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{{Quote|All of us stumble through the darkness before being found and shown the light.|[[Kolgrim|Father Kolgrim]]}}
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{{for|the relic|Urn of Andraste}}
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<onlyinclude>{{QuestTransformer
 
<onlyinclude>{{QuestTransformer
|style={{{style|}}}
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|style = {{{style|}}}
|name = [[The Urn of Sacred Ashes]]
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|name = [[The Urn of Sacred Ashes]]
|image = Urn of Andraste.jpg
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|image = Urn of Andraste.jpg
|px = 200px
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|px = 200px
|caption = The Urn of Andraste
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|caption = The Urn of Andraste
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|location = [[Denerim Market District]] <br> [[Lake Calenhad Docks]] <br> [[Village of Haven]] <br> [[Ruined Temple]]
|qcat = main quest
 
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|start = [[Weylon]] or Bann [[Teagan Guerrin|Teagan]]
|location = [[Denerim Market District]], [[Haven]] and [[Ruined Temple]]
 
|start = [[Weylon]] or [[Bann Teagan]]
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|end = [[Eamon Guerrin|Arl Eamon]]
|end = [[Arl Eamon]]
 
|rewards = [[Pinch of Sacred Ash|Andraste's Ashes]], [[Champion]] [[specialization]] and/or [[Reaver]] specialization
 
|previous = [[Nature of the Beast]]
 
|next = [[A Paragon of Her Kind]]
 
 
|appearances = [[Dragon Age: Origins]]
 
|appearances = [[Dragon Age: Origins]]
 
}}</onlyinclude>
 
}}</onlyinclude>
{{About|the main quest|the relic|Urn of Andraste}}
 
   
'''The Urn of Sacred Ashes''' is a main quest in ''[[Dragon Age: Origins]]'' that is required for completing the [[Arl of Redcliffe]] quest line and advancing to the final part of the game.
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'''The Urn of Sacred Ashes''' is a [[Main quests (Origins)|main quest]] in ''[[Dragon Age: Origins]]'' that is required for completing [[The Arl of Redcliffe]] quest line and advancing to the final part of the game. It is told to make the lame dance, and the blind able to see.
   
 
== Background ==
 
== Background ==
[[Arl Eamon Guerrin|Arl Eamon]] of [[Redcliffe]] is dying, poisoned by the [[blood mage]] [[Jowan]], and the only way to save him is to find the [[Urn of Andraste]]. You can begin this quest by either finishing Arl of Redcliffe or by heading to [[Denerim]] and speaking with [[Brother Genitivi]]'s apprentice. If you completed the quest [[A Fallen Templar]], you can read [[Codex entry: A Note from Ser Henric|Ser Henric's note]] for clues on where to start the search: Brother Genitivi's residence in Denerim.
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[[Eamon Guerrin|Arl Eamon]] of [[Redcliffe Castle|Redcliffe]] is dying, poisoned by the [[Blood magic|blood mage]] [[Jowan]], and the only way to save him is to find the [[Urn of Andraste]]. You can begin this quest by either finishing Arl of Redcliffe or by heading to [[Denerim]] and speaking with [[Ferdinand Genitivi|Brother Genitivi]]'s apprentice. If you completed the quest [[A Fallen Templar]], you can read [[Codex entry: A Note from Ser Henric|Ser Henric's note]] for clues on where to start the search: Brother Genitivi's residence in Denerim.
   
 
== Walkthrough ==
 
== Walkthrough ==
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There is more than one way to begin this quest, depending upon the order in which the Warden does the other main plotline quests, and whether the Warden spoke with [[Donall|Ser Donall]] in [[Lothering]] regarding [[A Fallen Templar]]. Ser Donall's information is the first opportunity for the Warden to learn about the Urn of Sacred Ashes and get the initial clue that starts the Warden on this quest. Failing this, the Warden can learn of it upon completion of the story quest to reach the [[Arl of Redcliffe]]. In either case, the Warden's trail starts in [[Denerim]].
 
There is more than one way to begin this quest, depending upon the order in which the Warden does the other main plotline quests, and whether the Warden spoke with [[Ser Donall]] in Lothering regarding [[A Fallen Templar]]. Ser Donall's information is the first opportunity for the Warden to learn about the Urn of Sacred Ashes and get the initial clue that starts the Warden on this quest. Failing this, the Warden can learn of it upon completion of the story quest to reach the [[Arl of Redcliffe]]. In either case, the Warden's trail starts in [[Denerim]].
 
   
 
=== Brother Genitivi's House ===
 
=== Brother Genitivi's House ===
[[The Warden]] should travel to [[Genitivi's Home]] in the [[Denerim Market District]] to find. Within, the Warden will meet [[Weylon]], who nervously reports that Genitivi has gone missing. Using [[Coercion]] the Warden may acquire more information about Brother Genitivi's (last known) location: [[Lake Calenhad Docks|Lake Calenhad]].
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[[The Warden]] should travel to [[Genitivi's Home]] in the [[Denerim Market District]] to find him. Within, the Warden will meet [[Weylon]], who nervously reports that Genitivi has gone missing. Using [[Coercion]] the Warden may acquire more information about Brother Genitivi's (last known) location: [[Lake Calenhad Docks|Lake Calenhad]].
   
A high [[Cunning]] score will allow you to understand that something is up. At this point the Warden can:
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High [[Attributes (Origins)#Cunning|Cunning]] will tip you off to Weylon's suspicious behavior. At this point the Warden can:
   
* Travel to [[Lake Calenhad Docks]]:
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*Travel to [[Lake Calenhad Docks]]:
** The [[Innkeeper]] of [[The Spoiled Princess]] seems a bit jumpy, especially if the Warden asks about Brother Genitivi. He can be coerced to reveal a bit more: "they" have been keeping the inn under observation, looking for anyone who asks about Genitivi. Upon leaving the inn after this conversation, the party will be ambushed by [[Cultist]]s.
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**The [[Innkeeper]] of [[The Spoiled Princess]] seems a bit jumpy, especially if you ask about Brother Genitivi. He can be coerced to reveal a bit more: "they" have been keeping the inn under observation, looking for anyone who asks about Genitivi. Upon leaving the inn after this conversation, the party will be ambushed by [[Cultist]]s.
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***The Cultist Leader has a chance to drop [[Ceremonial Armor]].
** Returning to Weylon, a confrontation ensues.
 
  +
**Returning to Weylon, a confrontation ensues.
* Investigate the rest of Brother Genitivi's House:
 
  +
*Investigate the rest of Brother Genitivi's House:
** As the Warden approaches the backroom, Weylon will try to stop the party. The Warden can back off, or fight him.
 
  +
**If you approach the back room, Weylon will try to stop the party. The Warden can back off, or fight him.
* Accusing Weylon of hiding something:
 
  +
*(Either through sufficient Cunning or after following up the Lake Calenhad 'lead') Accuse Weylon of hiding something:
** This leads to a confrontation that Weylon is unlikely to survive.
 
  +
**This leads to a confrontation that Weylon is unlikely to survive.
  +
**Now you can investigate the house
  +
**After this you can travel to Lake Calenhad Docks for the above described events.
   
At this point the entire house may be examined without interruption: it contains a corpse (described as the ''real'' Weylon) and Brother Genitivi's research, which indicates he was headed for [[the Village of Haven]] in search of Andraste's Ashes.
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The house of Brother Genitivi contains a corpse (described as the ''real'' Weylon) and Brother [[Genitivi's Research]], which indicates he was headed for the [[Village of Haven]] in search of Andraste's Ashes. You can see this village now on your [[World map (Origins)|world map]], in the [[Frostback Mountains]].
 
{{Note|If you choose to follow up on Lake Calenhad, the Cultist Leader has a chance to drop [[Ceremonial Armor]].}}
 
   
 
=== Reach Haven ===
 
=== Reach Haven ===
{{Main|The Village of Haven}}
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{{Main|Haven}}
Once [[Genitivi's Research]] is found, the [[World Map]] is updated to include Haven. Upon reaching the village, The Warden will be confronted by [[Haven Village Guard|a guard]]. He is not eager to let The Warden pass; he will answer some questions but insists the Warden leaves. He'll let you trade at the shop.
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Upon reaching the village, The Warden will be confronted by a [[Haven Village Guard|guard]]. He insists that the party leave, but will answer some questions and allow trading at the shop.
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At this point, if [[Sten]] is in the party, he will question the decision to come to Haven.
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*If you ask him what is he talking about then he says you haven’t thought this through.
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**If you say he’ll just have to trust you, or there’s nothing else you can do, then no matter what else you say {{Approval|-6}}
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**If you say this is a feint and you have a plan, or that he should consider this training for what’s to come, then no matter what else you say {{Approval|-1}}
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*If you say that the Archdemon will never see it coming he says it would surprise him if his enemy counter-attacked by running away and climbing a mountain. If you say this will help to stop Loghain then he will eventually ask why you fear Loghain; if you say “he killed Duncan” then {{Approval|+2}}
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**If you say he’ll just have to trust you, or there’s nothing else you can do then no matter what else you say {{Approval|-1}}
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**If you say this is a feint and you have a plan, or that he should consider this training for what’s to come, then no matter what else you say {{Approval|+4}}
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*If you say this is necessary then he says you are climbing a mountain in the middle of nowhere on a frivolous whim. He eventually says you haven’t thought this through.
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**If you say that he has to trust me, or there’s nothing else you can do, then no matter what else you say {{Approval|-3}}
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**If you say this is a feint, or he should consider this training for what’s to come, then no matter what else you say {{Approval|+2}}
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**Note - The previous choices are only available if you finish Sten's [[The Sword of the Beresaad|Personal quest]].
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*If you tell him not to argue with you right now then eventually he says he will not simply follow in your shadow as you run from battle. {{Approval|-5}} no matter what you say:
  +
**[[Coercion|Persuade]] him that you’re not running.
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**[[Coercion|Intimidate]] him to get back in line.
  +
**If you tell him he’s free to leave, or that you’re in charge, then he tells you he’s taking command. No matter what you say he attacks.
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  +
If Sten attacks you the fight is one-on-one; the rest of your party do not participate. When you defeat Sten he says he was wrong and that you are strong enough. {{Approval|+7}}
  +
*If you tell him to leave then he leaves forever (taking his equipment with him).
  +
*Otherwise no matter what you say he rejoins the party.
  +
  +
{{Note|For more information see [[Sten#Dissatisfaction with the Warden|here]].}}
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  +
=== Exploring Haven ===
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The population of Haven can turn hostile if you do one of the following:
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#Approach the altar in the [[Villager House]] (close to the village's entrance).
  +
#Enter the back room of the [[Village Store]].
  +
#Kill Father [[Eirik]].
  +
  +
When the villagers turn hostile, the villagers, and some [[Disciples of Andraste|cultists]], will attack.
   
