beginning of your romantic relationship.
If you decide to toughen up Leliana, then after completing her personal quest, talk to her in the camp and tell her that Marjolaine is right in many ways. Killing others is part of Leliana's character.
Present: Special gifts for Leliana are “Andraste flowers”. Also, when talking with the naga catcher in Orzamar, Leliana will ask the Hero to buy her a naga. Leliana will be grateful to you if you give her various symbols/amulets of Andraste and other church items.
Moment of crisis: Leliana will leave the Hero's group if during the quest "Urn of Sacred Ashes" the Hero desecrated Andraste's ashes. If at the time of desecration the urn with Leliana’s ashes was not nearby, then she will still find out about it in the hero’s camp. But with the proper skill and a high level of gratitude, she can be persuaded to stay. If you toughened up Leliana during her personal quest, then she will not abandon the Hero even if he desecrates the urn in front of her eyes.
4. Stan Class: Warrior |
5. Zevran Class: Robber |
Present: Special gifts for Zevran are Dalish gloves, which can be found in a chest in the Bressilian forest, as well as Antian boots. The boots can be found in the village of Vault.
Moment of crisis: When you are attacked by Taliesen in the Denerim quarters, Zevran may leave the Hero and join the assassin if his attitude towards you is very negative. If Zevran treats you warmly, he will help you deal with Taliesen. After this, you will have to decide what to do with the elf, drive him away, or continue traveling with him.
6. Wynn Class: Mage |
7. Oghren Class: Warrior |
8. Dog Class: Warrior |
9. Loghain mac Tir Class: Warrior |
10. Sheila Notes: Companion Sheila is available only after installing the DLC - "Stone Prisoner". Sheila also has various unique abilities that are unavailable to anyone else. Sheila has no equipment. The only thing that can be done is to insert special crystals into the golem. The first type of crystals affects the damage dealt, the second type affects armor. Class: Warrior |
Personal quest: Sheila's personal quest "Memory of the Stone". It becomes available during the quest "Perfect". At the end of this quest you will meet Karidin. Mighty golem. If Sheila is in your company, she herself will ask him about the place of her birth/creation. He will tell her about the ruins of Kadash, located on the deep paths.
If you didn’t take the golem with you, then just talk to her in the camp after completing the quest “Perfect”. Agree to help her find the place where she was created. Go to Orzamar and go down to the deep paths in any of the Thags. After Sheila appears, she will speak to the Hero and the mark of Teiga Kadash will appear on the map. Go there and explore the ruins. there you will meet the Spawn of Darkness. At the end you will have a fight with the mighty Ogre. Deal with him. Next, Sheila will begin to read the notes on the stone saw. That's it, the quest is over.
Romantic relationships: Impossible.
Present: Sheila loves gems.
Moment of crisis: If you took Branca's side and went against Karidian during the "Perfect" quest, Sheila will try to stop you.
Dragon Age: Origins - FAQ: Companions
The game Dragon Age: Origins is party role-playing game. This means that other characters and companions will travel with you past your hero. These characters will be located in the Hero's camp and you can always take them with you. Often they are not inferior in strength to the Hero, and some are even superior. The game has such an indicator as the reputation of a companion. What does it mean? If your reputation is high, your companion character will receive a bonus to any attribute. Opportunities for receiving quests from companions and romantic relationships will also open up. If your reputation with your companion is low, then he will treat you with contempt, and if the reputation indicator reaches a critical point, the companion may leave the Hero.
So how can we prevent this from happening? Very simple. Give your companions due attention. Complete their quests, give gifts. Each companion requires a “special” approach. In addition, your codex will often contain useful information that will help you win the gratitude of your companion.
There are a total of 10 different companions in Dragon Age: Origins that you can enlist to help you. Brief information on each of them will be published in this topic.
1. Alistair Class: Warrior |
Important: During this easy quest you will have the opportunity toughen up Alistair. This moment can seriously affect his future behavior. To toughen up Alistair, after a conversation takes place between him and Goldanna, tell him that “Everyone cares only about himself.”
