ANVIL OF THE VOID
Note: Upon arriving, there is a brief opportunity to travel back to camp if necessary to offload inventory. Once you enter the next cave you are locked in and cannot leave this area until the quest is resolved.
Note: This is your last chance to obtain the two-handed sword, Ageless, from the Royal Palace, as the pressure plates will no longer be there after you complete the Anvil of the Void area and return to Orzammar to choose a king.
You enter a cave and are locked in. If Oghren is not in the party the party selection appears with Oghren already selected and locked (he cannot be removed). If Oghren is in the party then the party selection screen does not appear.
The Warden will finally find Branka. She cannot be reasoned with, and has trapped the party inside the area, forcing completion of A Paragon of Her Kind. She will require the Warden to disarm the traps in the area for her. Upon trapping the Warden, a large group of darkspawn will arrive and attack the party.
Branka, naturally, will remain safely behind the barriers until all the traps have been disarmed.
When Branka says 'traps' she is being descriptive and not literal. There are only 2 blade traps ahead so you do not require a Rogue to disarm a large series of traps.
The Traps
The first trap is a tunnel full of darkspawn. This is a very narrow tunnel, with a mix of darkspawn throughout.
The second trap is a gas filled room. This room appears empty at first, but entering it will bring golems to life one by one. There are four gas valves, two by each closed doors on the left and the right. The exit door can be unlocked but requires high Cunning. It automatically unlocks after the golems are killed. These golems can be knocked down by casting Stonefist on them.
The third trap is a hallway with golems on either side. There are 2 blade traps in the hallway and 2 sets of golems will attack as you pass them (the first set will attack if you set off the first blade trap). The exit door here cannot be unlocked until the golems are defeated. These golems seem harder than the others fought previously. Just as with the previous golems, Stonefist knocks them down.
The fourth trap, and by far the hardest, is the Spirit Apparatus.
Strategy for Spirit Apparatus
Upon nearing the Spirit Apparatus, a short cutscene will play, after which combat will begin. The entire party (if not already nearby) will be teleported in front of the Apparatus, and the entrance door will lock.
The Spirit Apparatus consists of four heads, all of which must be killed.
Each of the heads has 1500 health points. The only way to damage the heads is by using one of the four Spirit Anvils that surround the Apparatus. Each Spirit Anvil is guarded by a spirit summoned by the Apparatus. When a spirit is defeated, its Anvil becomes active. Clicking on that Anvil causes it to then deal 500 damage to the head facing it.
When a head has been damaged, the battle advances into a new phase:
The damaged head takes on a new ability.
After a short delay, any remaining summoned spirits are sucked back into the Apparatus.
The entire Apparatus rotates clockwise by ninety degrees.
New spirits are spawned at each of the Spirit Anvils.
This sequence continues until all the heads have been killed. Once a head is dead, spirits will no longer spawn at the Anvil in front of it.
Spirit Types & Head Abilities
The type of spirit summoned by the Apparatus varies according to the amount of damage taken by the head that faces it:
Damage taken = 0 : Forgotten spirit.
Damage taken = 500 : Indignant spirit.
Damage taken = 1000 : Enraged spirit.
The summoned spirits are all of Lieutenant rank.
The behaviour of each head varies according to the amount of damage it has taken:
Damage taken = 0 : Eyes glow purple.
Damage taken = 500 : Eyes glow blue. Spirits standing in front of the head are healed.
Damage taken = 1000 : Eyes bleed. Party members standing in front of the head suffer spirit damage.
Damage taken = 1500 : Eyes close.
The fight will be over when the eyes have closed on each of the four heads.
Strategy
Given the lack of reward for defeating this enemy, the player may wish to end this fight quickly, minimizing the damage sustained, and thus the number of health potions and/or injury kits potentially consumed.
General Tips & Advice
A spirit will not attack unless it is attacked first, or a party member comes close to it. It is thus not necessary to fight more than one spirit at a time. Ensure that party members' tactics do not cause party members to engage spirits unnecessarily.
Ensure that party members are not targeting the Apparatus.
Casting Curse of Mortality upon a spirit will neutralise the heads' healing effect.
Draw spirits away from in front of a head to prevent them benefiting from its healing effect. Indignant spirits may be drawn by moving out of their line of sight.
Once a head is dead, the party may stand in front of it and remain safe from the attacks of the other heads.
Positioning
Party members can be directed to hold position, and only attack one spirit as it spawns.
Ranged weapons and spells can be used to draw the spirits towards a party that is positioned next to the closed entrance. This point is out of range of the heads' attacks.
