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Dragon Age: Origins Hints
Lothering Tour - North Section
1 of 17: Turn left past the bridge to find a barrel near a woman named Allison.
2 of 17: If you talk to her, she'll just say that she's heard you're a troublemaker if you've failed a stealing attempt on anyone in Lothering. Elder Miriam, who's standing a bit north of Allison, is the same way. If you haven't failed any steals, you can get the "More Than Just Plants" and "Traps are a Girl's Best Friend" optional quests from them.
3 of 17: Look near Elder Miriam for a locked chest, then go west and look around behind the houses to find a sack and a pile of filth.
4 of 17: Go east to find the Dane's Refuge tavern, and look around outside it to find a wooden crate before you go in.
5 of 17: When you enter, several of Loghain's men will talk to you briefly and then attack. As with the bandits, you can focus on the commander to end the battle more quickly, or you can take down his men first in order to get more XP. After the commander surrenders, you can let him go or kill him for a bit more XP and loot.
6 of 17: After that, Leliana will become a companion. You should add her in now even if it means dropping someone. She's a rogue/bard and has several useful roguish abilities, including stealing and lockpicking.
7 of 17: Talk to Danal for a long stream of rumors if you want to, then open the door to the right of him and loot the sack, barrel, and locked chest in the kitchen. (Remember that Leliana can unlock the chest if no one else can.)
8 of 17: Leave the kitchen and talk to Barlin to see his merchant inventory, which includes several expensive magic items. You can also get the "A Poisonous Proposition" optional quest from him, and the first two Blackstone Irregulars quests from the nearby Blackstone Liaison.
9 of 17: Leave the tavern and go back to all the locked chests you found before but couldn't open (if you're not a rogue) and get Leliana to open them for you.
10 of 17: Look a bit NW of the tavern for a guy named Sten in a prisoner cage. Talk to him to get the "The Qunari Prisoner" optional quest, which you should immediately finish, even if you don't want to add him to your party right away.
11 of 17: Head down the path that's directly east of Sten's cage to find an elfroot plant and a locked chest. There's another elfroot plant in the nearby field, but when you go for it, a group of bandits to the north will see you and attack. Run back behind the short fence, then send someone out if necessary to lure some bandits to you.
12 of 17: Finishing that bandit group off will get you some credit toward the Chanter's Board quest you got earlier. Return to Sten's cage and go NW until you're ambushed by a bunch of bounty-hungry refugees.
13 of 17: After you thrash them, look nearby for an elfroot plant and a locked chest next to the west wall. Go north along the wall until you find some rubble to raid, then head east to find an elfroot plant near the windmill that's on a small hill. Going for that plant will get the attention of another large bandit group, so be ready to take them down.
14 of 17: Go north from the windmill to find two more elfroot plants, then head east and around the raised bit of stick-out ground to find another one. When you approach it, you'll be detected by the third and final large bandit group. Fortunately, they'll be easy to draw away a few at a time.
15 of 17: Check their camp for a sack and a locked chest (and don't neglect to get all the good stuff from the bandit leader's body), then head SE to find an elfroot plant near the water. Look for a deathroot plant a bit SW of it.
16 of 17: Go south along the eastern border of the area slowly until giant spiders start coming after you. You'll want to take them down a few at a time, then loot all of their bodies for toxin extracts, which are useful for selling or making into poisons.
17 of 17: That concludes this tour, but before you move on with the main quest, there are several last things you should do.