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(Blood Mage Sanctum)
 
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<onlyinclude>{{QuestTransformer
 
<onlyinclude>{{QuestTransformer
|style={{{style|}}}
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|style = {{{style|}}}
|style={{{style|}}}
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|name = [[The Last Request]]
|name = The Last Request
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|image = Blood Mage Leader1.png
|image = Blood_Mage_Leader1.png|thumb]]
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|px = 270px
|px = 270px
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|start = Ser Friden's Journal
|caption = Blood Mage Leader
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|end = Killing the Blood Mage Leader
|start = Ser Friden's Journal
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|location = [[Deserted Building]] in [[Denerim]]
|end = Killing the blood mage boss
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|appearances = [[Dragon Age: Origins]]
|prereqs = -
 
|qcat = Side Quest
 
|location = [[Deserted Building]] in [[Denerim]]
 
|rewards = Magister's Shield
 
|previous = -
 
|next = -
 
 
}}</onlyinclude>
 
}}</onlyinclude>
   
<!---useMultiEdit---> <!---descr="Several sentence lead section with bolded mention of '''article name'''."--->
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'''The Last Request''' is a [[Side Quests (Origins)|side quest]] acquired by looting the corpse of Ser Friden found in the [[Run-Down Back Street]] in [[Denerim]]. After his journal is picked up, the quest will be activated and [[the Warden]] can travel to the [[Deserted Building]].
   
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== Walkthrough ==
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{{Note|It is recommended to let your (stealthed) rogue lead the way through this building, as there are many traps in your path.}}
   
==Background==
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Go to the [[Deserted Building]] in Denerim. Open the concealed door and go down the stairs where there are a Blood Mage, a Mercenary, 2 Mercenary Archers, and a Qunari Mercenary. There is a [[Leghold Trap]] at the bottom of the stairs. One of them has the key which opens the next door.
<!---descr="What's it all about. Who, what, where, why, when."--->
 
   
[[The Warden]] can get this quest after the corpse of Ser Friden is found in a Run-down back alley in [[Denerim]]. After his journal is picked up, the quest will be activated.
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Follow the hallway to a room with 3 Mercenaries and 2 Mercenary Archers. There is a [[Tripwire]]; when you approach it a Rogue, a Qunari Mercenary, and 2 Mercenary Archers in the next room attack. Up the stairs behind them are a Blood Mage, a Mercenary, and 2 Mercenary Archers. There is a [[Leghold Trap]] at the top of the stairs.
==Walkthrough==
 
<!---descr="How do you do it."--->
 
{{spoiler}}
 
Go to the [[Deserted Building]] in Denerim, some mercenaries and blood mages will attack. The mages are biggest threat so kill them first. There are also some deadly traps which should be disarmed by a rogue. In the last room the leader of the blood mages will be waiting. After he is killed, loot his body to find a key to his bedroom where you can find the Magister's Shield amulet. (Rogues can also pick the bedroom lock.) This encounter is one of the more challenging fights in the game, do not attempt this without a top notch group.
 
   
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The next hallway has doors on the west and east. The east room does not have a door so the enemies in there (2 Blood Mages, a Mercenary (Elite), a Mercenary, and a Qunari Mercenary) may see you in the hallway and attack (even if you are stealthed. One of the Blood Mages will throw a Fireball into the hallway (even if you are stealthed).
   
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Follow the hallway north. There are 2 dog statues in alcolves on the west side of the hallway; there is a [[Pressure Plate]] that causes these statues to shoot fire across the hallway and opens the north and east doors letting enemies through. If you cannot disarm it then walk around it (you can see its faint outline on the floor).
   