If you toughen up Alistair and leave Loghain alive at the meeting of the lands, Alistair will leave the Hero's party and express a desire to marry Anora and become the heir to the throne. The toughening also affects the ending of the Hero-girl, who had an affair with Alistair. If Alistair did not give the throne to Anora, but himself expressed a desire to become king, then only a Hero-girl of noble birth (backstory for the Couslands) could persuade him to marry, thus becoming a queen. If you toughen up Alistair, he will marry your heroine of any origin.
Romantic relationships: A romantic relationship with Alistair is only possible for a female Hero. To start a romantic relationship, simply ask Alistair about his life as a templar. Express your admiration for him. If his gratitude level increases, then when meeting in the camp, Alistair will give your Heroine a flower. This will be a sign of the beginning of a romantic relationship.
Present: Special gifts for Alistair are his mother's amulet and Duncan's shield. Amulin is in Earl Redcliffe's desk. The shield can be obtained from the Gray Wardens' secret warehouse. Riordan will tell you about him if you bring him his documents. Also, Alistair will not be averse to receiving rune stones and various figurines from you.
Moment of crisis: Alistair will leave the Hero only if you spare Loghain at the Land Meeting.
2. Morrigan Class: Mage |
3. Leliana Class: Robber |
- Talk to Leliana about her life in the monastery and express your admiration for her beauty. Say that all the novices in the monastery pale in comparison with her
- After completing the quest with Marjolaine, talk to Leliana at the camp. Ask her how she feels after what happened. Next, say that you understand what she is talking about. And then say that people change over time. If at the end of the dialogue Leliana noticed that you look like Marjoline, then this will be the beginning of your romantic relationship.
If you decide to toughen up Leliana, then after completing her personal quest, talk to her in the camp and tell her that Marjolaine is right in many ways. Killing others is part of Leliana's character.
Present: Special gifts for Leliana are “Andraste flowers”. Also, when talking with the naga catcher in Orzamar, Leliana will ask the Hero to buy her a naga. Leliana will be grateful to you if you give her various symbols/amulets of Andraste and other church items.
Moment of crisis: Leliana will leave the Hero's group if during the quest "Urn of Sacred Ashes" the Hero desecrated Andraste's ashes. If at the time of desecration the urn with Leliana’s ashes was not nearby, then she will still find out about it in the hero’s camp. But with the proper skill and a high level of gratitude, she can be persuaded to stay. If you toughened up Leliana during her personal quest, then she will not abandon the Hero even if he desecrates the urn in front of her eyes.
4. Stan Class: Warrior |
5. Zevran Class: Robber |
Present: Special gifts for Zevran are Dalish gloves, which can be found in a chest in the Bressilian forest, as well as Antian boots. The boots can be found in the village of Vault.
Moment of crisis: When you are attacked by Taliesen in the Denerim quarters, Zevran may leave the Hero and join the assassin if his attitude towards you is very negative. If Zevran treats you warmly, he will help you deal with Taliesen. After this, you will have to decide what to do with the elf, drive him away, or continue traveling with him.
6. Wynn Class: Mage |
7. Oghren Class: Warrior |
8. Dog Class: Warrior |
9. Loghain mac Tir Class: Warrior |
10. Sheila Notes: Companion Sheila is available only after installing the DLC - "Stone Prisoner". Sheila also has various unique abilities that are unavailable to anyone else. Sheila has no equipment. The only thing that can be done is to insert special crystals into the golem. The first type of crystals affects the damage dealt, the second type affects armor. Class: Warrior |
Personal quest: Sheila's personal quest "Memory of the Stone". It becomes available during the quest "Perfect". At the end of this quest you will meet Karidin. Mighty golem. If Sheila is in your company, she herself will ask him about the place of her birth/creation. He will tell her about the ruins of Kadash, located on the deep paths.
If you didn’t take the golem with you, then just talk to her in the camp after completing the quest “Perfect”. Agree to help her find the place where she was created. Go to Orzamar and go down to the deep paths in any of the Thags. After Sheila appears, she will speak to the Hero and the mark of Teiga Kadash will appear on the map. Go there and explore the ruins. there you will meet the Spawn of Darkness. At the end you will have a fight with the mighty Ogre. Deal with him. Next, Sheila will begin to read the notes on the stone saw. That's it, the quest is over.
Romantic relationships: Impossible.
Present: Sheila loves gems.
Moment of crisis: If you took Branca's side and went against Karidian during the "Perfect" quest, Sheila will try to stop you.