  +
If you enter the villager's house with the hearth and bloody altar inside, there will be a cutscene in which some companions will comment on the disturbing discovery:
At this point, if [[Sten]] is in the party, he will question the decision to come to Haven. Depending on approval rating and chosen dialogue options, he may try to duel you. Sten's approval may go down or go up if he attacks, depending on dialog options, but defeating him will net {{Approval|+7}} approval points. Unequiping Sten's weapons and armor in advance makes defeating him easier. If you wish to avoid the duel, it is possible to Intimidate him or Persuade him. Intimidating nets {{Approval|-5}} from [[Sten]].
 
  +
*If [[Zevran Arainai|Zevran]] is in the party then he will add a comment about rituals of the [[Antivan Crows]].
Persuasion nets {{Approval|-3}} from [[Sten]].
 
  +
*If [[Morrigan]] is in the party she will confirm that it is ''human'' blood.
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*[[Dog]] will lick the blood on the altar in an attempt to find out what kind of blood it is.
  +
*[[Alistair]] will comment on the blood.
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*[[Wynne]] will say that the village is not what it seems.
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{{Note|The villagers are now hostile if Wynne is in the party when you approach the altar.}}
   
  +
In a locked chest inside the house, the Warden can also find one of the [[Love Letter]]s for the [[Correspondence Interruptus]] quest.
=== Shopping in Haven ===
 
The population of Haven will soon turn hostile towards the Warden. This is triggered by either going further than the two chests in the [[Villager House]] (close to the village's entrance, on the left), or exploring the back room of the Store. If the Warden wishes to trade with the village's storekeeper, [s]he should do so first. You may also talk to a [[Haven Child|Child]] in the middle of the village at this point, who may show you a finger bone if you can persuade him.
 
   
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You can talk to a [[Child (Haven)|child]] in the middle of the village at this point, who may show you a finger bone if you can persuade him.
If the Warden enters the villager's house with the hearth and bloody altar inside, there will be a cut scene in which the companions comment on the disturbing discovery. If Zevran is in your active party, he will add a comment about rituals of the [[Antivan Crows]], while Morrigan will confirm that it is ''human'' blood. Also, Dog will lick the blood on the altar in an attempt to find out what kind of blood it is. In a locked chest inside the house, the Warden can also find one of the [[Love Letter]]s for the [[Correspondence Interruptus]] quest.
 
   
Alternatively, if the Warden attempts to explore the back room of the village's store, the storekeeper will attack the group to try and prevent them from finding the remains of a knight from [[Redcliffe]]. The store also holds a pair of [[Antivan Leather Boots]], and the [[Mage's Eye]] bow in a locked chest (that can be picked), near the front of the shop. This chest will be unlocked if you return later.
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In the [[Village Store]] you can trade with the shopkeeper. If the Warden attempts to explore the back room, the shopkeeper will attack the group to try and prevent them from finding the remains of a knight from [[Redcliffe]]. The store also holds a pair of {{GiftLink|Antivan Leather Boots}}, {{GiftLink|Locket}}, and the [[Mage's Eye]] bow in a locked chest, near the front of the shop. This chest will be unlocked if you return later. Be warned, if the shopkeeper is attacked, villagers and cultists become hostile.
   
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{{Note|Look carefully around the village to pick up two books and unlock [[Codex entry: Death of a Templar]] and [[Codex entry: The Avvars]].}}
Either way, when the Warden walks out of the house or store after triggering any hostility, the villagers, and some [[Cultists]] will attack the party. The Warden and his companions will need to fight the rest of the way through the village and up to the Chantry.
 
   
 
=== Finding Brother Genitivi ===
 
=== Finding Brother Genitivi ===
After clearing the road uphill, the Warden will reach [[Haven Chantry|Haven's Chantry]]. Entering will trigger a cut scene, during which [[Eirik]], apparent leader of the congregation, makes his hatred of foreigners quite clear, leading to a fight with Eirik and the Guards in the room. Eirik's body will yield a [[Cultist Medallion]], necessary to enter the [[Ruined Temple]]. The side room of the Chantry holds an Inscribed Chest, with a {{GiftLink|Small Silver Bar}} and a [[Ring of Faith]] inside.
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After clearing the road uphill, the Warden will reach [[Haven Chantry|Haven's Chantry]]. Entering will trigger a cutscene, during which [[Eirik]], apparent leader of the congregation, makes his hatred of foreigners quite clear, leading to a fight with Eirik and the Guards in the room. Eirik's body will yield a [[Cultist Medallion]], necessary to enter the [[Ruined Temple]] (Note: if you raise Eirik as a skeleton before the fight is over, there is a chance that you won't be able to find the medallion). The side room of the Chantry holds an Inscribed Chest, with a {{GiftLink|Small Silver Bar}} and a [[Ring of Faith]] inside.
   
Behind the Brick Wall, which is really a poorly concealed secret door, the Warden will find Brother Genitivi himself. He will tell The Warden that the Urn of Andraste is located in a temple ruin in the mountains nearby, and will answer some questions about the village and his research into the urn. Here you can choose to take him along or send him back to Denerim to recover.
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Behind the Brick Wall, which is really a poorly concealed secret door, the Warden will find Brother Genitivi himself. He will tell the Warden that the Urn of Andraste is located in a temple ruin in the mountains nearby, and will answer some questions about the village and his research into the urn. Here you can choose to take him along or send him back to Denerim to recover.
   
  +
If you tell him there was an imposter Weylon at his house and that you found the real Weylon stuffed in a box, and [[Leliana]] is in the party, {{Approval|-1}}
If you do take him along, he will open the door and remain at the temple entrance doing research, so you do not have to protect [[Brother Genitivi]] if you allow him to accompany you to the temple. Although you have an option to tell him to wait that you need to make sure it's safe outside, there is no walking with Brother Genitivi, there is simply a loading screen and then you arrive at the temple; any forgotten village stragglers will not be there to attack the Brother when you leave the Chantry. Apparently this option was included merely to give the Warden one last chance to search the Chantry or village areas before proceeding to the temple. Either way will take you to the temple without any fighting. ''(confirmed, all platforms)''
 
   
  +
Genitivi wants to go with you to the temple:
If you take [[Brother Genitivi]] with you, you can avoid fighting any of the villagers, provided you have not looked in the back of the shop, commented on the abandoned house as above or otherwise enraged the villagers, because you are taken directly to the temple. After completing the quest, the storekeeper will have disappeared, but the rest of the villagers will still be standing around and will not attack you. This has no significance to the rest of the quest or the plot as a whole, however, since with no active shop and no remaining dialogue options there will be no point to ever returning to Haven in any case.
 
  +
*If you agree then you are automatically taken to the Ruined Temple.
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*If you tell him you want to make sure it’s safe outside first then you can leave him here while you exit the Chantry and encounter the hostile villagers (if you haven’t already fought them). You can return and talk to Genitivi later to go to the Temple.
  +
*If you refuse to let him come with you:
  +
**If [[Leliana]] is in the party she says we would never have found this place without him:
  +
***[[Coercion|Persuade]] her that he can see it when he is well.
  +
***If you say you’re trying to keep him alive, or that he’s just going to slow you down, then she says she will look after him herself.
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****Change your mind and let Genitivi come. {{Approval|+2}}
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****Otherwise then no matter what you say Genitivi agrees to go back to Denerim. {{Approval|-3}}
  +
***If you say he’s not coming then Genitivi agrees to go back to Denerim. {{Approval|-3}}
  +
**Otherwise he returns to Denerim. You are automatically taken to the Ruined Temple.
   
  +
If Genitivi agreed to return to Denerim then he will show you how to use the Medallion to open the Temple door.
'''Companions Reaction:'''
 
   
  +
If you are automatically taken to the Ruined Temple then you avoid fighting the rest of the villagers (if you haven’t already fought them). After completing the quest, if you return to Haven, the storekeeper will have disappeared, but the rest of the villagers will still be standing around and will not attack you. This has no significance to the rest of the quest or the plot as a whole, however, since with no active shop and no remaining dialogue options there will be no point to ever returning to Haven in any case.
During the conversation with Brother Genitivi, when you tell him about Weylon he will ask what happened to him. If you answer with, "I found his body stuffed into a box.", you will receive ** {{Approval|Leliana|-1}}
 
   
 
=== Ruined Temple ===
 
=== Ruined Temple ===
 
[[File:Ruinedtempmap.jpg|thumb|270px|Ruined Temple Map]]
 
[[File:Ruinedtempmap.jpg|thumb|270px|Ruined Temple Map]]
 
{{Main|Ruined Temple}}
 
{{Main|Ruined Temple}}
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If you took [[Ferdinand Genitivi|Brother Genitivi]] with you, he will open the temple door and remain at the temple entrance doing research, so you do not have to protect him.
The temple ruins have a fairly straightforward layout, although keys are required to progress. There are many Cultists in the halls, some of them mages. The first passage to the left (west) leads to a small group of unarmed Cultists. In a Cabinet in this room, the Warden will find a '''[[Taper]]''' that will be necessary later on. An Adventurer's corpse in the same passage yields a letter for the [[Unbound]] quest, while the bookshelf in the same room yields the {{GiftLink|Discovering Dragon’s Blood: Potions, Tinctures, and Spicy Sauces}} tome.
 
   
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The temple ruins have a fairly straightforward layout, although keys are required to progress. There are many Cultists in the halls, some of them mages. The first passage to the left (west) leads to a small group of unarmed Cultists. In a {{TextContainer|cabinet}} in this room, the Warden will find a [[Taper]] that will be necessary later on. An Adventurer's {{TextContainer|corpse}} in the same passage yields a letter for the [[Unbound]] quest, while the {{TextContainer|bookshelf}} in the same room yields the {{GiftLink|Discovering Dragon's Blood: Potions, Tinctures, and Spicy Sauces}} tome.
The passage to the right (east, marked on the map as ''South Eastern Chamber'') leads to a locked room (requires a key, see below), and a square room holding a scroll for [[The Scrolls of Banastor]] quest, and a set of ''Ancient Encrypted Scrolls'' for the [[Forgotten Verses]] quest.
 
   
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The passage to the right (east, marked on the map as ''South Eastern Chamber'') leads to a locked room (requires a key, see below), and a square room holding a [[Scroll of Banastor|scroll]] for [[The Scrolls of Banastor]] quest, and a set of [[Ancient Encrypted Scrolls]] for the [[Forgotten Verses]] quest.
To find the key that opens the locked door in the South Eastern Chamber, the Warden should head up the first flight of stairs (guarded by Cultists), open the door to the left (West - watch out for [[Bronto]] just past this door), and reach the ''Cultist Chambers''. A large number of Cultists awaits the group in this area (watch out for traps as well), so it is recommended to proceed with caution, trying to pull small groups to the companions. Another scroll for [[The Scrolls of Banastor]] quest is found in the first room of the Cultist Chambers. The last room in these Chambers yields the ''[[South-East Chamber Key]]'' (which will unlock the matching door), as well as a [[Black Pearl]] (which will be required to progress, together with the taper mentioned above), a [[Chasind Sack Mead]].
 