Strategy: There is an ante room prior to the entering the main hall. Any traps set here will persist after the diaglogue with the blood mages. You can set multiple traps here to bleed off HP from the mages and mercenaries. I have found using several spring traps right after the door to slow down the mercenaries until the mages catch up followed by claw spring traps to then large shrapnel traps to maximize damage. Group them tight and maximize the injury. Lay them in a wide path between the enterance and the side door to the right. When the encounter happens, immediately retreat your party back through the anteroom and into the ajacent room where you will wait for the mercenaries and mages to chase after you ... and for the ambush to happen. If you have a mage with fireball or any range attack that covers a large area then throw it peridically into this anteroom to add to the injury. I have found I can kill almost all but the mage leader and his HP is diminished by half by the time all the traps have been set off.
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Open the north door; a Rogue attacks you, and the east door in the hallway opens revealing a Qunari Mercenary (or vice versa if you open the east door first). A hidden Rogue appears during this fight.
   
==Result==
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Go through the east door and follow the hallway north and east. There is a snake statue in an alcolve on the north side of the hallway and there is a [[Pressure Plate]] that causes this statue to shoot fire across the hallway, so either disarm it or avoid it (you can see its faint outline on the floor). There is also a [[Grease]] spill on the floor which can immobolize you, so avoid it.
<!---descr="What happens as a result of the quest - rewards, events, etc."--->
 
   
*[[Amulets|Magister's Shield]]
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The hallway turns south and you see a Barricade. Behind it are a Blood Mage and 2 Mercenary Archers. There are 2 Mabari outside the Barricade and another Mabari in the room west of the Barricade that joins the battle. There is also another [[Grease]] spill on the floor (the Blood Mage casts [[Fireball (Origins)|Fireball]] at you, which can ignite the Grease spills). Destroy the Barricade to get at the Mage and Archers (a stealthed Rogue can destroy the Barricade without alerting the enemy.
*[[Rings|Dalish Battery]]
 
*[[Rings|Iced Band]]
 
*[[Crystals|Large Flawed Fire Crystal]]
 
   
==See also==
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There are rooms to the north and south, and a door to the east. The north and south rooms each contain a door to the east; all three doors lead to the same large room containing a Blood Mage (Elite), 2 Blood Mages, 3 Mercenaries, and 2 Mercenary Archers. When you open one of these doors and start fighting, the other two will open and they will attack you from the rear.
<!---descr="Links to other wiki articles."--->
 
