Dragon Age Origins Lockpicking Cheat
Quest
The Rips of Andraste
The Tears of Andraste is a part pursuit in . This is the fourth and final burglary of Crime Wave pursuit line.
Purchase
This pursuit is available just after the Landsmeet whenever Slim Couldry re-appears into the Denerim Market District to help make up when it comes to previous near-disastrous burglary mission when Bann Franderel's master spy discovered of Slim's plans and laid a trap the thief.
Within quest the Warden is tasked to take the rips of Andraste, a vial containing the (allegedly) real tears shed by Andraste herself before the woman first vision of this Maker. Slim Couldry cannot request payment and notifies the Warden which he may well not make much money either and proposes this specific burglary is made only to embarrass the nobles. He claims that he will make sure the Tears are returned to the Chantry without option to locate their theft to himself or perhaps the Warden. The object should go-back to the Southern Wing of Bann Franderel's home (a location that has been first seen during The Private Collection) by another course this time around.
Walkthrough
On your second check out, you're placed at the far-eastern end of map and must create your way to the north-west corner. Be skeptical of traps once again. This time, the objective are finished without participating in any fight by a character with sufficiently high stealth ability, as a result of the medium sized area during the far south of chart. This space acts as a 'safe area' and may be registered by a character with adequately large lockpick ability. As soon as in this space with the home shut, the Warden will drop-out of fight and will therefore sneak back again to the exit towards the east.
The area change which was utilized in initial see remains available to be applied, but as prior to, there is no way to utilize it during combat mode, until you eliminate the opponents nearest to it.
You also have a choice of sneaking in to the kitchen area and drugging the guards' products, provided you've got a personality with a high adequate stealth skill getting through the patrols and traps and also have the poisons skill.
At the "beverages Table", the gamer is given the solution to:
- Pour a moderate poison into the mugs.
- Pour a life-threatening poison in to the mugs.
- Pour a sleeping draught in to the mugs.
- Pour rat poison into the mugs.
- Leave the table only.
Depending regarding style of poison you administer into the guards, they make certain reviews in regards to the drinks they certainly were supported as poison takes impact. For instance, if you utilized deadly poison, they will comment "That cider, it tastes strange... What? Poison..." before dying.
Bug! pcThe poison alternative can not work. The servant provides the beverages to your protections, but absolutely nothing takes place afterwards.
In 2nd portion of the building much more House Guards are located also a Mercenary chief in his quarters. Stealing or looting the Mercenary commander will obtain the Captain Key which unlocks the doorway resulting in the surface as well as the door leading to the cellar. However both doorways are unlocked for 40 and 50 XP correspondingly. In the event that party combats the Mercenary Leader, he will appear the security which will set which will make many patrolling soldiers to stop the tracks of the property, including spawn a sizable number of home Soldiers and Rogue Mages on the outside of.
During the surface there is a tiny room which leads to the Captain of this Guard as well as even more home Soldiers and Rogue Mages. Nonetheless it can be dismissed together with Warden can focus just from the cellar where after a Concealed Door there's two metallic golems guarding the Tears of Andraste. The vault home leading to the artifact calls for a lock-picking skill of 70, and it also must certanly be exposed before collecting the rips, therefore be sure to bring a rogue with enough ability.
Note: inside golems' room, prior to the vault home, there are five Pressure dishes by activating one pitfall may cause others to disappear. The trap will create a poisonous gasoline inside whole space for moderate time and activate the 2 golems. If the traps aren't activated, the golems will likely not react in almost any activity.After the goal is finished, the Warden can decide to provide the Tears of Andraste to Slim Couldry to anonymously donate them into the Chantry, tell Slim that they'll drop all of them down actually, or have them.
In the event that you give the rips to Slim or simply tell him that you will drop all of them down personally, you might be compensated with 10 and 250 XP; extra 150 XP if no security sounded by sneaking through the entire property.
- If you wish to use a stealth method the simplest way to do that should grab the Tears, and go back to the fireplace exit where the celebration begins. Within that room the party will drop the combat mode.
- If you tell Slim you want to provide the rips towards Chantry your self, there's no choice in Denerim to do so. Whether you tell Slim this or otherwise not, the relics curator Sister Justine remarks on some container with writings on it when you attempt to consult with the girl, but this doesn't end in any quest status change.
- Outside of the vault you might hear two guards speaking. Eventually, one claims, "and not just a single one existed to tell the tale", even if you snuck inside and out whilst making some live.
- The greater amount of dangerous and tiresome course is to get rid of all guards, causing more XP (~950).
- After finishing the pursuit, the quest marker may however appear above Slim Couldry's mind in which he will speak to the Warden like the rips have not yet been recovered. He will say "best of luck in Franderel's home, Warden, this is actually the big one." The pursuit is marked as completed, however, additionally the Tears of Andraste tend to be taken out of the story items area of the inventory.
- pcxbox360If there is certainly a rogue in party, you are able to unlock the entranceway towards the Captain regarding the Guard's area (prior to going right down to the basement to take the Tears of Andraste), inside you are able to destroy the Captain associated with the Guard, a few archers, and a few mages. Later on, once you take the Tears of Andraste, the doorways will shut on the road out. Once you available one, the Captain of Guard along with his males will respawn and you can battle all of them once more to get more knowledge.














