CAPTURED!

Captured! is a quest which begins if the Warden has either surrendered to, or been beaten by, Ser Cauthrien in the Arl of Denerim's Estate at the end of the quest Rescue the Queen. The Warden (and Alistair, if he was in the party at the time of the capture) are taken to a cell in Fort Drakon. Whilst it is possible to avoid this quest altogether, it offers a chance to see the Warden and their companions in a variety of amusing scenarios.

The Warden has two choices: either to escape on their own, or wait to be rescued by their companions. Any two companions with high enough approval can be chosen to attempt a rescue.

Walkthrough

Option 1: Wait for Rescue

  • In this case during your conversation with the other prisoner (Fort Drakon Main Floor Map, L1) you would have to choose who should arrive in the fort. You can pick two members of your team. I would recommend choosing Wynne and one of the warriors (Oghren, Alistair, Sten or whoever you feel comfortable with we have them listed below so you know pros of each).

    • Alistair (only available if he wasn't with the Warden at the time of capture) will be able to bluff his way past all but Guard Tanna. He will claim he has an unspecified delivery to make; if partnered with Dog, he will claim to be delivering a Mabari hound to the kennels.

    • Dog is a master of manipulation and if allowed to take the lead will bark or fake an illness that neither the guards nor Captain want to deal with. He can interact with the two guards before Guard Tanna and cause a distraction.

    • Leliana, as one would expect from a bard, can bluff her way past all three checkpoints. She will claim to be delivering kitchen scraps and bones for the kennel, unless partnered with Dog (in which case she will claim to be delivering a Mabari hound to the kennels) or Wynne or Morrigan (in which case she will claim to be a Chantry priest). She can either get the guards to fight each other (with no effort, much to her confusion and Morrigan's amusement) or get past Guard Tanna.

    • Morrigan, if not partnered with Dog, Wynne or Leliana, will claim that she has a delivery from the Crafter's Guildhall for the Fort and will be able to bluff her way past the first two checkpoints. She also will be able to get past Guard Tanna regardless with whom she's partnered, asking her if that was what she expected from her life. If partnered with Dog, she will instead claim to be delivering a dog to the kennel, which will fool the door guards but not the Captain (unless she allows Dog to take over once the Captain arrives). If partnered by Wynne or Leliana, she will appear dressed as a Chantry priest. As you might imagine, this will only work if you let her companion do the talking. She will, however, be able to get Guard Tanna to move aside.

    • Oghren, unless partnered with Dog, Sten or Zevran, will at first attempt to bluff using the same tactics as the other companions (a delivery), but quickly give this up in favor of fighting his way into the fort instead. Choosing Oghren for the release also gains you a (+7) approval from him. His dwarven charms are, however, completely lost on Guard Tanna. If partnered with Sten or Zevran, Oghren can make it past the first checkpoint by pretending that they are circus performers. If he is partnered with Dog, and is doing the talking, he will be able to get past the door guards but not the Captain.

    • Sten will be unable (or unwilling) to bluff his way past the first two checkpoints, regardless of who he is partnered with. If he is partnered with Dog and is doing the talking, he will be able to get past the door guards but not the Captain (unless he allows Dog to take over once the Captain arrives). He will, however, be able to get Guard Tanna to move aside. If partnered with Oghren, he will be disguised as a circus performer. If Sten is teamed up with Dog, Dog will fake an illness in order to trick the guards.

    • Wynne, unless partnered with Dog, Leliana or Morrigan, will claim to be delivering scarves knitted by the Women's Auxiliary of Denerim for the soldiers of the fort. She will be able to bluff her way past all three checkpoints unless her companion is Dog, in which case she will be able to fool the door guards but not the Captain (unless she allows Dog to take over once the Captain arrives). If accompanied by Leliana or Morrigan, she will be disguised as a Chantry priest.

