Dragon age origins grimoire flemeth walkthrough. DRAGON AGE: ORIGINS

While passing the game, you probably came across a dialogue in which one of the first companions of the guard, who later earned her own separate addition, Morrigan mentions that in her early childhood she remembers how a certain templar stole a black grimoire from her foster mother Flemeth, which was so dear to her heart. This is the dialogue you get when you enter the Mage Tower.

If you search all the chests on your way, you will surely stumble upon it, but if not, you can search in the chest, which is in the office of the senior sorcerer Irving.

How can we proceed? Everything is quite simple - taking into account the fact that Morrigan mentioned him, when you are in the camp, give the book to her - in addition to the approval of 10 units, you can also get the continuation of the quest simply by leaving the camp and going back.

The girl will tell you that she read the book and learned something for which she is now ready to kill Flemeth and try to take possession of the real book. Next, you should go to one of the first locations in the witch's dwelling, but you should not take the Morrigan with you. When you come and talk, you will be given the choice to get a real book and disperse in different directions and tell your companion that you killed your stepmother or join the battle.

In the event of a battle, you will have to sweat a lot, as Flemeth will turn into a high dragon with pretty decent stats. If you win, then all that remains is to take the key from the corpse, go to the hut and pick up the real tome in the chest there.

If you choose to leave the witch alone, she will voluntarily give you the key and just leave. Of course, many will immediately itch their hands to get good loot and experience. The key drops from the dragon and Flemeth's Broom, which requires 36 magic and is worn only by magicians.

At the end, you need to give the book to Morrigan and the quest will close at this point.

When attacking Flemeth:

Oghren +2 approval

Release:

Zevran +2 for approval;
Wynn -5 approvals;
Leliana -3 approvals;

If you take Morrigan with you, a dialogue may start in which, if you are romantically involved, she will hint that she is afraid of her love for To the gray guard and if you do not answer correctly, then the relationship will be broken.

Tips on how to kill a dragon

Take a tank with you, which before that you need to put on dragon armor (by killing another higher dragon) and set it so that the damage is not physical but fiery. It is also correct to take 3 ranged companions, one of which will heal the tank and the rest will deal damage.

Blood Mage x3 Blood Mage Rank 2
Blood Mage x2 Dukhovn. healer Rank 2
Rage Abomination x4 Demon Rank 2
Hunger Abomination x2 Demon Rank 2
Obsessed (Abomination) x1 Demon Rank 3
Dragging Corpse (Shambling Corpse) x4 Demon Rank 2
Ghost (Revenant) x1 Demon Rank 4 Quest battle black vessels.
Lesser Rage Demon x1 Demon Rank 2


One of four story quests given by Flemeth after the Battle of Ostagar. You need to get the support of mages or templars in the Mage Tower to fight the pestilence.

In the Mage Tower, you need to climb through the Apprentices' Rooms, the Senior Mages' Rooms, the Great Hall and the Templars' Rooms to the Torture Room. At the same time, you will have to complete the quest Lost in dreams.

In the Torment Room, you need to defeat Uldred, this actually completes the quest. In the same location are three helpless magicians and the First Enchanter Irving. In the course of the battle, they turn into possessed (Irving - the last). The easiest way to save Irving is to interrupt the transformation of mages into possessed with the help of the found in the Templars' Rooms Litanies of Adralla, placing it in the quick access bar at the bottom of the screen.

If you save Irving, you can make an alliance with the magicians, otherwise - with the templars. However, even after saving Irving, it will be possible to choose an alliance with the templars in a conversation with Gregor.

Outcome:
250 XP upon receiving the Litany of Adralla;
Dust Gauntlets from Uldred's body.


The quest begins by reading any of the text fragments Limit Guardian in the Mage Tower. You need to read all the fragments: three in the Students' Rooms, two in the Senior Mages' Rooms, one in the Great Hall. Then you need to activate the statues in the Great Hall (with a bowl, with a raised sword, with a lowered sword, and finally with a shield in the center of the location). After that, touch the basement door in the Student Rooms and defeat the demon Shah Wyrd.

Outcome:
two-handed sword Yusaris for completing the quest.