   
  +
To find the key that opens the locked door in the South Eastern Chamber, the Warden should head up the first flight of stairs (guarded by Cultists), open the door to the left (West - watch out for [[Bronto]] just past this door), and reach the ''Cultist Chambers''. A large number of Cultists awaits the group in this area (watch out for [[Tripwire|traps]] as well), so it is recommended to proceed with caution, trying to pull small groups to the companions. Another [[Scroll of Banastor|scroll]] for [[The Scrolls of Banastor]] quest is found in the first room of the Cultist Chambers. The last room in these Chambers yields the ''[[South-East Chamber Key]]'' (which will unlock the matching door), a [[Black Pearl]] (which, together with the Taper mentioned above, will be required to progress), and {{GiftLink|Chasind Sack Mead}}.
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). Check the eastward door (that leads to a wavy corridor) at the top of the stairs to find the chest piece of the [[Armor of Diligence]] on the 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 Archers are guarding the area. The Mage can be pulled by himself (or simply use stealth to get near him and 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 (the taper found in the earlier area can be used to unlock [[Codex entry: The Holy Brazier]]), and a door. Beyond the door lies a room with Archers and many 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.
 
   
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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 (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.
The next door leads to a room with a circular platform in the middle, and a statue (of Andraste?) 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]].
The party can continue along the eastern or western wings at this point (they lead to the same location), or clear them both for loot and experience. Both wings include Cultists and traps. If Zevran, Leliana, Morrigan, Alistair, or Wynne are in the party, one will comment on the statue in the topmost eastern chamber just before the stairs.
 
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The party can continue along the eastern or western wings at this point (they lead to the same location), or clear them both for loot and experience. Both wings include Cultists and traps. The west wing can be tougher if the Warden opens a collection of chests, releasing ash wraiths. If Alistair, Leliana, Morrigan, Oghren, Shale, Sten, Wynne, or Zevran are in the party, one will comment on the statue in the topmost chamber on either side just before the stairs.
   
 
Eventually, the group will reach stairs leading up to the Wyrmling Lair.
 
Eventually, the group will reach stairs leading up to the Wyrmling Lair.
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[[File:Map-Caverns.jpg|thumb|260px|Map of the Caverns]]
 
[[File:Map-Caverns.jpg|thumb|260px|Map of the Caverns]]
 
{{Main|Mountainside Caverns}}
 
{{Main|Mountainside Caverns}}
Once you reach the Wyrmling Lair, you have effectively left the temple and are now walking through several underground caverns. In addition to more Cultists and their traps, there are [[Drake]]s and [[Dragonling]]s (which sometimes spawn behind, or all-around the party) here in this area.
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Once you reach the Wyrmling Lair, you have effectively left the temple and are now walking through several underground caverns. In addition to more Cultists and their [[Leghold Trap|trap]]s, there are [[drake]]s and [[dragonling]]s (which sometimes spawn behind, or all-around the party) here in this area.
   
From the second room, the party can follow an eastward path that leads to a room with caged pigs and goats, sometimes referred to as ''The Feeding Chamber''. Two [[Drake]]s on PS3 and XBOX, or three drakes on PC, will spawn and attack once the group is inside the area. They will drop a [[Drake Scale]] each, valid for the [[Drake Scale Armor]] quest. This will be a very tough fight, as each of them is lieutenant level and they possess the extremely dangerous [[Overwhelm]] ability. In the same room, the Warden can find a {{GiftLink|Stone Warrior Statuette}} in a {{TextContainer|Pile of Dragon Filth}}.
+
From the second room in the cavern portion (the first place where there is a choice of directions), the party can follow an eastward path that leads to a room with cages for pigs and goats, sometimes referred to as ''The Feeding Chamber''. Two drakes on PS3 and Xbox, or three drakes on PC, will spawn and attack once the group is inside the area. They will drop a [[Drake Scale]] each, valid for the [[Drake Scale Armor]] quest. This will be a very tough fight, as each of them is lieutenant level and they possess the extremely dangerous [[Overwhelm]] ability. In the same room, the Warden can find a {{GiftLink|Stone Warrior Statuette}} in a {{TextContainer|Pile of Dragon Filth}}.
   
 
The other path (headed north) from the second room leads to a farther split. The party can follow a northeast or a northwest direction.
 
The other path (headed north) from the second room leads to a farther split. The party can follow a northeast or a northwest direction.
   
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 [[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, a pair of [[Drake]]s will spawn and join the fray accompanied by a couple of [[Dragonling]]s. The Drake will drop [[Drake Scale]]s, and the Overseer will drop a [[Spellweaver]]. Note that the 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 drakes separately. One more room lies to the North-East of this encounter, where another Drake awaits, aided by a Cultist Mage, an Archer, and a hidden Assassin. A book on one of the tables in this room yields the [[Codex entry: The First Blight, Chapter 3]] and a 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]] 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.
 
   
  +
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.
   
 
=== Kolgrim's Offer ===
 
=== Kolgrim's Offer ===
  +
[[File:NPC-Kolgrim.jpg|thumb|Father Kolgrim]]
The northwest path leads to a room with a few Cultists (and their traps), and eventually a large cavern where the leader of the cult, [[Kolgrim|Father Kolgrim]], awaits. As the Warden approaches, he will initiate a dialogue, revealing more details about the Cult that the party has been fighting since entering Haven. The Disciples of Andraste originally used to guard her ashes - however, they claim the prophet has since risen from the dead and the cult acts as her guard.
 
   
  +
The northwest path leads to a room with a few Cultists (and their [[Tripwire|traps]]), and eventually a large cavern where the leader of the cult, [[Kolgrim|Father Kolgrim]], awaits. As the Warden approaches, he will initiate a dialogue, revealing more details about the Cult that the party has been fighting since entering Haven. The Disciples of Andraste originally used to guard her ashes - however, they claim the prophet has since risen from the dead and the cult acts as her guard.
If, during the conversation, the Warden mentions that the real Andraste is dead and/or that the one the Cult is following now is a fraud, Kolgrim and his aides will attack the party. Otherwise, the dialogue may lead to Kolgrim offering a task for the Warden to make up for all the damage inflicted so far to the Cult (and to become a brother to the Cult): take a vial of ''Andraste's'' blood, find a way around the [[Guardian (character)|Guardian]] protecting the ashes, and pour the blood into the ashes.
 
   
  +
If, during the conversation, the Warden mentions that the real Andraste is dead and/or that the one the Cult is following now is a fraud, Kolgrim and his aides will attack the party. Otherwise, the dialogue may lead to Kolgrim offering a task for the Warden to make up for all the damage inflicted so far to the Cult (and to become a brother/sister to the Cult): take a [[Vial of Dragons Blood|vial of ''Andraste's'' blood]], find a way around the [[Guardian (character)|Guardian]] protecting the ashes, and pour the blood into the ashes.
Accepting Kolgrim's task and defiling the ashes is the only way to unlock the [[Reaver]] specialization and obtain the [[Achievements#Quest Achievements|Sacrilegious]] achievement. But if you have saved before you initiate the conversation, you can unlock the achievement and specialization and then revert to the save. Your rewards will be preserved even if you then choose the another course of action.
 
  +
  +
Accepting Kolgrim's task and defiling the ashes is the only way to unlock the [[Reaver (Origins)|Reaver]] specialization and obtain the [[Achievements (Origins)#Quest Achievements|Sacrilegious]] achievement. But if you have saved before you initiate the conversation, you can unlock the achievement and specialization and then revert to the save. Your rewards will be preserved even if you then choose another course of action.
   
 
Whether the Warden refuses to listen to Kolgrim's proposition, or accepts the task, or even if the Warden accepts the task verbally but does not follow through with it, the companions in the party (and some even if they are not in the active party) will react accordingly:
 
Whether the Warden refuses to listen to Kolgrim's proposition, or accepts the task, or even if the Warden accepts the task verbally but does not follow through with it, the companions in the party (and some even if they are not in the active party) will react accordingly:
   
* '''If the Warden sides with Kolgrim:'''
+
*'''If the Warden sides with Kolgrim:'''
** {{Approval|Morrigan|+2}} or {{Approval|Morrigan|+3}}
+
**{{Approval|Morrigan|+2}} or {{Approval|Morrigan|+3}}
** {{Approval|Shale|+2}} or {{Approval|Shale|+4}}, or {{Approval|Shale|+11}} if you let her talk you into it
+
**{{Approval|Shale|+2}} or {{Approval|Shale|+4}}, or {{Approval|Shale|+11}} if you let her talk you into it. Note that this approval takes place immediately when you accept the blood from Kolgrim.
  +
***To get {{Approval|Shale|+11}}, refuse Kolgrim's offer, refuse it again when he says, "I will not make this offer again," then when Shale says, "Is there a reason it refuses?", choose "You really think I should go along with it?" followed by "Maybe you're right."
** {{Approval|Zevran|+2}}
 
** {{Approval|Sten|-3}} or none if you say to him that is for you to decide.
+
**{{Approval|Zevran|+2}}
** {{Approval|Alistair|-5}}
+
**{{Approval|Sten|-3}}
  +
**{{Approval|Alistair|-5}}
*** May be avoided through Persuasion
 
  +
***May be avoided through Persuasion
** {{Approval|Oghren|-5}}
 
  +
**{{Approval|Oghren|-5}}
** [[Leliana]] is, of course, opposed to the defiling. Her reaction depends on various parameters. Even a [[Leliana's Past#Hardening Leliana|hardened]] Leliana will still object to the defiling of the Urn, but if the following conditions are met, she may be present at the defiling and, instead of reaching her [[Leliana#The Urn of Sacred Ashes|crisis]], simply {{Approval|Leliana|-10}}:
 
  +
**[[Leliana]] is, of course, opposed to the defiling, but will not react until the deed is actually done. Her reaction depends on various parameters, although it is not immediate when you accept Kolgrim's task. An unhardened Leliana will attack you immediately if she witnesses the defiling. Even a [[Leliana's Past#Hardening Leliana|hardened]] Leliana will still object to the defiling of the Urn, but if the following conditions are met, she may be present at the defiling and, instead of reaching her [[Leliana#The Urn of Sacred Ashes|crisis]], simply {{Approval|Leliana|-10}}:
**# Leliana must be hardened;
 
  +
**#Leliana must be hardened;
**# The Warden must have a high intimidate skill (Coercion + Strength bonus = 75 or higher, where each point in Coercion is equal to 25 intimidation points. Thus 3 points in coercion should do the trick regardless of what your character's strength score is);
 
  +
**#The Warden must have a high intimidate skill (Coercion + Strength bonus = 75 or higher, where each point in Coercion is equal to 25 intimidation points. Thus 3 points in coercion should do the trick regardless of what your character's strength score is);
**# The player must select the ''"Before you do anything stupid, remember who I am."'' dialogue option when she calls the Warden a "fiend".
 