   
* [[Amulets]]
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{{Note|Use the northern or southern door instead of the middle door; open the door but don’t enter the large room. You will be attacked from the door you opened plus from enemies behind you that exited the large room by the other two doors. You can also retreat back through the Grease-spill hallway; send one person to open the middle door and then retreat back to the rest of the party. You can use fire on the Grease spills.}}
* [[Deserted Building]]
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{{DEFAULTSORT:Last Request}}
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In the large room open the east door; there is a Mercenary Archer behind a Barricade. At the south end of the room are a Blood Mage (Elite) and 4 Mercenary Archers. There are 2 [[Grease]] spills on the floor (watch out for [[Fireball (Origins)|Fireball]] from the Blood Mage (Elite)).
[[Category:Side Quests]]
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[[Category:Denerim-Side Quests]]
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Open the south door and go down the stairs. There are doors to the west and south. The south door leads to the Blood Mage Sanctum (and the final battle of this quest). The west door is locked; the Blood Mage Leader (in the Sanctum) has the key, but a Rogue may be able to pick the lock. If your Rogue cannot pick the lock you will have to enter the Blood Mage Sanctum first.
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== Blood Mage Sanctum ==
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{{Note|This encounter is one of the more challenging fights in the game; do not attempt this without a top notch group. You can prepare the west room and hallway for the upcoming fight before entering with traps and glyphs.}}
  +
  +
Open the south door, entering the Blood Mage Sanctum. The Blood Mage Leader (Boss) confronts you and then attacks, along with a Mercenary Captain (Elite), a Blood Mage, and a Qunari Mercenary.
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This is a very tough fight, especially if you fight in the Sanctum. After the Blood Mage Leader stops talking to you, it is recommended to go back into the hallway and go into the west room and wait for the enemies to chase after you. If you could not unlock this door then go back up the stairs.
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Attack the non-Boss Blood Mage first as he will heal his companions. The [[Templar Order|templar]] ability [[Holy Smite (Origins)|Holy Smite]] is effective, as are the mage spells [[Blizzard (Origins)|Blizzard]], [[Tempest (Origins)|Tempest]], and [[Storm of the Century]], especially if [[Paralysis Explosion]] is used first to prevent targets from escaping early. [[Mana Clash]] is also very effective.
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Having any of Blizzard, Tempest, Inferno, or [[Death Cloud (Origins)|Death Cloud]], plus being able to access the bedroom prior to the fight, can make this battle much easier. Because dialogue ends with the party near the entrance, retreat them immediately into the bedroom. Have warriors choke off the bedroom door and shut the door as soon as possible. All this forces the blood mages to run after the party and keeps them out of line of sight -- the latter meaning the blood mages will not cast any spells.
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Cast the continuous area of effect spell into the hallway, and try to keep the door shut with spells that can paralyze or otherwise incapacitate the enemy, making them unable to open it. Inside the bedroom, stand off to the side of the door so that you continue to stay out of line of sight of any enemy, and can converge fire on whoever steps in first.
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Nice spells here are [[Glyph of Repulsion (Origins)|Glyph of Repulsion]] to keep the enemy knocked back away from the door and into the continuous area of effect spells, or [[Cone of Cold (Origins)|Cone of Cold]] to paralyze them and create a traffic jam behind them.
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The east door of the Blood Mage Sanctum leads to the Denerim City Map.
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== Result ==
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Blood Mage Leader:
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{{:Dalish Battery|style=iconmini}}{{clrl}}
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* Bedroom Key (unlocks the room before the Blood Mage Sanctum)
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Room before Blood Mage Sanctum:
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{{:Magister's Shield|style=iconmini}}{{clrl}}
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{{Currency|19300}}
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{{DEFAULTSORT:Last Request, The}}
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[[de:Der letzte Wunsch]]
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[[Category:Dragon Age: Origins side quests]]
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[[Category:Denerim side quests]]

Latest revision as of 18:31, January 31, 2018


The Last Request is a side quest acquired by looting the corpse of Ser Friden found in the Run-Down Back Street in Denerim. After his journal is picked up, the quest will be activated and the Warden can travel to the Deserted Building.

Walkthrough Edit

Note: It is recommended to let your (stealthed) rogue lead the way through this building, as there are many traps in your path.

Go to the Deserted Building in Denerim. Open the concealed door and go down the stairs where there are a Blood Mage, a Mercenary, 2 Mercenary Archers, and a Qunari Mercenary. There is a Leghold Trap at the bottom of the stairs. One of them has the key which opens the next door.

Follow the hallway to a room with 3 Mercenaries and 2 Mercenary Archers. There is a Tripwire; when you approach it a Rogue, a Qunari Mercenary, and 2 Mercenary Archers in the next room attack. Up the stairs behind them are a Blood Mage, a Mercenary, and 2 Mercenary Archers. There is a Leghold Trap at the top of the stairs.

The next hallway has doors on the west and east. The east room does not have a door so the enemies in there (2 Blood Mages, a Mercenary (Elite), a Mercenary, and a Qunari Mercenary) may see you in the hallway and attack (even if you are stealthed. One of the Blood Mages will throw a Fireball into the hallway (even if you are stealthed).

Follow the hallway north. There are 2 dog statues in alcolves on the west side of the hallway; there is a Pressure Plate that causes these statues to shoot fire across the hallway and opens the north and east doors letting enemies through. If you cannot disarm it then walk around it (you can see its faint outline on the floor).

Open the north door; a Rogue attacks you, and the east door in the hallway opens revealing a Qunari Mercenary (or vice versa if you open the east door first). A hidden Rogue appears during this fight.

Go through the east door and follow the hallway north and east. There is a snake statue in an alcolve on the north side of the hallway and there is a Pressure Plate that causes this statue to shoot fire across the hallway, so either disarm it or avoid it (you can see its faint outline on the floor). There is also a Grease spill on the floor which can immobolize you, so avoid it.