Community of Mages Quest (available in Redcliffe or Denerim). You need to collect five scrolls of Banastor. The scrolls are located in the Brecilian Ruins (the lair of the werewolves), in the Mage Tower (the rooms of the senior mages and the great hall), in the Ruined Temple.

Outcome:
175 XP and 5 gold coins for completing the quest.


Personal quest Morrigan. In the Tower of Mages in the Rooms of the Senior Mages, you need to find Black Grimoire for Morrigan. After some time in the camp, Morrigan will ask you to kill Flemeth. In the location Somewhere in the middle of the Wildlands, you need to talk to Flemeth (the squad should not have Morrigan) and get the key from her, or take the key from Flemeth the Werewolf (this choice has no consequences for the game). Then - take Grimoire Flemeth from the chest in the hut and take it to Morrigan.

If you refuse to kill Flemeth at the time of receiving the quest, Morrigan will leave the squad, but will reappear in Redcliffe Castle at the last stage of the game.

Outcome:
250 XP for completing the quest.


In Dusty City, Rogek offers to take native lyrium from him on bail, deliver it to the magician Godwin and return for a reward. Rogek asks for 50 gold coins, but you can convince him to take 40. In addition, part of the money can be returned by stealing 20 gold coins from Rogek. Godwin is located in the Mage Tower (the rooms of the senior mages).

Outcome:
depends on the use of persuasion, intimidation, cunning;
max 100 xp, 73 gold coins and Raven Dagger from Godwin;
max 100 XP and 25 gold coins from Rogek upon completion of the quest.


At the first meeting with Zevran on the world map (Long Road location), you can take Letter(this starts the quest). Then in the Tower of Mages (Rooms of Senior Mages), in Irving's office, you need to take Small painted box and deliver it to the door in the Denerim Trade District (near the Curiosities of Thedas store).

Outcome:
100 XP and 3 gold coins for completing the quest.


You need to destroy six vessels and the Revenants associated with them. The vessels are located in the Tower of Mages (rooms of senior mages), in Denerim (a chance meeting in the outskirts of the city), in Orzammar (the royal palace and Caridin's crossroads), in the Brecilian ruins (lower level and werewolf lair).

Outcome:
shield dead coat of arms with a revenant in Denerim.


Quest for those interested from R. (quests of this series are given in the tavern of Denerim). You need to collect twelve love letters. Letter Locations: Dalish Camp, Brecilian Ruins (upper level), Orzammar (Charter hideout and royal palace), Calenhad Lake (tavern), Mage Tower (senior mages' rooms), Denerim (Earl Eamon's estate, "Pearl", forge), village Redcliffe (mill), Redcliffe castle (cellar), Vault village (house).

Outcome:
125 XP and 6 gold coins for completing the quest.

Alistair's family
When Alistair's disposition towards you is more than 40, he will tell you about his paternal sister Goldanna. Year after year, the desire to find a family and relatives became stronger and stronger in him. Alistair learned that his sister lives in Denerim in the commercial district (the house with the yellow door is to the left of the blacksmith Wade's house). He wants to visit her and tell her everything. We do not deny our best friend this pleasure. We go into the house and talk to Goldanna. It is better to choose less harsh remarks in a conversation and let Alistair himself speak. The poor fellow will receive a far from warm welcome from his own blood. After leaving Goldanna's house, be sure to tell Alistair that everyone is mostly happy on their own and doing their best for themselves. This will toughen his character and in the future endear him to Alistair Anor (Queen of Ferrelden). Alistair will be grateful for your help. This quest will complete.

Leliana's past
As you know, Leliana was not always a quiet and kind girl. Once she was a bard and engaged in contract killings. Traveling around the map, you will be attacked by a squad of assassins who, as it turns out, will need Leliana's head. We send the bandits to the next world and move on. Later in the camp, if Leliana's disposition towards you rises above 40, she will tell you about her "combat" friend and mentor Marjolaine. Our red-haired friend will guess that it was she who sent the assassins to her and wants to meet her in Denerim. We agree to help her with this. Arriving in the city, we go to the shelter of the Marjoline gang (in the shopping district not far from the main gate, the place will be marked on the mini map). After a short conversation, we kill Marjoline and her accomplices. Leliana will be very grateful to you for saving her, but for some time she will be in a slight shock from betrayal and death " best friend". The quest is over here.
Note 1: completing it will affect your romantic relationship with Leliana. Even if before that she was already head over heels in love with you, now she will allow you to the body. But that will only be if you don't have romantic relationship with Morrigan.
Note 2: You don't have to kill Marjolaine (for this, during the conversation, try to convince Leliana that she is not like her "girlfriend"). In this case, Marjoline will knock her feet on the floor, saying that they will return and leave. There will be no further meetings with her.