  +
**#The Warden must have passed through the flames after leaving all items at the altar. If the Warden fails this test and kills The Guardian before defiling the urn, the following dialogue option to intimidate Leliana won't appear;
** [[Wynne]] will turn hostile if the ashes are defiled and she is present in the party;
 
  +
**#The player must select the ''"Before you do anything stupid, remember who I am."'' dialogue option when she calls the Warden a "fiend".
*** If she is not present, she will initiate a conversation the next time the Warden enters the Party Camp and leave. '''Note:''' It is suggested that Wynne's crisis point can be avoided if she is not acquired until later on, after defiling the ashes - However, others have reported she will leave the party the first time the Warden returns to Camp even if she joined the team after the ashes were defiled.
 
  +
***If she is not present at the defiling, Leliana will confront the Warden at the Camp. Unless the Warden passes a persuasion check to convince her the Ashes are safe she will leave.
** {{Approval|Zevran|+2}} if the Warden listens to Kolgrim's offer and accepts it (even if the Warden won't follow through with the defiling);
 
  +
**[[Wynne]] will turn hostile and attack if the ashes are defiled and she is present in the party, although she will not react until the deed is actually done.
*** [[Zevran]] can be persuaded that killing Kolgrim is a better option and his approval rating won't change ('''Note''' the dialogue option to persuade Zevran calls Kolgrim 'shifty' and will trigger the cultists to attack)
 
  +
***If she is not present, she will initiate a conversation the next time the Warden enters the Party Camp and leave. '''Note:''' It is suggested that Wynne's crisis point can be avoided if she is not acquired until later on, after defiling the ashes - However, others have reported she will leave the party the first time the Warden returns to Camp even if she joined the team after the ashes were defiled. On PS3 Wynne will leave regardless of when she is recruited. however, her cutscene can be pushed down the queue by some cutscenes such as Alistair's cutscene which occurs after delivering the ashes allowing the Warden to return to camp under certain conditions.
* '''If the Warden fights Kolgrim:'''
 
  +
***Leliana's cutscene can conflict with Wynne's if Leliana was not present. If Leliana is convinced the Ashes are safe by passing a persuasion check, Wynne's confrontation will not happen. On PS3, the cutscene still occurs the next time the Warden returns to camp.
* The fight can be tricky at first, but try to kill the Cultist mages and have someone keep the melee attackers on them (someone with a lot of health)
 
  +
**{{Approval|Zevran|+2}} if the Warden listens to Kolgrim's offer and accepts it (even if the Warden won't follow through with the defiling);
 
  +
***[[Zevran Arainai|Zevran]] can be persuaded that killing Kolgrim is a better option and his approval rating won't change. '''Note''' the dialogue option to persuade Zevran calls Kolgrim 'shifty' and will trigger the cultists to attack.
* {{Approval|Oghren|+2}} if "shut up, Oghren" and then "I'll take my chances with the arrows" is selected after Kolgrim warns of a "rain of arrows" awaiting the Warden if they so dared attack "Andraste"
 
  +
*'''If the Warden fights Kolgrim:'''
** {{Approval|Shale|-10}} but if you declare to Shale directly "It is my decision" she will answer that there is nothing to say against this logic and there is no approval lost;
 
  +
**The fight can be tricky at first, but try to kill the Cultist mages and have someone keep the melee attackers on them (someone with a lot of health)
** [[Morrigan]] disapproves;
 
  +
**{{Approval|Oghren|+2}} if "shut up, Oghren" and then "I'll take my chances with the arrows" is selected after Kolgrim warns of a "rain of arrows" awaiting the Warden if they so dared attack "Andraste"
***[[Morrigan]]'s and [[Shale]]'s negative reaction can be avoided by picking a fight with Kolgrim early on in the dialogue, without asking about his offer; alternatively, if the dialogue leads them to express their opinion, a successfull Persuasion check may reduce their loss of approval ({{Approval|Shale|-5}}, [[Morrigan]] 0 if started within the first two dialogues). If [[Sten]] is in the party, and you let Kolgrim explain his plan, Sten will comment negatively - if in the ensuing dialogue option you change your mind, [[Morrigan]] won't disapprove.
 
  +
**{{Approval|Shale|-10}} but if you declare to Shale directly "It is my decision" she will answer that there is nothing to say against this logic and there is no approval lost;
**[[Wynne]], [[Leliana]] and [[Alistair]] voice their opposition to defliling the urn, but fighting Kolgrim does not result in a change of approval rating.
 
  +
**[[Morrigan]] disapproves;
  +
***[[Morrigan]]'s and [[Shale]]'s negative reaction can be avoided by picking a fight with Kolgrim early on in the dialogue, without asking about his offer; alternatively, if the dialogue leads them to express their opinion, a successful Persuasion check may reduce their loss of approval: {{Approval|Shale|-5}} {{Approval|Morrigan|0}} if started within the first two dialogues. If [[Sten]] is in the party, and you let Kolgrim explain his plan, Sten will comment negatively. If in the ensuing dialogue option you change your mind, [[Morrigan]] won't disapprove.
  +
**[[Wynne]], [[Leliana]] and [[Alistair]] voice their opposition to defiling the urn, but fighting Kolgrim does not result in a change of approval.
 
{{Note|This list is incomplete - the reaction of other companions to either option has not been reported yet. Please add the approval changes you experience.}}
 
{{Note|This list is incomplete - the reaction of other companions to either option has not been reported yet. Please add the approval changes you experience.}}
   
If/when you fight Kolgrim, he will drop his axe, [[Faith's Edge]], and (depending on the time when the fight took place) [[Kolgrim's Horn]].
+
If/when you fight Kolgrim, he will drop his axe, [[Faith's Edge]], and depending on the time the fight took place, [[Kolgrim's Horn]] ({{Platforms|PC}}only).
   
{{Note|Kolgrim can be slightly easier to fight if tricked into thinking you will help because on the mountaintop he has fewer allies.}} {{Note|If Kolgrim and his cultist goons are too hard to fight, try lowering the difficulty if you can, because shifting it just a little bit helps a lot against him.}} If you want to fight Kolgrim outside without losing any approval on the above mentioned dialog choices simply choose the dialog option that you want to see the risen Andraste yourself, which will take you outside where you meet Kolgrim again. He will have some help there too which includes another Drake and will earn you a 7th drake scale.
+
{{Note|Kolgrim can be slightly easier to fight if tricked into thinking you will help because on the mountaintop he has fewer allies.}}
  +
  +
If you want to fight Kolgrim outside without losing any approval on the above-mentioned dialogue choices simply choose the dialogue option that you want to see the risen Andraste yourself, which will take you outside where you meet Kolgrim again. He will have some help there too which includes another drake and will earn you a 7th drake scale.
   
 
=== The Mountain Top ===
 
=== The Mountain Top ===
 
{{Main|Mountain Top}}
 
{{Main|Mountain Top}}
 
{{Note|While in this area, the Warden can re-configure the party composition.}}
 
{{Note|While in this area, the Warden can re-configure the party composition.}}
After the encounter with Kolgrim, the party will reach the Mountain Top. A cutscene occurs as the cult's "Andraste", which is actually a [[High Dragon]], flies over and lands to rest on a cliff.
+
After the encounter with Kolgrim, the party will reach the Mountain Top. A cutscene occurs as the cult's "Andraste", which is actually a [[high dragon]], flies over and lands to rest on a cliff. If Kolgrim was killed, the Warden and their team will dive for cover.
   
  +
If you accepted Kolgrim's task ('to pour the dragon's blood into the Urn, allowing the risen ''Andraste'' to reclaim the power held in the Ashes'), he will speak to her to let you pass unharmed. You can continue into [[The Gauntlet]] or attack him here. He will be aided by his Disciples and a drake.
At this point, the party may engage the false ''Andraste'' by using [[Kolgrim's Horn]], by casting an area of effect spell like [[Blizzard]] on the Dragon, or (on consoles) by using the gong in this area. The High Dragon is a formidable opponent; see [[High Dragon (strategy)|High Dragon battle strategy]]. If the dragon is slain, she will drop a [[High Dragon#Loot|considerable number of items]] among which is a [[Dragon Scale]] for the [[Dragon Scale Armor]] quest. There is no need to fight the dragon immediately &mdash; this area can be returned to later in the game whenever the Warden feels it is more appropriate.
 
   
  +
At this point, the party may engage the false ''Andraste'' by using [[Kolgrim's Horn]] (if you killed him), by casting an area of effect spell like [[Blizzard (Origins)|Blizzard]] or cast [[Drain Life]] below the cliff as its range can reach the high dragon above, or (on consoles) by using the gong in this area. The high dragon is a formidable opponent; see [[High dragon (strategy)|high dragon battle strategy]]. If the dragon is slain, she will drop a [[High Dragon#Loot|considerable number of items]], among which is a [[Dragon Scale]] for the [[Dragon Scale Armor]] quest. There is no need to fight the dragon immediately &mdash; this area can be returned to later in the game whenever the Warden feels it is more appropriate.
Note that the party can be changed while in this area.
 
   
 
=== The Gauntlet ===
 
=== The Gauntlet ===
 
{{Main|The Gauntlet}}
 
{{Main|The Gauntlet}}
Whether the party elects to fight the High Dragon on the Mountain Top or not, their next stop is a separate temple, known as [[The Gauntlet]]. In the first room, the Warden will find 30x [[Andraste's Arrows]], a book unlocking the [[Codex entry: The Maker's First Children]], and the next step in the quest line, in the form of a [[Guardian (character)|Guardian]] knight. Approaching him will trigger a conversation revealing more background history about the Disciples of Andraste and the Urn of Sacred Ashes. The Guardian will ask one question to each party member, related to their own past, and unlock the [[A Test of Faith]] quest. To reach the Urn, the party has to pass the trials of the Gauntlet. See [[A Test of Faith]] page for details about the tests.
+
Whether the party elects to fight the High Dragon on the Mountain Top or not, their next stop is a separate temple, known as [[The Gauntlet]]. In the first room, the Warden will find x30 [[Andraste's Arrows]], a book unlocking the [[Codex entry: The Maker's First Children]], and the next step in the quest line, in the form of a [[Guardian (character)|Guardian]] knight. Approaching him will trigger a conversation revealing more background history about the Disciples of Andraste and the Urn of Sacred Ashes. The Guardian will ask one question to each party member, related to their own past, and unlock the [[A Test of Faith]] quest. To reach the Urn, the party has to pass the trials of the Gauntlet. See [[A Test of Faith]] page for details about the tests.
   
