Dragon Age: Origins Hints

Lead-Them-Off Strategy

  • 1 of 9: This strategy works really well with large rooms full of enemies that would be suicide to charge into.
  • 2 of 9: At a position a ways back from the enemy room (preferably around a corner or two), click on the little "move freely" icon that's beneath your characters' portraits to get everyone to stay where they are.
  • 3 of 9: Select the character with the most hit points to be your scout, and have him slowly approach the enemy room.
  • 4 of 9: Have him move far enough into the room (or its doorway) to get the attention of one or more of the enemies within, then have him quickly run back to where you left everyone else.
  • 5 of 9: Hopefully, only a manageable number of enemies will follow you, and you'll be able to thrash them easily. (Don't forget to hit the "hold position" icon under the portraits so everyone can join in the attack. Or use the Party-Attack Strategy to focus everyone on one enemy at a time.)
  • 6 of 9: After they're down, repeat the whole process to lure more enemies out. You should be able to break up most large "room fulla baddies" battles into easy-to-handle chunks this way.
  • 7 of 9: If you keep getting too many enemies following your scout character back to the party, try parking your party in a spot farther away from the enemy room. The farther your scout character has to go to return to the party, the fewer the enemies he'll have still following him when he gets back to it.
  • 8 of 9: TIP: Instead of having your enemy-luring character just run in and out, you could have him equip a bow and shoot enemies at extreme range. This can help you lure them to you from a greater distance, and will do a bit of starting damage (especially if you use magic arrows and/or bow-related talents).
  • 9 of 9: TIP: If you have a mage capable of casting a long-lasting area-of-effect spell like Tempest or Blizzard, you might want to use him. Just remember that he won't have as many hit points or as much armor as anyone else, so be careful not to let him get too badly injured (which can easily happen in the case of enemy mages or archers).