Grimoire Flemeth
When you free the tower of the circle from the possessed, Morrigan will ask you to find an ancient black grimoire in the office of the first sorcerer, which once belonged to her mother Flemeth. We agree to help. Having found the grimoire, we give it to Morrigan (we will get a huge plus to favor). The next time she arrives at the camp, Morrigan will tell you that she discovered the secret of Flemeth's longevity. For many years she gave birth to a daughter, taught her witchcraft, and then moved into her. The same fate must soon befall the Morrigan. We agree to protect the girl. To do this, we have to return to the Korcari Wildlands and kill Flemeth. It will be very, very difficult to do this, especially if you are playing as a warrior. Morrigan will not go with you, which means that you will not have the opportunity to freeze and cast a curse. You have to fight fair. And you will have to fight with ... a demon dragon. After the victory, take the key to the house from the corpse of the creature. There you will find a more serious robe for Morrigan, Flemeth's grimoire (the second and most important) and a couple of other goodies. Give the grimoire to Morrigan. She will be happy, but will show restrained emotions (as she almost always does).
Note 1: it is from this grimoire that Morrigan learns about a way to keep you alive after defeating the archdemon. Therefore, if you want an ending with the honors of a hero, complete this quest without fail.
Note 2: Flemeth can not be killed. Just tell her everything you know, she will offer you to take the grimoire, after which she will leave. Morrigan, by the way, will not suspect anything. But in my opinion, it's better to cut down experience for an extra dragon.

Wynn's regret
Magic Wynn, when her disposition towards you is above 50, will tell a sad story about her student Aneirin. He was a Dalish elf and things weren't going well for him in the circle. As a result, after a quarrel with Wynn, he decided to escape. The templars caught and killed him. Since then, Wynn has been haunted by guilt towards his student. But maybe not everything ended so sadly? Go to the Brecilian forest to the Dalish camp and talk to the storyteller Sarel (Wynn must be in your party). He will tell about the healer Aneirin, who lives in the depths of the forest. We go to the second location to the dwelling of the mad wizard. Wynn and Aneirin will talk, and then everything will end well. We will receive a good amulet as a reward and go on wandering.

Sword of Beresaad
When Stan's disposition towards you is more than 25, he will tell you why he killed the peasant family that saved him from death. When he woke up, he did not see his sword with him (and for the Qunari this is tantamount to death), he thought that the peasants had robbed him and decided to finish them off. Without promising the Wall, we set off in search of the sword. To begin with, we go to the crossing at the Circle Tower. There we will meet a marauder. We ask him about the Qunari sword. He will give a tip on one type. You can find him on the plateau at the gates to Orzammar in the frosty mountains (it will be the merchant Farin). We scare him that we will hand over the thief with giblets to the owner of the sword and get the name of the character to whom this sword was sold. It will be the dwarf Dwin from Rdcliffe (you will probably already know him by then). We tell him that we will buy a sword in exchange for his life. The dwarf will get scared and give the sword away for free (you need persuasion skill 3, otherwise you will have to pay for the sword). We return the sword to Stan. Quest completed.

Oghren's old sweetheart.
If you sentenced Branca on the deep paths, then very soon Oghren will tell you about his old friend Felzi (you need a location of more than 60). The dwarf will say that the last time they had a big fight and now he wants to return everything. He asks us to go with him to Felzi and talk about everything with her. We go to the tavern "Spoiled Princess" (at the crossing to the circle tower). You can first chat with Felzi yourself, and then send Oghren to her, or you can immediately entrust everything to the dwarf. The success of the quest depends on what Oghren tells her. If he follows your advice, then everything will go well. And although Felzy will laugh at our red-bearded friend, after defeating the pestilence, they will be together and even have a child.