 
=== The Ashes ===
 
=== The Ashes ===
  +
[[File:DAO Leliana near the Urn of Sacred Ashes.jpg|thumb|right|256px|[[Leliana]] stands near the [[Urn of Andraste]].]]
 
Once the Gauntlet has been completed, the Urn of Andraste will be in sight. Among the Warden's choices:
 
Once the Gauntlet has been completed, the Urn of Andraste will be in sight. Among the Warden's choices:
* ''Take a pinch of the Ashes''
+
*''Take a pinch of the Ashes''
* ''Defile the Ashes'' - Only available if the Warden did not kill Kolgrim; doing so unlocks the [[Reaver]] specialization.
+
*''Defile the Ashes'' - Only available if the Warden did not kill Kolgrim; doing so unlocks the [[Reaver (Origins)|Reaver]] specialization.
Note that the Warden will take a pinch from the Ashes automatically, regardless of the choice to defile them or not. Taking only a pinch of the ashes, in other words choosing '''not''' to defile them, will also unlock the [[Achievements#Quest_Achievements|Ceremonialist]] achievement.
+
Note that the Warden will take a pinch from the Ashes automatically, regardless of the choice to defile them or not. Taking only a pinch of the ashes, in other words choosing '''not''' to defile them, will also unlock the [[Achievements (Origins)#Quest Achievements|Ceremonialist]] achievement. Regardless of any promise made to Kolgrim, the Warden is under no obligation to actually defile the ashes.
   
See [[Leliana]] and [[Wynne]] for details on their reactions in case you chose to defile the ashes - as well as the [[The Urn of Sacred Ashes#Kolgrim's Offer|Kolgrim's Offer]] section above. Before leaving the room, unlock the chests and loot the Adventurer's corpse for a [[Belt of the Magister Lords]] and a {{GiftLink|Golden Demon Pendant}}.
+
See [[Leliana]] and [[Wynne]] for details on their reactions in case you chose to defile the ashes - as well as the [[#Kolgrim's Offer|Kolgrim's Offer]] section above. Before leaving the room, unlock the {{TextContainer|chests}} and loot the Adventurer's {{TextContainer|corpse}} for a [[Belt of the Magister Lords]] and a {{GiftLink|Golden Demon Pendant}}.
   
Once the Warden has finished all intended business here, it is time for the party to return the way they came. If the ashes were defiled, then Kolgrim will be waiting outside to reward the Warden, or to take vengeance if a deal was struck but the Warden reneged. Otherwise the group can proceed from the Mountain Top and follow a shortcut on the way back, in the form of a door to the lower right (while facing the Caverns direction). This will lead directly to the entrance of the Ruined Temple, where Brother Genitivi awaits.
+
Once the Warden has finished all intended business here, it is time for the party to exit (via either door in the Urn room). If the ashes were defiled, then Kolgrim will be waiting outside to reward the Warden, or to take vengeance if a deal was struck but the Warden reneged. Even if you defiled the ashes, you still have the option of attacking Kolgrim as you leave. Note that the fight against Kolgrim is considerably easier here than if he's attacked back in the caverns as he has fewer allies supporting him. A cultist mage and a drake are encountered further down the hill.
  +
  +
A gong (for consoles) or [[Kolgrim's Horn]] (for {{Platforms|PC}}) can be activated in the area. ''Do not do so'' if you are not ready to engage a high dragon in combat. Fighting the dragon is not mandatory to exit the area; the Warden can return at a later date if the player isn't strong enough yet to do battle.
  +
  +
Otherwise the group can proceed from the Mountain Top and follow a shortcut on the way back, in the form of a door to the lower right (while facing the Caverns direction). This will lead directly to the entrance of the Ruined Temple, where Brother Genitivi awaits. (This path will become a two-way shortcut to the mountain top for future visits, e.g. to attack the dragon.)
   
 
=== Conclusion ===
 
=== Conclusion ===
As the party returns to the entrance of the [[Ruined Temple]], [[Brother Genitivi]] will be extremely excited about the news, and ready to share them with the entire world. Alistair, if present, will express concern that there would not be enough ashes to go around if lots of pilgrims were to arrive, but there is no way to dissuade Genitivi from spreading the word except to kill him. There is no actual battle, just a cut-scene of the Warden killing Genitivi. Genitivi is a good NPC, a well traveled and learned scholar who has written many of the Codex entries, so the homicide will trigger some reactions among the companions:
+
As the party returns to the entrance of the [[Ruined Temple]], [[Ferdinand Genitivi|Brother Genitivi]] will be extremely excited about the news, and ready to share them with the entire world. Alistair, if present, will express concern that there would not be enough ashes to go around if lots of pilgrims were to arrive, but there is no way to dissuade Genitivi from spreading the word except to kill him. There is no actual battle, just a cutscene of the Warden killing Genitivi. Genitivi is a well traveled and learned scholar who has written many of the books (excerpts of them are found in the form of codex entries), so the homicide will trigger some reactions among the companions:
* {{Approval|Alistair|-3}} Alistair will not be affected in a negative way if you have hardened him already.
+
*{{Approval|Alistair|-3}} BUG: Unless Leliana is also in the party, then no change.
* {{Approval|Leliana|-5}}
+
*{{Approval|Leliana|-5}}
* {{Approval|Wynne|-3}}
+
*{{Approval|Wynne|-3}}
* Unaffected: Zevran, Morrigan, Shale, Sten, Oghren.
+
*Unaffected: Zevran, Morrigan, Shale, Sten, Oghren.
   
 
If Genitivi is not killed, he will return to his home in Denerim, asking the Warden to visit him later. If the Warden does visit him, he will present him/her with a [[Master Dweomer Rune]] as a reward.
 
If Genitivi is not killed, he will return to his home in Denerim, asking the Warden to visit him later. If the Warden does visit him, he will present him/her with a [[Master Dweomer Rune]] as a reward.
   
  +
== Result ==
With the [[Pinch of Sacred Ash]], you may now head to [[Redcliffe Castle]] and heal [[Arl Eamon]]. If you have not yet been to [[Redcliffe]], you will need to resolve the troubles there before you can reach Eamon. ''See [[Arl of Redcliffe]] for details''
 
  +
With the [[Pinch of Sacred Ash]], you may now head to [[Redcliffe Castle]] and heal [[Eamon Guerrin|Arl Eamon]]. If you have not yet been to [[Redcliffe Village]] or [[Redcliffe Castle]], you will need to resolve the troubles there before you can reach Arl Eamon. ''See [[The Arl of Redcliffe]] for details.''
   
== Exploits/bugs ==
+
== Rewards ==
  +
*500 XP for passing [[A Test of Faith]] successfully.
{{See Also|High_Dragon#Exploits|l1=High Dragon Exploits}}
 
  +
*750 XP when exiting onto Mountain Top via the doors in the urn room.
  +
*{{:Master Dweomer Rune|style=iconmini}}, from Brother Genitivi back at his home in Denerim
  +
*{{:Pinch of Sacred Ash|style=iconmini}}
  +
*{{:Reaver (Origins)|style=iconmini}} specialization and 1500XP (from Kolgrim, only if you agree to defile the ashes)
  +
*{{:Reflection|style=iconmini}} (amulet given to the Warden by the spirit from their past)
   
  +
== Side quests ==
* {{PC}} As the Warden exits to the Mountain Top from The Gauntlet, 750 XP are awarded. The party can repeat the transition from The Gauntlet to the Mountain Top to gain 750 XP each time. This does not work if the Warden chose to defile the ashes. (This no longer works on the PS3 for v.1.04)
 
  +
*{{:A Test of Faith|style=iconmini}}
  +
*{{:Correspondence Interruptus|style=iconmini}}
  +
*{{:Dragon Scale Armor|style=iconmini}}
  +
*{{:Drake Scale Armor|style=iconmini}}
  +
*{{:Forgotten Verses|style=iconmini}}
  +
*{{:The Scrolls of Banastor|style=iconmini}}
   
  +
== Notable Items ==
* {{PC}} Repeat the transition between Mountain Top and the Caverns, which gives 750 experience points. This works if you have defiled the ashes. The mages and reavers remaining in the cavern will not attack the party even if The Warden has chosen to double-cross Kolgrim and kill him.
 
  +
*{{:Ancient Elven Gloves|style=iconmini}}
** Supposedly fixed in v.1.02, but some report this bug/exploit as still available in v.1.03
 
  +
*{{:Andraste's Arrows|style=iconmini}}
** Bug is still active in v.1.04
 
  +
*{{:Armor of Diligence|style=iconmini}}
  +
*{{:Belt Of The Magister Lords|style=iconmini}}
  +
*{{:Faith's Edge|style=iconmini}} (if you slay Kolgrim)
  +
*{{:Lifedrinker|style=iconmini}}
  +
*{{:Mage's Eye|style=iconmini}}
  +
*{{:Spellweaver|style=iconmini}}
  +
*[[High dragon#Loot|High dragon loot]]
   
  +
== Epilogue ==
* {{PC}} It is possible to pickpocket Alistair at Redcliffe Castle if he is not in the current party when the ashes are presented to Bann Teagan. Pickpocketing yields a non-visible plot item.
 
  +
*If the Warden slays the high dragon and does not prevent Brother Genitivi from revealing the location of the Urn to the world, the temple becomes a site of pilgrimage for the faithful. If the high dragon isn't killed, the Urn disappears without a trace by the time the Chantry gains access to the temple.
  +
*If Brother Genitivi does not come with the main character while killing cultists the Urn will also disappear.
   
  +
== ''Dragon Age II'' ==
* {{PC}} It is possible for the High Dragon to become stuck off to the left side of Mountain Top. The location is just to the left of the main path as you are walking down to the flat area below. To be more precsise, the ditch is between the main path and the path leading toward the Ruined Temple.
 
  +
If one decides to import an ''[[Dragon Age: Origins|Origins]]'' save to ''[[Dragon Age II]]'', the decision made in ''Origins'' affects a side quest and various comments throughout the game.
   
  +
If the [[Urn of Andraste|Urn]] was not defiled and Brother [[Ferdinand Genitivi|Genitivi]] was allowed to lead an expedition, enabling the [[Chantry]] to confirm the ruined temple as the resting place of [[Andraste]]'s ashes, then a [[Carta]] swindler can be found in the [[Lowtown]] district of [[Kirkwall]], purporting to be selling a pinch of ashes allegedly verified by Genitivi himself. This will trigger the quest [[Miracle Makers]] given by [[Melindra]].
*{{PC}} See [[Animate Dead#Exploits]].
 