The hallway turns south and you see a Barricade. Behind it are a Blood Mage and 2 Mercenary Archers. There are 2 Mabari outside the Barricade and another Mabari in the room west of the Barricade that joins the battle. There is also another Grease spill on the floor (the Blood Mage casts Fireball at you, which can ignite the Grease spills). Destroy the Barricade to get at the Mage and Archers (a stealthed Rogue can destroy the Barricade without alerting the enemy.

There are rooms to the north and south, and a door to the east. The north and south rooms each contain a door to the east; all three doors lead to the same large room containing a Blood Mage (Elite), 2 Blood Mages, 3 Mercenaries, and 2 Mercenary Archers. When you open one of these doors and start fighting, the other two will open and they will attack you from the rear.

Note: Use the northern or southern door instead of the middle door; open the door but don’t enter the large room. You will be attacked from the door you opened plus from enemies behind you that exited the large room by the other two doors. You can also retreat back through the Grease-spill hallway; send one person to open the middle door and then retreat back to the rest of the party. You can use fire on the Grease spills.

In the large room open the east door; there is a Mercenary Archer behind a Barricade. At the south end of the room are a Blood Mage (Elite) and 4 Mercenary Archers. There are 2 Grease spills on the floor (watch out for Fireball from the Blood Mage (Elite)).

Open the south door and go down the stairs. There are doors to the west and south. The south door leads to the Blood Mage Sanctum (and the final battle of this quest). The west door is locked; the Blood Mage Leader (in the Sanctum) has the key, but a Rogue may be able to pick the lock. If your Rogue cannot pick the lock you will have to enter the Blood Mage Sanctum first.

Blood Mage Sanctum Edit

Note: This encounter is one of the more challenging fights in the game; do not attempt this without a top notch group. You can prepare the west room and hallway for the upcoming fight before entering with traps and glyphs.

Open the south door, entering the Blood Mage Sanctum. The Blood Mage Leader (Boss) confronts you and then attacks, along with a Mercenary Captain (Elite), a Blood Mage, and a Qunari Mercenary.

This is a very tough fight, especially if you fight in the Sanctum. After the Blood Mage Leader stops talking to you, it is recommended to go back into the hallway and go into the west room and wait for the enemies to chase after you. If you could not unlock this door then go back up the stairs.

Attack the non-Boss Blood Mage first as he will heal his companions. The templar ability Holy Smite is effective, as are the mage spells Blizzard, Tempest, and Storm of the Century, especially if Paralysis Explosion is used first to prevent targets from escaping early. Mana Clash is also very effective.

Having any of Blizzard, Tempest, Inferno, or Death Cloud, plus being able to access the bedroom prior to the fight, can make this battle much easier. Because dialogue ends with the party near the entrance, retreat them immediately into the bedroom. Have warriors choke off the bedroom door and shut the door as soon as possible. All this forces the blood mages to run after the party and keeps them out of line of sight -- the latter meaning the blood mages will not cast any spells.

Cast the continuous area of effect spell into the hallway, and try to keep the door shut with spells that can paralyze or otherwise incapacitate the enemy, making them unable to open it. Inside the bedroom, stand off to the side of the door so that you continue to stay out of line of sight of any enemy, and can converge fire on whoever steps in first.

Nice spells here are Glyph of Repulsion to keep the enemy knocked back away from the door and into the continuous area of effect spells, or Cone of Cold to paralyze them and create a traffic jam behind them.

The east door of the Blood Mage Sanctum leads to the Denerim City Map.

Result Edit

Blood Mage Leader:

Ico ring Dalish Battery
  • Bedroom Key (unlocks the room before the Blood Mage Sanctum)

Room before Blood Mage Sanctum:

Ico amulet Magister's Shield

1DAO goldpiece trans 93DAO silverpiece trans 0DAO bronzepiece trans

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