Golem's Memories
Note: The quest is available only with the official DLC "Stone Prisoner".
Sheila, when her Favor for you is over 50, will ask you to find out something about her past. The following is important here: by that moment you will already have to complete the quest "Perfect" on the side of Caridin and thereby find out that all golems were once gnomes. If you complete the same quest on Branca's side, Sheila will leave the party. So, you are tasked with finding out about Sheila's past. We take her to the party and go to the deep paths to the Karidina crossroads. Sheila will remember this place and tell you about the passage to the abandoned teig of the Kadash house (the marker will appear on your map). Let's go there. We clean the area from the creatures of darkness, making our way to the center of the teig. There will be a monument dedicated to the inhabitants of the teig, who sacrificed themselves, becoming golems, in order to defend dwarven possessions from the creatures of darkness. Also, all the names of the heroes will be listed there. Sheila will find her name and her memory will clear up. Quest completed.

“Once upon a time, a great templar lived in Ferelden, noble and proud, a just judge who firmly believed in the Creator. He was so proud that, having heard enough of the legends of Flemeth, the Witch of the Wilds, he left his home in Radcliffe and set off in search of her, wanting to personally kill the apostate.

En route to the Korcari Wilds, the templar stopped at the village of Rosley, on the western roads. There he spoke to a young woman who had recently heard tales of a witch from the rocking Hasind tribe. "She's a monster," the woman just said, "with a creepy temperament and wild beauty. She is the hand of cold and darkness. And yet - a myth, her capture is not worth the human torment that she can bring down on the head of the seeker. But the templar did not listen to the speeches and set off.

He arrived in Lothering, a village on the edge of the Wildlands. There he met a woman, a mother, who told her child about the horrors of the forest. “Yes, I know about her,” the mother replied. “She is a creature of legend, a cautionary tale that a person should know the measure of everything. No one, not even the greatest templar, can destroy a warning, sir.” But the templar was sure that the Witch was more than a symbol, and so he continued his search.

Then the templar stepped into the territory of the Korkarri Wildlands, where he came across the Hasind tribe. He found an elder, an ancient old woman who knew his language. "She steals human souls at the end of the green path,” the old woman croaked, “Where the hearts of people turn to ice and the blood turns blue. No templar should pursue her, she desires it, because if a templar finds her, his life will be cut by his own sword.” The templar was angered by the old woman's obvious doubts about his skills, as well as the will of the Creator, and continued on his way.

The templar reached the end of the green path, where the air of the Wildlands crackled with frost, and snow glistened on the grass withered from the cold. There, not far away, he noticed a house hidden from the wind by trees. At the house, the templar saw a beautiful young woman tending the garden, which was blooming despite the frost. He approached the woman to question her about the Witch.

“You have come from afar, glorious templar,” purred a woman of some exotic and dark beauty, “you better rest.”

"I can only rest when the Witch of the Wilds is slain," replied the templar, "Tell me where she is!" The templar drew his sword and pointed it towards the young woman, who smiled warmly as the knife gently entered the templar's back.

“I am myth, edification and guardian of souls,” his killer whispered. “I am the embodiment of what you heard about me, and I was all those people you spoke to,” the templar fell to his knees and turned his face with difficulty to the voice, but saw only a smoky silhouette, shrouded in thick fog. "And I'm the one you'll never see."

The search for the templar ended at the feet of the Witch and her dark daughter. Since that time, those who know the stories of the Witch of the Wilds never ask about her, no one since then has been looking for the one whom the legends called Flemeth.

the story of the "Witch of the Wilds" told by the minstrel Enzuelo in the Antivan taverns

Class: Mage
Initial Attributes:
  • Strength - 14
  • Dexterity - 15
  • Willpower - 21
  • Magic (Magic) - 26
  • Cunning - 12
  • Physique (Constitution) - 12
Starting Skills:
  • Experienced Herbalist (Improved Herbalism)
  • Enhanced Combat Training
Specialization:
  • Werewolf (Shapeshifter)
Starting Skills:
  • Werewolf (Shapeshifter):
    • Spider Shape
  • Elemental (Primal):
    • Ice Snap (Winter's Grasp),
    • Frost Weapons,
    • Lightning
  • Spirit (Spirit):
    • Mind Blast
  • Entropy:
    • Vulnerability Hex,
    • Loss of orientation (Disorient),
    • Horror (Horror),
    • Drain Life

You will meet Morrigan in wild lands Korcari (Korcari Wilds). She will join the party after the Battle of Ostagar at the urging and wish of her mother, Flemeth.