   
  +
== Trivia ==
*{{XBOX}} If the Warden walks into Genetivi's home and into the room where the body is without talking to Weylon, Weylon will attack, forcing you to kill him, and rendering him unable to tell you about Genetivi travelling to Lake Calenhad and you will not be able to proceed with the quest. Revert your save if this occurs. (This is not a bug. This leads you straight to Haven if you read Genetivi's Journal)
 
  +
*The majority of the Urn of Sacred Ashes quest line was written by [[Sheryl Chee]].<ref>{{BWF|author=[[David Gaider]]|date=January 8, 2010|url=https://web.archive.org/web/20160412045523/http://forum.bioware.com/topic/43582-writers-of-dragon-age/page-6#entry570159|title=Writers of Dragon Age}}</ref>
   
  +
== Exploits/bugs ==
* {{XBOX}} If pulled over to the gong to where the dragon lands on it, it may become stuck. Making it easier to kill with with mages and archers, but it is able to pull in Warriors.
 
  +
{{See also|High dragon (strategy)#Exploits / bugs|l1=High Dragon Exploits}}
  +
*{{Platforms|PC}} As the Warden exits to the Mountain Top from The Gauntlet, 750 XP are awarded. The party can repeat the transition from The Gauntlet to the Mountain Top to gain 750 XP each time.
  +
*{{Platforms|PC}} Repeat the transition between Mountain Top and the Caverns, which gives 750 experience points. This works if you have defiled the ashes. The mages and reavers remaining in the caverns will not attack the party even if the Warden has chosen to double-cross Kolgrim and kill him.
  +
**Bug is still active in v.1.04
  +
*{{Platforms|PC}} It is possible for the high dragon to become stuck off to the left side of Mountain Top. The location is just to the left of the main path as you are walking down to the flat area below. To be more precise, the ditch is between the main path and the path leading toward the Ruined Temple.
  +
*{{Platforms|Xbox360}} If pulled over to the gong to where the dragon lands on it, it may become stuck. Making it easier to kill with mages and archers, but it is able to pull in warriors.
  +
*{{Platforms|Xbox360}} If a rogue with combat stealth, you can leave your team stationary and go all the way through the caverns without fighting anyone. When you come to the climax, they will appear with you.
  +
*{{Platforms|PS3}} There is a possible glitch when fighting the high dragon herself. If your fight lasts over 30 minutes, the high dragon will seemingly fall over dead. You will NOT be awarded ANY Exp points and will NOT be awarded the trophy for killing her. It will also NOT reflect in your Heroic Accomplishments that you have slain her.
  +
*{{Platforms|PC}} If you choose to slay Brother Genitivi after getting the Ashes, you will find under his codex entry that he still returned to Denerim and was granted funds to mount an expedition.
  +
*{{Platforms|PC}} If you proceed to complete the quest without ever going to The Spoiled Princess and questioning the Innkeeper about Genitivi, the plot point arrow will still show above the Innkeeper, but the option to question him about Genitivi will no longer be available.
   
  +
== References ==
* {{XBOX}} If a Rogue with combat stealth, you can leave your team stationary and go all the way through the cavern without fighting anyone. When you come to the climax, they will appear with you.
 
  +
<references/>
 
* {{PS3}} There is a possible glitch when fighting the High Dragon herself. If your fight lasts over 30 minutes, the High Dragon will seemingly fall over dead. You will NOT be awarded ANY Exp points and will NOT be awarded the trophy for killing her. It will also NOT reflect in your Heroic Accomplishments that you have slain her.
 
 
== Result ==
 
Aside from the pinch of ashes you receive and the XP, the following unusual items can be found within the ruined temple and the Urn Temple itself:
 
{{:Spellweaver|style=iconmini}}{{clrl}}
 
{{:Golden Demon Pendant|style=iconmini}}{{clrl}}
 
{{:Drake Scale|style=iconmini}} (which are used to make [[Drake Scale Armor]]){{clrl}}
 
{{:Faith's Edge|style=iconmini}} (if you slay Kolgrim){{clrl}}
 
{{:Lifedrinker|style=iconmini}}{{clrl}}
 
{{:Ancient Elven Gloves|style=iconmini}}{{clrl}}
 
{{:Armor of Diligence|style=iconmini}}{{clrl}}
 
{{:Reflection|style=iconmini}} (amulet given to the PC by the spirit from their past).{{clrl}}
 
{{:Reaver|style=iconmini}} Specialization (from Kolgrim only if you agree to defile the ashes).{{clrl}}
 
{{:Champion|style=iconmini}} Specialization (if you accept the reward from Arl Eamon).{{clrl}}
 
 
Additionally once [[The Arl of Redcliffe|Arl Eamon is cured]] the Warden will receive {{ColorPositiveStat|+1 spell/talent and +1 attribute point}} on completion no matter the choice if you will receive the reward.
 
 
=== Drake/Dragon Scales and Armors ===
 
The [[Drake Scale]]s and [[Dragon Scale]] collected throughout the Ruined Temple can be used to make the Drake and Dragon armor(s). For details about this process, see [[Wade]] and his [[Talk:Wade|discussion page]].
 
 
== Epilogue ==
 
If the Warden allows Brother Gentivi to reveal the location of the Urn to the world and slays the dragon, the temple becomes a site of pigrimage for the faithful. If the High Dragon wasn't killed, the Urn disappears without a trace by the time the Chantry gains access to the temple.
 
   
If Brother Gentivi does not come with the main character while killing the cult the Urn will also disappear.
 
 
{{DEFAULTSORT:Urn of Sacred Ashes, The}}
 
{{DEFAULTSORT:Urn of Sacred Ashes, The}}
 
[[Category:Dragon Age: Origins quests]]
 
[[Category:Dragon Age: Origins quests]]

Revision as of 15:02, 14 May 2020

“All of us stumble through the darkness before being found and shown the light.” ―Father Kolgrim

For the relic, see Urn of Andraste.

The Urn of Sacred Ashes is a main quest in Dragon Age: Origins that is required for completing The Arl of Redcliffe quest line and advancing to the final part of the game. It is told to make the lame dance, and the blind able to see.

Background

Arl Eamon of Redcliffe is dying, poisoned by the blood mage Jowan, and the only way to save him is to find the Urn of Andraste. You can begin this quest by either finishing Arl of Redcliffe or by heading to Denerim and speaking with Brother Genitivi's apprentice. If you completed the quest A Fallen Templar, you can read Ser Henric's note for clues on where to start the search: Brother Genitivi's residence in Denerim.

Walkthrough

There is more than one way to begin this quest, depending upon the order in which the Warden does the other main plotline quests, and whether the Warden spoke with Ser Donall in Lothering regarding A Fallen Templar. Ser Donall's information is the first opportunity for the Warden to learn about the Urn of Sacred Ashes and get the initial clue that starts the Warden on this quest. Failing this, the Warden can learn of it upon completion of the story quest to reach the Arl of Redcliffe. In either case, the Warden's trail starts in Denerim.

Brother Genitivi's House

The Warden should travel to Genitivi's Home in the Denerim Market District to find him. Within, the Warden will meet Weylon, who nervously reports that Genitivi has gone missing. Using Coercion the Warden may acquire more information about Brother Genitivi's (last known) location: Lake Calenhad.

High Cunning will tip you off to Weylon's suspicious behavior. At this point the Warden can:

  • Travel to Lake Calenhad Docks:
    • The Innkeeper of The Spoiled Princess seems a bit jumpy, especially if you ask about Brother Genitivi. He can be coerced to reveal a bit more: "they" have been keeping the inn under observation, looking for anyone who asks about Genitivi. Upon leaving the inn after this conversation, the party will be ambushed by Cultists.
    • Returning to Weylon, a confrontation ensues.
  • Investigate the rest of Brother Genitivi's House:
    • If you approach the back room, Weylon will try to stop the party. The Warden can back off, or fight him.
  • (Either through sufficient Cunning or after following up the Lake Calenhad 'lead') Accuse Weylon of hiding something:
    • This leads to a confrontation that Weylon is unlikely to survive.
    • Now you can investigate the house
    • After this you can travel to Lake Calenhad Docks for the above described events.

The house of Brother Genitivi contains a corpse (described as the real Weylon) and Brother Genitivi's Research, which indicates he was headed for the Village of Haven in search of Andraste's Ashes. You can see this village now on your world map, in the Frostback Mountains.

Reach Haven

Main article: Haven

Upon reaching the village, The Warden will be confronted by a guard. He insists that the party leave, but will answer some questions and allow trading at the shop.

At this point, if Sten is in the party, he will question the decision to come to Haven.

  • If you ask him what is he talking about then he says you haven’t thought this through.
    • If you say he’ll just have to trust you, or there’s nothing else you can do, then no matter what else you say Disapproves (-6)
    • If you say this is a feint and you have a plan, or that he should consider this training for what’s to come, then no matter what else you say Disapproves (-1)
  • If you say that the Archdemon will never see it coming he says it would surprise him if his enemy counter-attacked by running away and climbing a mountain. If you say this will help to stop Loghain then he will eventually ask why you fear Loghain; if you say “he killed Duncan” then Approves (+2)
    • If you say he’ll just have to trust you, or there’s nothing else you can do then no matter what else you say Disapproves (-1)
    • If you say this is a feint and you have a plan, or that he should consider this training for what’s to come, then no matter what else you say Approves (+4)
  • If you say this is necessary then he says you are climbing a mountain in the middle of nowhere on a frivolous whim. He eventually says you haven’t thought this through.
    • If you say that he has to trust me, or there’s nothing else you can do, then no matter what else you say Disapproves (-3)
    • If you say this is a feint, or he should consider this training for what’s to come, then no matter what else you say Approves (+2)
    • Note - The previous choices are only available if you finish Sten's Personal quest.
  • If you tell him not to argue with you right now then eventually he says he will not simply follow in your shadow as you run from battle. Disapproves (-5) no matter what you say:
    • Persuade him that you’re not running.
    • Intimidate him to get back in line.
    • If you tell him he’s free to leave, or that you’re in charge, then he tells you he’s taking command. No matter what you say he attacks.

If Sten attacks you the fight is one-on-one; the rest of your party do not participate. When you defeat Sten he says he was wrong and that you are strong enough. Approves (+7)

  • If you tell him to leave then he leaves forever (taking his equipment with him).
  • Otherwise no matter what you say he rejoins the party.
Note: For more information see here.

Exploring Haven

The population of Haven can turn hostile if you do one of the following:

  1. Approach the altar in the Villager House (close to the village's entrance).
  2. Enter the back room of the Village Store.
  3. Kill Father Eirik.

When the villagers turn hostile, the villagers, and some cultists, will attack.

