

Also, no matter what conversation thread you choose, you will get ( +2) from Velanna after talking to her sister.Īs the party leaves the cell, 3 darkspawn appear from the Architect's Lab, one of whom holds the Holding Cell Key. Velanna's sister, Seranni, will open the cell door and may give you the key to the Architect's chests in his room if a successful persuasion attempt is made (Master Coercion skill is required). Shortly afterwards, the party will wake up in a jail cell without any equipment (all your equipment, potions and the rest of your inventory should be gone now if some items are still present, something is wrong-see Bugs section below). The Warden-Commander stirs long enough to hear the Architect apologize for what it is about to do, and then the Warden-Commander falls unconscious again. When the Warden steps onto the centre of the big circle on the floor, a cutscene will trigger in which the Architect will make an appearance, and puts the party to sleep. Immediately on the stairs there is a Codex entry: A Miner's Letter. Note: If recruited, Velanna will join the party as a required member until you complete the Silverite Mine. After conversing with Velanna, the entrance to the Silverite Mine will become unlocked. The Warden-Commander first encounters the Architect in the Wending Wood's Silverite Mine. So if you haven't saved your equipped items and the bug occurs, there will be no return to an older savegame. Be aware that there will be no autosave to return to from before the silverite mine. A giant sylvan, The Old One, who drops Heartwood for the quest Heart of the Forest (near the stone puzzle)īug! It is recommended to save the game before entering the mine and removing all equipped items because of a bug (see Bugs section).A dead scholar with the Codex entry: A Scholar's Journal, which leads to the Wending Wood stone puzzle.Ancient sylvans to gather Ancient Sylvanwood samples for the templars ( From the Living Wood side quest).Fine Silks for the quest The Merchant's Goods.Engraved Statues for the quest Maferath's Monuments.A granite deposit for the quest What is Built Endures.Other points of interest in the Wending Wood include: Upon recruiting her ( Velanna), you can net up to ( +10) from her. You can then either kill her for her crimes, let her go to find the darkspawn which captured her sister or convince her that you will aid her in the search for her sister. Eventually you pursue her and will find her at the Dalish encampment. As soon as you finish the conversation you will be attacked by darkspawn. She had been burning all the caravans that pass through the wood, falsely believing that humans, and not darkspawn, were responsible for her sister's disappearance. In an encampment with four shallow graves, there are weapons strewn about the place implicating the humans in the Dalish elves' demise.įurther into the wood, you meet a dying militiaman who explains the situation about the angry elf. She gives you a warning before disappearing. Crossing the bridge will trigger a cinematic where a scared bandit scavenger is running away from an elf, Velanna. As you explore the area there will be a wooden bridge. On a crate nearby there is a note containing Codex entry: Orders to the Militia. At this point you will be given the quest Trading Troubles if you did not pick it up from Mervis.


When you enter the Wending Wood there will be a cinematic sequence showing some bandits rummaging through a wagon, who will spot you and run away. The Wending Wood is inhabited by bandits, sylvans, darkspawn, spiders, and wolves. The quest journal will update, and Wending Wood's location will appear on the world map. Investigate and stop the killings to restore trade.Īfter the conversation with Mistress Woolsey, head to Amaranthine and talk to Mervis, a representative of the Merchant's Guild to find out where the attacks are occurring. Mistress Woolsey states that it is the only reliable supply route between Amaranthine and Denerim. Merchant caravans are being attacked somewhere along the Pilgrim's Path.
