REDCLIFFE VILLAGE
Redcliffe is located in the western hills of Ferelden. The village below the castle (and others under Redcliffe's authority) grew until the arling was as powerful a settlement as any teyrnir. Redcliffe Castle is the first and last line of defense for the sole land route into Ferelden and the country has never fallen to any assault that did not first take Redcliffe.
Redcliffe is one of the largest and most prosperous towns in Ferelden, due to its position between Orzammar and Orlais. As such it is a center of foreign trade. Such favorable conditions caused the domain to be named an arling in spite of its small size. The citizens of Redcliffe are primarily fishermen or merchants engaged in shipping dwarven goods from Orlais.
In late autumn the villagers smoke the fish they have caught, to the dismay of visiting merchants.
A Village Under Siege
Walkthrough
You can officially start this quest when you get to Redcliffe Village (Redcliffe Village M, 1). Approach the bridge where you'll have a chance to talk to Tomas (Redcliffe Village M, 2). The next conversation will take place in Redcliffe - Chantry where you'll receive an update from Teagan (Redcliffe Village Map, L12, Inside 3).
Tomas
If you refuse the help in dealing with the undead you're going to be asked to leave the village. Otherwise you'll be allowed to assist in the preparations for the upcoming invasion.
Agreeing to help fight off the undead without reservations will result in approval from:
Alistair approval (+7) XBox Ultimate Edition Alistair approves (+2)
Leliana approval (+4) XBox Ultimate Edition Leliana approves (+2)
Wynne approval (+2)
Oghren approval (+4)
Morrigan disapproves (-5)
Sten disapproves (-5) (although Sten can be persuaded that helping the village is a good idea, in which case Sten approves (+2))
Bann Teagan sends the Warden to talk with the mayor, Murdock, and Ser Perth about the militia and the knights, respectively.
Note: If you refuse to help:
Alistair disapproves (-5)
Morrigan approves (+4)
Oghren disapproves (-3)
Sten approves (+4)
Wynne disapproves (-3)
Leliana does not want to leave the villagers to their fate
If you persuade her that you are doing all you can Leliana approves (+1)
If you tell her it is not open for discussion Leliana disapproves (-15)
Note: If you initially refuse and later change your mind, deciding to help the village, you get both sets of approval changes.
Murdock (Redcliffe Village M, 18) is found right outside the chantry. He makes two requests, convince blacksmith Owen to make armor repairs and get veteran dwarf Dwyn to assist in the defense of the village. If you can Persuade then you may be able to raise morale by telling Murdock “Have faith, good man. We will defeat this evil together.” If Leliana is in the party then Leliana (+1)
Murdock
If you continue to question Murdock, he explains that he is stationed outside the chantry in order to protect the women, children and elderly within. If Sten is present he will object to this, saying that no Qunari would act in this manner - that all would fight (if Leliana is also in the group, she will interject that the comment is unworthy of him; if Alistair is present, he will make a sarcastic quip). Murdock will point out that the villagers are not Qunari; the end result is (-3) disapproval from Sten.
Note: In addition to completing requested assistance (Owen and Dwyn), the Warden can raise the militia's morale by bolstering Murdock's confidence and/or providing ale to the militia. See notes below.
If you can Persuade then you may be able to raise morale by telling Murdock “Have faith, good man. We will defeat this evil together.” If Leliana is in the party then Leliana (+1) .
If you continue to question Murdock, he explains that he is stationed outside the chantry in order to protect the women, children and elderly within. If Sten is present he will object to this, saying that no Qunari would act in this manner - that all would fight (if Leliana is also in the group, she will interject that the comment is unworthy of him; if Alistair is present, he will make a sarcastic quip). Murdock will point out that the villagers are not Qunari; the end result is (-3) disapproval from Sten.
Note: In addition to completing requested assistance (Owen and Dwyn), the Warden can raise the militia's morale by bolstering Murdock's confidence and/or providing ale to the militia. See notes below.
Start off by going to Redcliffe - Tavern (Redcliffe Village M, 6) and talk to barkeep Lloyd (Redcliffe Village M, 7).
The bartender, has been charging the militia for ale. As they have very little coin remaining and are fighting just to survive, they believe they should drink for free.
Talk to the Redcliffe Militiaman seated on the far left at the table in the tavern (the redhead), and complete the conversation tree associated with him. (Quest journal will update to start this optional sub-quest.)
Bella
Lloyd
You can either:
1. Pay Lloyd 100 to cover the militia's drinks. ( Oghren approves (+2))
2. Persuade Lloyd to give the militia drinks for free (high persuasion required).
Have someone else take charge of the bar (the waitress or you), and then, give out free ale.
The waitress, Bella, can takeover if Lloyd joins the militia or is killed.
If Lloyd goes outside to fight, speak to her to confirm that she is in charge now. Then, ask her to serve the militia free ale (Oghren (+2)).
If Lloyd is killed via dialogue options (Alistair disapproval (-3), Leliana disapproval (-5), Wynne disapproval (-10), unless persuaded, then, disapproval (-3), Zevran approval (+2)), talk to Bella afterward. Then, tell her to run the place (Sten approval (+4))
The Warden can gain ownership by intimidating or killing Lloyd.
To gain ownership of the tavern via intimidation, speak to Lloyd about him charging the militia for ale. When he responds, state that his customers' money won't help when he's dead, and then, ask him if anyone would miss him. He offers you 80 silver to protect him. Don't accept. Intimidate him to make you the full owner of the tavern (medium difficulty) and give you the 80 silver as a share of the profits. An additional 20 silver can be collected by asking him how YOUR business is and that you want a cut of the profits now (Wynne disapproval (-3), Zevran approval (+2)).