If you enter the villager's house with the hearth and bloody altar inside, there will be a cutscene in which some companions will comment on the disturbing discovery:

  • If Zevran is in the party then he will add a comment about rituals of the Antivan Crows.
  • If Morrigan is in the party she will confirm that it is human blood.
  • Dog will lick the blood on the altar in an attempt to find out what kind of blood it is.
  • Alistair will comment on the blood.
  • Wynne will say that the village is not what it seems.
Note: The villagers are now hostile if Wynne is in the party when you approach the altar.

In a locked chest inside the house, the Warden can also find one of the Love Letters for the Correspondence Interruptus quest.

You can talk to a child in the middle of the village at this point, who may show you a finger bone if you can persuade him.

In the Village Store you can trade with the shopkeeper. If the Warden attempts to explore the back room, the shopkeeper will attack the group to try and prevent them from finding the remains of a knight from Redcliffe. The store also holds a pair of Antivan Leather Boots, Locket, and the Mage's Eye bow in a locked chest, near the front of the shop. This chest will be unlocked if you return later. Be warned, if the shopkeeper is attacked, villagers and cultists become hostile.

Note: Look carefully around the village to pick up two books and unlock Codex entry: Death of a Templar and Codex entry: The Avvars.

Finding Brother Genitivi

After clearing the road uphill, the Warden will reach Haven's Chantry. Entering will trigger a cutscene, during which Eirik, apparent leader of the congregation, makes his hatred of foreigners quite clear, leading to a fight with Eirik and the Guards in the room. Eirik's body will yield a Cultist Medallion, necessary to enter the Ruined Temple (Note: if you raise Eirik as a skeleton before the fight is over, there is a chance that you won't be able to find the medallion). The side room of the Chantry holds an Inscribed Chest, with a Small Silver Bar and a Ring of Faith inside.

Behind the Brick Wall, which is really a poorly concealed secret door, the Warden will find Brother Genitivi himself. He will tell the Warden that the Urn of Andraste is located in a temple ruin in the mountains nearby, and will answer some questions about the village and his research into the urn. Here you can choose to take him along or send him back to Denerim to recover.

If you tell him there was an imposter Weylon at his house and that you found the real Weylon stuffed in a box, and Leliana is in the party, Disapproves (-1)

Genitivi wants to go with you to the temple:

  • If you agree then you are automatically taken to the Ruined Temple.
  • If you tell him you want to make sure it’s safe outside first then you can leave him here while you exit the Chantry and encounter the hostile villagers (if you haven’t already fought them). You can return and talk to Genitivi later to go to the Temple.
  • If you refuse to let him come with you:
    • If Leliana is in the party she says we would never have found this place without him:
      • Persuade her that he can see it when he is well.
      • If you say you’re trying to keep him alive, or that he’s just going to slow you down, then she says she will look after him herself.
        • Change your mind and let Genitivi come. Approves (+2)
        • Otherwise then no matter what you say Genitivi agrees to go back to Denerim. Disapproves (-3)
      • If you say he’s not coming then Genitivi agrees to go back to Denerim. Disapproves (-3)
    • Otherwise he returns to Denerim. You are automatically taken to the Ruined Temple.

If Genitivi agreed to return to Denerim then he will show you how to use the Medallion to open the Temple door.

If you are automatically taken to the Ruined Temple then you avoid fighting the rest of the villagers (if you haven’t already fought them). After completing the quest, if you return to Haven, the storekeeper will have disappeared, but the rest of the villagers will still be standing around and will not attack you. This has no significance to the rest of the quest or the plot as a whole, however, since with no active shop and no remaining dialogue options there will be no point to ever returning to Haven in any case.

Ruined Temple

Ruinedtempmap

Ruined Temple Map

Main article: Ruined Temple

If you took Brother Genitivi with you, he will open the temple door and remain at the temple entrance doing research, so you do not have to protect him.

The temple ruins have a fairly straightforward layout, although keys are required to progress. There are many Cultists in the halls, some of them mages. The first passage to the left (west) leads to a small group of unarmed Cultists. In a cabinet in this room, the Warden will find a Taper that will be necessary later on. An Adventurer's corpse in the same passage yields a letter for the Unbound quest, while the bookshelf in the same room yields the Discovering Dragon's Blood: Potions, Tinctures, and Spicy Sauces tome.

The passage to the right (east, marked on the map as South Eastern Chamber) leads to a locked room (requires a key, see below), and a square room holding a scroll for The Scrolls of Banastor quest, and a set of Ancient Encrypted Scrolls for the Forgotten Verses quest.

To find the key that opens the locked door in the South Eastern Chamber, the Warden should head up the first flight of stairs (guarded by Cultists), open the door to the left (West - watch out for Bronto just past this door), and reach the Cultist Chambers. A large number of Cultists awaits the group in this area (watch out for traps as well), so it is recommended to proceed with caution, trying to pull small groups to the companions. Another scroll for The Scrolls of Banastor quest is found in the first room of the Cultist Chambers. The last room in these Chambers yields the South-East Chamber Key (which will unlock the matching door), a Black Pearl (which, together with the Taper mentioned above, will be required to progress), and Chasind Sack Mead.

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 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 stealth to get near him and backstab him) but once the party approaches the stairs or attacks the archers, a pair of ash wraiths 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 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 Iron Chest to find a pair of Ancient Elven Gloves.

The party can continue along the eastern or western wings at this point (they lead to the same location), or clear them both for loot and experience. Both wings include Cultists and traps. The west wing can be tougher if the Warden opens a collection of chests, releasing ash wraiths. If Alistair, Leliana, Morrigan, Oghren, Shale, Sten, Wynne, or Zevran are in the party, one will comment on the statue in the topmost chamber on either side just before the stairs.

Eventually, the group will reach stairs leading up to the Wyrmling Lair.

Wyrmling Lair/Mountainside Caverns

Map-Caverns

Map of the Caverns

Main article: Mountainside Caverns

Once you reach the Wyrmling Lair, you have effectively left the temple and are now walking through several underground caverns. In addition to more Cultists and their traps, there are drakes and dragonlings (which sometimes spawn behind, or all-around the party) here in this area.

From the second room in the cavern portion (the first place where there is a choice of directions), the party can follow an eastward path that leads to a room with cages for pigs and goats, sometimes referred to as The Feeding Chamber. Two drakes on PS3 and Xbox, or three drakes on PC, will spawn and attack once the group is inside the area. They will drop a Drake Scale each, valid for the Drake Scale Armor quest. This will be a very tough fight, as each of them is lieutenant level and they possess the extremely dangerous Overwhelm ability. In the same room, the Warden can find a Stone Warrior Statuette in a Pile of Dragon Filth.

The other path (headed north) from the second room leads to a farther split. The party can follow a northeast or a northwest direction.

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 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 drakes will spawn and join the fray accompanied by a couple of dragonlings. The drakes will drop Drake Scales, 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 book on one of the tables in this room yields the Codex entry: The First Blight: Chapter 3 and a 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 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

NPC-Kolgrim

Father Kolgrim

The northwest path leads to a room with a few Cultists (and their traps), and eventually a large cavern where the leader of the cult, Father Kolgrim, awaits. As the Warden approaches, he will initiate a dialogue, revealing more details about the Cult that the party has been fighting since entering Haven. The Disciples of Andraste originally used to guard her ashes - however, they claim the prophet has since risen from the dead and the cult acts as her guard.

If, during the conversation, the Warden mentions that the real Andraste is dead and/or that the one the Cult is following now is a fraud, Kolgrim and his aides will attack the party. Otherwise, the dialogue may lead to Kolgrim offering a task for the Warden to make up for all the damage inflicted so far to the Cult (and to become a brother/sister to the Cult): take a vial of Andraste's blood, find a way around the Guardian protecting the ashes, and pour the blood into the ashes.

Accepting Kolgrim's task and defiling the ashes is the only way to unlock the Reaver specialization and obtain the Sacrilegious achievement. But if you have saved before you initiate the conversation, you can unlock the achievement and specialization and then revert to the save. Your rewards will be preserved even if you then choose another course of action.

Whether the Warden refuses to listen to Kolgrim's proposition, or accepts the task, or even if the Warden accepts the task verbally but does not follow through with it, the companions in the party (and some even if they are not in the active party) will react accordingly:

  • If the Warden sides with Kolgrim:
    • Ico Appr Heart Morrigan approves (+2) or Ico Appr Heart Morrigan approves (+3)
    • Ico Appr Heart Shale approves (+2) or Ico Appr Heart Shale approves (+4), or Ico Appr Heart Shale approves (+11) if you let her talk you into it. Note that this approval takes place immediately when you accept the blood from Kolgrim.
      • To get Ico Appr Heart Shale approves (+11), refuse Kolgrim's offer, refuse it again when he says, "I will not make this offer again," then when Shale says, "Is there a reason it refuses?", choose "You really think I should go along with it?" followed by "Maybe you're right."
    • Ico Appr Heart Zevran approves (+2)
    • Ico DisAppr Heart Sten disapproves (-3)
    • Ico DisAppr Heart Alistair disapproves (-5)
      • May be avoided through Persuasion
    • Ico DisAppr Heart Oghren disapproves (-5)
    • Leliana is, of course, opposed to the defiling, but will not react until the deed is actually done. Her reaction depends on various parameters, although it is not immediate when you accept Kolgrim's task. An unhardened Leliana will attack you immediately if she witnesses the defiling. Even a hardened Leliana will still object to the defiling of the Urn, but if the following conditions are met, she may be present at the defiling and, instead of reaching her crisis, simply Ico DisAppr Heart Leliana disapproves (-10):
      1. Leliana must be hardened;
      2. The Warden must have a high intimidate skill (Coercion + Strength bonus = 75 or higher, where each point in Coercion is equal to 25 intimidation points. Thus 3 points in coercion should do the trick regardless of what your character's strength score is);
      3. The Warden must have passed through the flames after leaving all items at the altar. If the Warden fails this test and kills The Guardian before defiling the urn, the following dialogue option to intimidate Leliana won't appear;
      4. The player must select the "Before you do anything stupid, remember who I am." dialogue option when she calls the Warden a "fiend".
      • If she is not present at the defiling, Leliana will confront the Warden at the Camp. Unless the Warden passes a persuasion check to convince her the Ashes are safe she will leave.
    • Wynne will turn hostile and attack if the ashes are defiled and she is present in the party, although she will not react until the deed is actually done.
      • If she is not present, she will initiate a conversation the next time the Warden enters the Party Camp and leave. Note: It is suggested that Wynne's crisis point can be avoided if she is not acquired until later on, after defiling the ashes - However, others have reported she will leave the party the first time the Warden returns to Camp even if she joined the team after the ashes were defiled. On PS3 Wynne will leave regardless of when she is recruited. however, her cutscene can be pushed down the queue by some cutscenes such as Alistair's cutscene which occurs after delivering the ashes allowing the Warden to return to camp under certain conditions.
      • Leliana's cutscene can conflict with Wynne's if Leliana was not present. If Leliana is convinced the Ashes are safe by passing a persuasion check, Wynne's confrontation will not happen. On PS3, the cutscene still occurs the next time the Warden returns to camp.
    • Ico Appr Heart Zevran approves (+2) if the Warden listens to Kolgrim's offer and accepts it (even if the Warden won't follow through with the defiling);
      • Zevran can be persuaded that killing Kolgrim is a better option and his approval rating won't change. Note the dialogue option to persuade Zevran calls Kolgrim 'shifty' and will trigger the cultists to attack.
  • If the Warden fights Kolgrim:
    • The fight can be tricky at first, but try to kill the Cultist mages and have someone keep the melee attackers on them (someone with a lot of health)
    • Ico Appr Heart Oghren approves (+2) if "shut up, Oghren" and then "I'll take my chances with the arrows" is selected after Kolgrim warns of a "rain of arrows" awaiting the Warden if they so dared attack "Andraste"
    • Ico DisAppr Heart Shale disapproves (-10) but if you declare to Shale directly "It is my decision" she will answer that there is nothing to say against this logic and there is no approval lost;
    • Morrigan disapproves;
      • Morrigan's and Shale's negative reaction can be avoided by picking a fight with Kolgrim early on in the dialogue, without asking about his offer; alternatively, if the dialogue leads them to express their opinion, a successful Persuasion check may reduce their loss of approval: Ico DisAppr Heart Shale disapproves (-5) Ico Appr Heart Morrigan approves (0) if started within the first two dialogues. If Sten is in the party, and you let Kolgrim explain his plan, Sten will comment negatively. If in the ensuing dialogue option you change your mind, Morrigan won't disapprove.
    • Wynne, Leliana and Alistair voice their opposition to defiling the urn, but fighting Kolgrim does not result in a change of approval.
Note: This list is incomplete - the reaction of other companions to either option has not been reported yet. Please add the approval changes you experience.