The party can be positioned in the small area to the right from the entrance. Use a character with a ranged weapon to fire at a spirit, and then retreat back into the area, drawing the spirit towards the hidden party. Once it is killed, have one character leave to use the Anvil and then return to the area. Repeat the process until the heads are dead.
Note: Party members in this area will still be vulnerable to the heads' attacks.
Exploit
After killing a spirit, position party members close to the activated Spirit Anvil and then pause the game. While paused, select each party member in turn and direct them to use the Anvil. Unpause the game. The Anvil will deal enough damage to kill the head facing it.
Rewards
No XP is granted for defeating the spirits or the Apparatus.
Neither the spirits nor the Apparatus drop any loot, or have anything that can be stolen.
Choosing Sides: Caridin or Branka
Upon disarming the traps, the Warden will gain access to Caridin's forge, where they will meet Caridin.
Caridin will tell his story to the Warden, explaining how the Anvil of the Void works. To 'power' his golems, he used the lives of dwarves (if Wynne is in your party, she will comment that this is equivalent to blood magic).
Caridin
At first, Caridin only accepted volunteers. However, the king at the time began forcing others to become golems. Golems became a common sight, often being traded to the magocracy of the Tevinter Imperium and controlled using control rods.
Caridin states that when he opposed the king's decisions, he was punished by being forced to become a golem himself. He then asks the Warden to destroy the Anvil, because he is unable to touch the Anvil as a golem.
Branka will arrive and argue that with the technology of the golems, the dwarves would be able to reclaim the Deep Roads and their homeland. Caridin responds by stating the sacrifice is too great and stands by his decision to have the Anvil destroyed.
At this point, the Warden must choose who to support and decide the fate of the Anvil:
Support Caridin and destroy the Anvil
Support Branka and keep the Anvil
Support Branka and convince her to destroy the Anvil
Regardless of which Paragon is supported, the enemies will be:
two Elite Golems
two Normal Golems
the Paragon not supported
If Shale is in the party and you support Branka then she will attack you, regardless of her approval rating.
The allies assisting the Warden will be two Normal Golems. The Paragon you support will be immobilized.
Both Strategies Will Be Here, For Either Choice
Fighting Against Caridin Strategy
Strategy
If Caridin eventually fights the Warden, he will be assisted by two normal stone golems and two elite stone golems as well, while Branka will be unable to assist. As allies, the Warden has two normal stone golems. During the course of the battle, it is imperative that a party member is sent to collect every lyrium vein in the area as soon as possible, otherwise Caridin can use these to heal itself.
Fighting Against Branka Strategy
Strategy
If the Warden decides to side with Caridin, Branka will attack with 4 golems under her command. Branka is a weapon-and-shield warrior with high physical resistance and, as natural for a dwarf, magic resistance. The best way to defeat her is to first defeat her golems. If her health is less than half, she'll use Lyrium veins to duplicate herself, so use them before she does. The duplicates, when defeated, will vanish in a bright light, and in order to tell them apart from Branka herself, they are armed with longswords as opposed to the mace that Branka wields.
Note: If Branka is killed, loot her body before leaving the Anvil of the Void. Otherwise it will disappear along with any unclaimed items.
The following items will drop from each Paragon:
Branka: Vanguard, Dwarven Massive Armor and Branka's Shield
Caridin: Caridin's Cage and Caridin's Shield
Possible Outcomes
Depending on who was supported during the conflict involving the Anvil (Caridin or Branka), the Warden Treaty will be fulfilled in varying ways.
Side with Caridin:
You kill Branka.
Caridin makes a crown for you and then you destroy the Anvil.
Caridin commits suicide.
Dwarves assist you during the Blight.
You unlock the Liberator achievement.
Side with Branka and preserve the Anvil:
You kill Caridin.
Branka makes a crown for you and stays there to continue working on the Anvil.
Dwarves and Golems assist you during the Blight.
You unlock the Pragmatist achievement.
Side with Branka and destroy the Anvil:
You kill Caridin.
Branka makes a crown for you.
You persuade or intimidate Branka to destroy the Anvil (must have high Coercion).
Branka destroys the Anvil and commits suicide.
Dwarves assist you during the Blight.
Note: Oghren will still approve of your efforts, despite Branka's decision to commit suicide.
Before leaving the area, approach the tablet. After interacting with the tablet, Oghren will inform you that it is a registry of some kind. This is, in fact, the Golem Registry, a record of all the people who voluntarily and not-so-voluntarily sacrificed themselves to become golems. Take a tracing of the tablet; this can be returned to the Shaper Czibor for a reward.