    • Zevran Will be able to bluff his way past all three checkpoints. If not partnered by Dog or Oghren, he will claim to be delivering items of an 'intimate' nature. Together, he and Oghren will attempt to enter as The Famous Broma Brothers from Antiva.

    Your team will appear near the main entrance to the fort (Fort Drakon Main Floor Map, L9). Naturally you could attack enemy units right away, however I would recommend playing it safe for a few more minutes.

  • Noted: if neither of the two rescuers are able to lure Guard Tanna away from her post (for example, Alistair and Oghren), either one of the ballistae in the room or the fight between the two guards can be used to create a diversion as an alternative.

  • It should also be noted that the only combination of rescuers that cannot make their way past all three checkpoints without giving up and resorting to fighting their way inside is the combination of Sten and Oghren, whose circus act (while very funny to the player) will fool the door guards (first checkpoint) but not the Captain (second checkpoint) no matter who you let do the talking.

  • Any other combination of rescuers either has at least one party member for each checkpoint, or can at least take advantage of either the ballista or the guards' crush on Guard Tanna to get past the third checkpoint.

  • Once past Guard Tanna, it will be necessary to fight the rest of the way to The Warden. If your rescuers donned disguises for their break-in attempt, remember to re-equip their usual armor. Once the rescuers find The Warden, all that remains is for the reunited party to make their way out of the fort and back to Arl Eamon's Estate (luckily, any remaining living guards seem to be taking a tea break so this can be done without opposition). There is a glitch which can prevent the cutscene which requires you to reopen the cell.

  • Noted: I will be using Wynne and just putting warrior down for this part of the Guide. As this is how I typically play if I go this route, you can do whatever way you would want to.

Start off by heading south until you're stopped by guards standing next to a door leading to the southern room (Fort Drakon Main Floor Map, L10). Wynne can now convince them that she brought gifts. You would have to wait for the captain to show up and to tell him about your peaceful intentions. If you've played it all out correctly you'll gain access to the large hall.

Keep moving south until the members of your team notice that the next door is being guarded by a single female guard (Fort Drakon Main Floor, L11). If you want to resolve this problem peacefully you can convince her (persuasion) that she should ask for a more important job than to guard a door. If you can't convince her you'll have to attack her along with the rest of the guards and I would recommend using nearby ballistae.

Sadly even if you convince the female guard to go away without starting a fight you're still going to be stopped by the guards in the next room (Fort Drakon Main Floor Map, L8). This time attacking them will be your only option. Don't forget to heal your warrior using Wynne's spells, because the warrior have to defeat them alone. Once the area is clear head south, turn west and then start moving towards a room located in the north-west (Fort Drakon Main Floor Map, L12).

You'll have to eliminate two other groups of enemy units along the way. The first group (guard and two mabari) will be waiting for you in the large room (Fort Drakon Main Floor Map, L3) and the second group (two guards) will be guarding the cells (Fort Drakon Main Floor Map, L13). Make sure to check bodies of both guards to collect a cell key. Use this key to rescue the main character (Fort Drakon Main Floor Map, L1) and the other prisoner. You'll now have to return to the area where you've started exploring the fort (Fort Drakon Main Floor Map, L9) and you won't encounter any new enemies at first, however a large group will surprise once you're close to the exit (Fort Drakon Main Floor Map, L10). Defeat them and return to Denerim - Arl Eamon's Estate where you'll be allowed to resume the main quest (The landsmeet).

Option 2: Try to Escape on Your Own

Escape from your cell: There are several ways this can be done, starting by interacting with the locked cell door. For example:

  • You can persuade the jailor to "keep you company" (easier if you're female than male), then:

    • slip by the guard (with high enough dexterity),

    • knock him out (with high enough strength), or

    • jump him (i.e. melee combat); easier fight if you can persuade him to remove his armor first, and

    • then, loot the cell key from him. With key in hand, open the door next to yours as well for extra XP.

  • You can tell him he has to let you out and then persuade him that you can sense darkspawn nearby.