If/when you fight Kolgrim, he will drop his axe, Faith's Edge, and depending on the time the fight took place, Kolgrim's Horn (pcPConly).

Note: Kolgrim can be slightly easier to fight if tricked into thinking you will help because on the mountaintop he has fewer allies.

If you want to fight Kolgrim outside without losing any approval on the above-mentioned dialogue choices simply choose the dialogue option that you want to see the risen Andraste yourself, which will take you outside where you meet Kolgrim again. He will have some help there too which includes another drake and will earn you a 7th drake scale.

The Mountain Top

Main article: Mountain Top
Note: While in this area, the Warden can re-configure the party composition.

After the encounter with Kolgrim, the party will reach the Mountain Top. A cutscene occurs as the cult's "Andraste", which is actually a high dragon, flies over and lands to rest on a cliff. If Kolgrim was killed, the Warden and their team will dive for cover.

If you accepted Kolgrim's task ('to pour the dragon's blood into the Urn, allowing the risen Andraste to reclaim the power held in the Ashes'), he will speak to her to let you pass unharmed. You can continue into The Gauntlet or attack him here. He will be aided by his Disciples and a drake.

At this point, the party may engage the false Andraste by using Kolgrim's Horn (if you killed him), by casting an area of effect spell like Blizzard or cast Drain Life below the cliff as its range can reach the high dragon above, or (on consoles) by using the gong in this area. The high dragon is a formidable opponent; see high dragon battle strategy. If the dragon is slain, she will drop a considerable number of items, among which is a Dragon Scale for the Dragon Scale Armor quest. There is no need to fight the dragon immediately — this area can be returned to later in the game whenever the Warden feels it is more appropriate.

The Gauntlet

Main article: The Gauntlet

Whether the party elects to fight the High Dragon on the Mountain Top or not, their next stop is a separate temple, known as The Gauntlet. In the first room, the Warden will find x30 Andraste's Arrows, a book unlocking the Codex entry: The Maker's First Children, and the next step in the quest line, in the form of a Guardian knight. Approaching him will trigger a conversation revealing more background history about the Disciples of Andraste and the Urn of Sacred Ashes. The Guardian will ask one question to each party member, related to their own past, and unlock the A Test of Faith quest. To reach the Urn, the party has to pass the trials of the Gauntlet. See A Test of Faith page for details about the tests.

The Ashes

DAO Leliana near the Urn of Sacred Ashes

Leliana stands near the Urn of Andraste.

Once the Gauntlet has been completed, the Urn of Andraste will be in sight. Among the Warden's choices:

  • Take a pinch of the Ashes
  • Defile the Ashes - Only available if the Warden did not kill Kolgrim; doing so unlocks the Reaver specialization.

Note that the Warden will take a pinch from the Ashes automatically, regardless of the choice to defile them or not. Taking only a pinch of the ashes, in other words choosing not to defile them, will also unlock the Ceremonialist achievement. Regardless of any promise made to Kolgrim, the Warden is under no obligation to actually defile the ashes.

See Leliana and Wynne for details on their reactions in case you chose to defile the ashes - as well as the Kolgrim's Offer section above. Before leaving the room, unlock the chests and loot the Adventurer's corpse for a Belt of the Magister Lords and a Golden Demon Pendant.

Once the Warden has finished all intended business here, it is time for the party to exit (via either door in the Urn room). If the ashes were defiled, then Kolgrim will be waiting outside to reward the Warden, or to take vengeance if a deal was struck but the Warden reneged. Even if you defiled the ashes, you still have the option of attacking Kolgrim as you leave. Note that the fight against Kolgrim is considerably easier here than if he's attacked back in the caverns as he has fewer allies supporting him. A cultist mage and a drake are encountered further down the hill.

A gong (for consoles) or Kolgrim's Horn (for pcPC) can be activated in the area. Do not do so if you are not ready to engage a high dragon in combat. Fighting the dragon is not mandatory to exit the area; the Warden can return at a later date if the player isn't strong enough yet to do battle.

Otherwise the group can proceed from the Mountain Top and follow a shortcut on the way back, in the form of a door to the lower right (while facing the Caverns direction). This will lead directly to the entrance of the Ruined Temple, where Brother Genitivi awaits. (This path will become a two-way shortcut to the mountain top for future visits, e.g. to attack the dragon.)

Conclusion

As the party returns to the entrance of the Ruined Temple, Brother Genitivi will be extremely excited about the news, and ready to share them with the entire world. Alistair, if present, will express concern that there would not be enough ashes to go around if lots of pilgrims were to arrive, but there is no way to dissuade Genitivi from spreading the word except to kill him. There is no actual battle, just a cutscene of the Warden killing Genitivi. Genitivi is a well traveled and learned scholar who has written many of the books (excerpts of them are found in the form of codex entries), so the homicide will trigger some reactions among the companions:

  • Ico DisAppr Heart Alistair disapproves (-3) BUG: Unless Leliana is also in the party, then no change.
  • Ico DisAppr Heart Leliana disapproves (-5)
  • Ico DisAppr Heart Wynne disapproves (-3)
  • Unaffected: Zevran, Morrigan, Shale, Sten, Oghren.

If Genitivi is not killed, he will return to his home in Denerim, asking the Warden to visit him later. If the Warden does visit him, he will present him/her with a Master Dweomer Rune as a reward.

Result

With the Pinch of Sacred Ash, you may now head to Redcliffe Castle and heal Arl Eamon. If you have not yet been to Redcliffe Village or Redcliffe Castle, you will need to resolve the troubles there before you can reach Arl Eamon. See The Arl of Redcliffe for details.

Rewards

  • 500 XP for passing A Test of Faith successfully.
  • 750 XP when exiting onto Mountain Top via the doors in the urn room.
  • Master Dweomer Rune Master Dweomer Rune, from Brother Genitivi back at his home in Denerim
  • Pinch of Sacred Ash Pinch of Sacred Ash
  • Reaver Reaver specialization and 1500XP (from Kolgrim, only if you agree to defile the ashes)
  • Reflection Reflection (amulet given to the Warden by the spirit from their past)

Side quests

Notable Items

Epilogue

  • If the Warden slays the high dragon and does not prevent Brother Genitivi from revealing the location of the Urn to the world, the temple becomes a site of pilgrimage for the faithful. If the high dragon isn't killed, the Urn disappears without a trace by the time the Chantry gains access to the temple.
  • If Brother Genitivi does not come with the main character while killing cultists the Urn will also disappear.

Dragon Age II

If one decides to import an Origins save to Dragon Age II, the decision made in Origins affects a side quest and various comments throughout the game.

If the Urn was not defiled and Brother Genitivi was allowed to lead an expedition, enabling the Chantry to confirm the ruined temple as the resting place of Andraste's ashes, then a Carta swindler can be found in the Lowtown district of Kirkwall, purporting to be selling a pinch of ashes allegedly verified by Genitivi himself. This will trigger the quest Miracle Makers given by Melindra.

Trivia

  • The majority of the Urn of Sacred Ashes quest line was written by Sheryl Chee.[1]

Exploits/bugs

See also: High Dragon Exploits
  • pcPC As the Warden exits to the Mountain Top from The Gauntlet, 750 XP are awarded. The party can repeat the transition from The Gauntlet to the Mountain Top to gain 750 XP each time.
  • pcPC Repeat the transition between Mountain Top and the Caverns, which gives 750 experience points. This works if you have defiled the ashes. The mages and reavers remaining in the caverns will not attack the party even if the Warden has chosen to double-cross Kolgrim and kill him.
    • Bug is still active in v.1.04
  • pcPC It is possible for the high dragon to become stuck off to the left side of Mountain Top. The location is just to the left of the main path as you are walking down to the flat area below. To be more precise, the ditch is between the main path and the path leading toward the Ruined Temple.
  • xbox360Xbox360 If pulled over to the gong to where the dragon lands on it, it may become stuck. Making it easier to kill with mages and archers, but it is able to pull in warriors.
  • xbox360Xbox360 If a rogue with combat stealth, you can leave your team stationary and go all the way through the caverns without fighting anyone. When you come to the climax, they will appear with you.
  • ps3PS3 There is a possible glitch when fighting the high dragon herself. If your fight lasts over 30 minutes, the high dragon will seemingly fall over dead. You will NOT be awarded ANY Exp points and will NOT be awarded the trophy for killing her. It will also NOT reflect in your Heroic Accomplishments that you have slain her.
  • pcPC If you choose to slay Brother Genitivi after getting the Ashes, you will find under his codex entry that he still returned to Denerim and was granted funds to mount an expedition.
  • pcPC If you proceed to complete the quest without ever going to The Spoiled Princess and questioning the Innkeeper about Genitivi, the plot point arrow will still show above the Innkeeper, but the option to question him about Genitivi will no longer be available.

References

  1. BSN David Gaider (January 8, 2010). "Writers of Dragon Age" . The BioWare Forum.