As the Morrigan's disposition towards you increases (give her gifts, say what she would like to hear, and do the right thing in her opinion), she can be inspired by your guidance and receive bonuses to magic: at a disposition of 25+, her magic will increase by 1, at 50+ by 2, at 75+ by 4 and at 90+ by 6.

Gifts for Morrigan:

Morrigan has a weakness for jewelry and is very concerned about how she looks. What is special about her:

  • Black Grimoire (Black Grimoire) - in the office of the first sorcerer Irving (Irving's Quarters) in the Circle Tower (Circle Tower),
  • Grimoire Flemeth (Flemeth's Grimoire) - in a chest in Flemeth's hut in the Korcari Wildlands,
  • Gold Amulet - Buy from Garin in Orzammar Commons,
  • Golden Demon Pendant - on a corpse in The Gauntlet, quest Urn of Sacred Ashes,
  • Golden Mirror - Buy from Garin in Orzammar Commons,
  • Golden Rope Necklace - buy from Barlin in Dane's Refuge in Lothering or from Bodahn Feddic in the camp,
  • Locket - Locked chest in the Village Store in Haven village, Urn of Sacred Ashes quest,
  • Silver Brooch - buy from Varathorn in the Dalish Camp,
  • Silver Chain (Silver Chain) - in the rooms of senior magicians on the second floor of the Circle Tower (Senior Mage Quarters, Circle Tower),
  • Silver Medallion - in the dragon's treasures at the upper level of the Elven ruins (Dragon's Hoard at Ruins Upper Level)
Grimoire Flemeth (Flemeth's Real Grimoire)

Personal quest Morrigan will start after your relationship with her becomes warm (warm, 25+). She will ask you to look in the Tower of the Circle for Flemeth's black grimoire, presumably stored there. However, you can find the grimoire in First Enchanter Irving's office on the third floor of the Tower (Senior Mage Quarters) even before this request.

At the sight of the grimoire, Morrigan will be very happy, and upon returning to the camp she will tell what she managed to learn from reading. It turns out that the book is not at all about magic, as she hoped, it describes how Flemeth managed to live so long - when she grows old, raises her daughter and at some point moves into her body. Naturally, Morrigan doesn't want to be the next victim. She asks for your help. If you agree to help, then Morrigan will explain what needs to be done (otherwise she will leave the party):

  • go to Flemeth's hut in the Wildlands, without Morrigan, so that her mother does not have an opportunity to jump into her body during the fight (if you go there with Morrigan, you simply will not find Flemeth on the spot);
  • kill the old witch;
  • find Flemeth's real grimoire in the house and give it to Morrigan so that she can prepare for protection against Flemeth's encroachments on her in the future, if suddenly the witch somehow survives after the defeat.

Seeing you in the Wildlands, Flemeth will of course guess that her secret is open, and will offer an alternative option - let her escape, and deceive Morrigan. So you can let Flemeth escape or kill her, the loot will be the same: a real grimoire and a more advanced outfit for Morrigan, only the party members will react differently to the deception (Aleister and Zevran will approve (+2), and Wynn and Leliana no (-5)).

If you decide to fight, then get ready for a fierce battle with the dragon, which Flemeth will turn into (yes, this is the same giant bird that saved you and Alistair from the tower of Ishal). The basic strategy is to use a fireproof tank to distract the dragon and place mages or archers at a distance to shower Flemeth the dragon with spells or arrows.

Then, returning to Morrigan, you can safely say that the deed is done and sleep with her (see below). Moreover, even if you choose the path of deception, Flemeth will never return for Morrigan's body, despite the promise (this is not provided in the game).

Romance with the Morrigan

Morrigan can spin love with Gray Warden male. First, you should warm up with her (warm, 25+) by giving gifts and choosing the right dialogue lines. In the end, she will allow you to kiss herself, and after completing the quest Grimoire Flemeth will hint that "it's so cold in the tent alone..." ("My tent does get rather cold...").