Approval
Supporting Branka
Oghren approves (+4) - or (+11) if you give in when he tries to convince you
Zevran approves (+4)
Morrigan approves (+7)
Alistair disapproves (-10)
Leliana disapproves (-10)
Wynne disapproves (-15)
Sten will mock you, but his approval won't change.
If you ask Branka to make Oghren into a golem, you will get a severe disapproval hit with him (-20).
Note: Convincing Branka to destroy the Anvil after siding with her will not reverse the approval loss with Alistair, Leliana or Wynne.
Supporting Caridin
Alistair approves (+4)
Leliana approves (+4)
Wynne approves (+7)
Oghren disapproves (-10) - this can be offset to (-3) if you allow Oghren to ask Caridin for a boon ( (+7) triggers after Caridin commits suicide.)
Morrigan disapproves (-5) - this can be offset to (-1) if you successfully persuade her.
Zevran disapproves (-3) - this can be offset to (-1) if you successfully persuade him.
Note: It seems no matter the outcome (Caridin or Branka destroys Anvil or Branka keeps Anvil), completing this quest gives Oghren approval of (+7) just prior to leaving for Assembly.
Result
The election is based on a point system depending on the player's choices.This can be noticed after asking Assembly Steward Bandelor about how the election is going. Generally this system has only minor relevance to the plot.
After resolving the issue at the Anvil of the Void, the Warden can speak to Oghren to proceed directly to the resolution of this quest. Alternatively, upon returning to Orzammar, the Warden can speak to Bandelor to proceed.
Bandelor will call the Assembly to crown the new king. The decision will fall to the Warden, who may choose either candidate regardless of who s/he helped earlier.
If Bhelen is chosen, he will insist Harrowmont be executed (you cannot change his mind).
If Harrowmont is chosen, Bhelen will attack and be killed.
If Harrowmont's Support reached +6, there should be just a small group of Bhelen supporters.
If Harrowmont's Support reached +3, there is a sizable group.
If Harrowmont's Support only reached 0, almost everyone in the room is hostile.
The battle is over when Bhelen is killed.
Note: If Harrowmont is chosen as king, some other fights within Orzammar can be initiated by talking to the respective individuals: Myaja, Lucjan and Piotin Aeducan (only if you fought as Harrowmont's Champion) at the Proving, and Vartag in the Royal Palace.
The new king is crowned; if Bhelen is king you appear in the Royal Palace with him, if Harrowmont is king you stay in the Chamber of the Assembly.
The new king will honor the Grey Warden treaties and pledge Orzammar's forces to the Blight. In addition, he gives the Warden a gift; the item received depends on which earlier quests were completed and how much approval was earned for the candidate you choose:
If Harrowmont is king and Harrowmont's support reached 5 or above, he will gift you Harrowmont's Staff. Harrowmont is also meant to offer Endrin's Mace however this might not happen due to a bug.
If Bhelen is king:
If Bhelen's support was high enough, Bhelen gives an Aeducan Mace.
If it was lower, or you are on he will offer Trian's Maul.
After this, Oghren will remain as a permanent companion.
Legion of the Dead After leaving the Chamber of the Assembly (or the Royal Palace if Bhelen is King), Kardol will be outside. The Warden can recruit him and the Legion of the Dead to assist in fighting the Blight. Dwarven Wardens need only ask; non-dwarves must pass a high persuasion check.
If the Legion is recruited, they will integrate into the regular dwarven units, causing their members to appear alongside normal dwarven troops during the Final Battle when the dwarves are called upon, and Kardol will assist in the battle against the Archdemon.
If you miss talking to him outside the Assembly/Palace, you can go back to the Dead Trenches and talk to him there.
Oghren If you leave Orzammar by the Orzammar Hall of Heroes to the Frostback Mountain Pass then Oghren will ask you to stop for a moment.
If you tell him you do not have a moment then Oghren disapproves (-1).
He says he feels as if he's about to fall off the world with all the sky (he says this even if you have already left Orzammar with him in the party before A Paragon of Her Kind was completed).
If you tell him to get over it then Oghren disapproves (-3).
If the Warden is a Dwarf and you tell him the feeling passes then Oghren approves (+1).
If you tell him to take his time then Oghren approves (+2).
Random encounter Crowning a king enables a random encounter with a group of fanatical supporters of the losing candidate at the Forest Incline location.
Rewards
2500 XP for crowning the new king of Orzammar
One of the following items is awarded depending on the new king:
Aeducan Mace - one possible item from Bhelen.
Trian's Maul - rewarded by Bhelen Aeducan.
Harrowmont's Staff - rewarded by Pyral Harrowmont.