  • If you have the skill, you can pick the lock on the cell door.

  • You can pretend to be ill, and when he comes inside to examine you, jump him. Then, loot his key to unlock the cell door.

Note: If you failed to convince him to come inside the cell or to let you out to fight the darkspawn, then he will ignore you, and thus, removing all avenue of escape. You'll have to reload last saved game.

Retrieve your items from the chest to your left as you exit your cell. If you don't, your equipment will be returned to you when you exit the fort, but not the rest of your inventory.

Make your way south and defeat a guard supported by two mabari. A rogue can readily bypass them using Stealth.

Note: From this point onward it is possible to escape without further fighting if you have sufficient skill at persuasion. It is also possible to fight your way out or employ a mix of guile and aggression. This walkthrough details how to escape without further violence, if you prefer the latter just be aware you will be going through quite a few enemies even those at lieutenant ranks. Unless you’re a warrior would recommend going the non-violent route.

Pass the Colonel’s Inspection

If you prefer to act alone then you'll have to escape the cell (Fort Drakon Main Floor Map, L1) without anyone's help. There are a couple of ways for you to get rid of the prison and the most obvious one would be to use your lockpicking skills to open the cell door. If you can't do that talk to the guard once he's close enough to the gate (wait for him to approach the metal bars). You can now snap his neck or perform a persuasion attempt to invite him to spend an intimate moment in the cell. Either way you'll have to get out and I would also recommend that you free the other prisoner.

Thankfully you won't have to run around the fort half-naked, because you'll find your things in a nearby chest (Fort Drakon Main Floor Map, L2) and the main character will automatically wear them. You may now proceed to the next room (Fort Drakon Main Floor Map, L3) where you'll have to defeat a guard and two mabari. This may be a difficult fight for you if you're not playing as a warrior, but the good news is that no one else will show up. Once you've won move on to the next corridor and don't forget to save your game frequently.

You'll soon end up standing in a long corridor and you should check the first room found to your right. Notice that you're now standing inside a small armory. Click on a nearby armor stand (Fort Drakon Main Floor Map, L4) and the main character will automatically put on a disguise. This is an excellent opportunity for you, because otherwise you would have to be dealing with A LOT of enemy units on your own.

Proceed to the other end of the main corridor and choose the door on your left which is going to be colonel's office (Fort Drakon Main Floor Map, L5). Start the conversation and listen to what your superior officer expects from you (thankfully you won't be recognized by him as the prisoner). Leave the office and proceed to the eastern room which is going to be the storage area (Fort Drakon Main Floor Map, L6). Locate two guards here and talk to them to find out that the local quartermaster is mad at them.

Use your personal map to find the officers' armory. Here you'll have to talk to the quartermaster (Fort Drakon Main Floor Map, L7). There are a couple of ways to acquire the swords needed for the next mission. You can rely on persuasion, intimidation, pay him for the swords or give him a few bottles of poison if your character has any. Either way once you have the sword return to the colonel (Fort Drakon Main Floor Map, L5) and you'll take part in an inspection and in a debriefing.

You may now proceed towards the door leading to the large northern room. Notice that the door is being guarded by two soldiers (Fort Drakon Main Floor Map, L8), but thankfully during the conversation one your allies will tell them the correct password. Keep heading north until you've reached the exit (Fort Drakon Main Floor Map, L9). Return to Denerim - Arl Eamon's estate where you'll be allowed to resume the main quest (The landsmeet).

Results

  • You find yourself back at Arl Eamon's Estate. Make your way to his room and speak to him and Anora about the next steps towards the Landsmeet.

  • Riordan will now also be in Arl Eamon's room - if you found the Grey Warden Documents during the Rescue the Queen quest, you can ask him about the location of the Grey Warden cache and open up a secret area in the Warehouse in Denerim Market District.

  • You will earn about 1000 XP if you wish to fight your way out and about 300 XP for bluffing.