However, Morrigan will invite the hero to her tent only if their relationship has gone into the attraction stage (care, 50+), she will not say this if she is already in love (love, 90+).

Race: Qunari
Class: Warrior
Initial Attributes:
  • Strength - 30
  • Dexterity - 16
  • Willpower - 16
  • Magic - 11
  • Cunning - 10
  • Physique (Constitution) - 13
Starting Skills:
  • Exceptional combat training (Master Combat Training)
Starting Skills:
  • Warrior:
    • Bogatyr (Powerful),
    • Intimidation (Threaten),
    • Precise Striking,
    • Taunt
  • Two-handed weapon(two handed):
    • Pommel Strike,
    • Indomitable,
    • Sunder Arms,
    • Mighty blow (Mighty Blow),
    • Powerful blows (Powerful Swings),
    • Two-Handed Strength

Where to find and how to join:

You will first see Stan in Lothering, locked in a cage. To join the party, you must complete the quest The Qunari Prisoner.

If Stan's respect for you increases over time, depending on your actions, reactions to certain events, gifts given to him, then he will be inspired by your leadership and receive bonuses to strength: with a location of 25+, his strength will increase by 1, with 50+ by 2, at 75+ by 4 and at 90+ by 6.

Gifts for Stan:

Oddly enough, Stan has good drawing skills, so he will be very happy with the presented paintings. What is special about him:

  • Painting of the Rebel Queen - buy from Dwarven Merchant in Gentle Path by chance encounter,
  • Portrait of a Goosegirl - Buy from Faryn at frosty mountains(Frostback Mountains)
  • Still Life in a Silver Frame (Silver-Framed Still Life) - a chest on the upper floor of Castle Redcliffe (Upper Floor of Castle Redcliffe),
  • Sten's Sword - obtained by quest The Sword of the Beresaad,
  • Totem (Totem) - in a chest in the location Caridin's Cross, which is on Deep Roads(deep roads),
  • Water-stained Portrait - on a Charred Corpse in the Senior Mage Quarters, Circle Tower rooms
The Sword of the Beresaad:

When you get Stan's favor 25 or more, he will agree to tell you why he got caged in Lothering. The Qunari will say that he came to Ferelden in order to be able to answer the question of his Arishok "what is the Blight?". Near Lake Calenhad, he and his seven Qunari brothers were attacked by darkspawn, leaving only Stan alive. The peasants found him unconscious at the battle site and left. After regaining consciousness, Stan discovered the absence of his sword, and since this is an immensely important thing for the Qunari (without it, he will not be able to return home), Stan went into a state of uncontrollable rage and killed his saviors with his bare hands. Later, remorseful for his deed, the Qunari surrendered to the templars and was put in a cage.

After listening to this story, offer Stan help in finding his sword and go to the pier of Lake Calenhad (Lake Calenhad Docks). There, on a hillock, you should notice a marauder searching the bodies (sometimes you need to go to the tavern for him to appear). The Marauder confesses that he bought information about the opportunity to profit well at this place from Farin, a merchant who registered in the open market in the Frostback Mountains. When you see Farin at the entrance to Orzammar, you will learn that the sword was sold to a dwarf mercenary named Dwyn. Next, you should get to the village of Redcliffe (Redcliffe) and find Dvin's house there near the village shop, where you can:

  • intimidate the dwarf and force him to give up the sword (it's easy with 3 influence points);
  • kill Dvin;
  • if there is Stan in the party and choosing the right lines, Dvin will give the sword without objection.

When the key to the chest in the closet is somehow obtained, take the sword from there and give it to Stan, after that Stan's signature sword will appear in the inventory (Asala, +1 Willpower, +1.5 Armor Penetration) , +12 Attack). Then, in a conversation with Stan, you can offer him to go home with a report or participate in the fight against the Blight to the end.

Alternative solutions: if Dvin was killed before the start of Stan's quest, then the sword will be in Dvin's chest after your conversation with Farin. Also, if you come to Dvin for a sword before the start The Attack at Nightfall, then the dwarf will hand over the sword personally (without having to open the chest with the key).

Note: this quest cannot be completed after Landsmeet meetings.