Otherwise, kill Lloyd outright (Alistair disapproval (-3), Leliana disapproval (-5), Wynne disapproval (-10), unless persuaded, then, disapproval (-3), Zevran approval (+2)), then, talk to Bella and declare that it is your tavern now.
Take Lloyd's "protection" money (after you threatened his welfare) and walk away or try other options, i.e. force him to join the militia.
Agree with him about not giving away ale for free and drop the subject. (And, not complete this optional sub-quest.)
Initially, Lloyd is a trading merchant with a small stock, but if he goes outside to defend the village or is killed by you, Bella will open up the stores for free, but not buy anything. Also, if you take ownership of the tavern, Lloyd's inventory will shift to a non-trading free inventory, same as Bella's. (Ale is gone, Wine is added).
After dealing with the free drinks issue, Lloyd can be "convinced" to help defend the village ( Sten approves (+4)).
Note: If you told Bella you would help her and you intimidated Lloyd into giving you the tavern, when you talk to Bella after the battle you will have the option to give her the tavern. If you choose the "I didn't say for free..." response, she will give you 3.
Note: It is possible to have Bella take over the tavern and pay you 3 gold, on top of all other positive outcomes: Free ale for the militia, extorting Lloyd for 80 silver plus another 20 silver, taking control and getting the inventory for free, and having Lloyd fight and receiving Lloyd's Magic Ring afterwards. To achieve this, engage in the "Why don't you leave?" dialogue before the battle. The "How about a raise, then?" doesn't seem to do the trick. Tested on .
This is the optimal path to be taken with Lloyd:
Sell him all items you want.
Threaten to kill him, which results in gaining partnership of the tavern.
Commandeer his inventory, which he will now give you for free, although you will not be able to sell him anything now.
Talk to Lloyd a second time, and then a third time - say "I hear you're charging the militia for ale", but this time you can follow up with "Maybe not, but I would. And this is my tavern, remember?".
After this point, you can demand more share of the profits ("So how's business in my tavern?").
Finally, force him to help defend the village (select "Answer a few questions").
If the militia get free drinks (from Lloyd or Bella) then the morale of the militia increases.
Note: Murdock will remark favorably on this after it has been done, but will not bring up the possibility himself.
Now travel to Redcliffe - Smithy (Redcliffe Village M, 8). You won't be able to enter the building right away, however there are a few solutions to this problem - you can use persuasion, intimidation, break the door or use a lockpick to open it. Once you're inside talk to the blacksmith Owen (Redcliffe Village M, 9) and you'll find out that he'll help in the preparation if you promise to help him. If you decide to help his daughter you'll automatically trigger a side mission (Lost in the castle).
Dwyn
Owen
Make sure to go to the Store (Redcliffe Village M, 13) and you'll find a couple of barrels. Click on the barrels to examine them more thoroughly. Your next stop is Dwyn's house (Redcliffe Village M, 14). Break open the door to gain access to this building and once you're inside talk to the dwarf Dwyn (Redcliffe Village M, 15). Gain entrance by picking the lock (having a companion with such skill in party doesn't help) or breaking the door down.
You can do one of four things to convince Dwyn to defend the village: persuade, intimidate, or bribe him for a sovereign (50 silvers with persuasion). A female Dwarf Warden can offer sex in exchange for his assistance, but must still pass a persuade check to seduce him. If you ask him why he shut himself in there and call him a coward this nets (+1) approval if Oghren is in the party. Successfully intimidating Dwyn into joining the militia nets an additional (+2) approval for Oghren (with no approval change for either persuasion or bribery). A non-dwarf female Warden can suggest sex with Dwyn in order to convince him to fight, but the proposal will never be accepted; he'll just say that it is a tempting offer. Furthermore, the conversation with a dwarven Warden will be slightly different.
If Dwyn is not convinced to help before the battle starts, he will not participate. If the Warden kills Dwyn and then tells Murdock that they did so, the milita's attack score will suffer.
Note: During the battle Dwyn and his men will fight beside the knights and not the militia.
Note: After The Attack at Nightfall Dwyn's Home is empty (if he did not survive). If you did not loot the locked chest in the back room before the battle then it is now unlocked (you no longer require Dwyn's Lockbox Key to open it).
Once you've explored the village find Ser Perth (Redcliffe Village M, 16) on the hill in the north-east and talk to him. You can also offer your services and Perth will ask you to help the soldiers in receiving additional holy protection. Before heading to the Chantry (Redcliffe Village M, 12) to speak with Mother Hanna.
Ser Perth
Mother Hanna
I would recommend going to the general store (Redcliffe Village M, 13), look around and find the barrels. Then head to the Chantry and speak with Mother Hanna.
She will initially refuse, believing that Ser Perth wants mystical protection from the Maker - which is not within her (or anyone's) power to give. Ser Perth's request can be resolved in one of two ways:
Coerce Mother Hannah. This requires a skill total (Intimidate or Persuade) of 50. She will provide ordinary amulets for the knights, letting them believe in their "holy" protection to raise their morale. Inform Ser Perth that they may pick up the amulets:
Leliana disapproval (-5)
Morrigan approval (+2) but only if Alistair and Leliana are also in the party.
Tell Ser Perth and inform him about your successful attempt (don't forget to warn him that the amulets will be fake), along with mentioning the barrels as it will help with the upcoming battle.
If the Warden is a mage and Morrigan comes along she will have something to say about Mother Hannah's beliefs about magic
Note: You can get additional help
An elf named Berwick sits in the tavern (Redcliffe Village M, 6), avoiding attempts at conversation. Once you expose him you can tell him to leave, help defend the militia, or kill him. There are several ways to recruit Berwick:
Berwick
A Warden with enough cunning can point out Berwick's suspicious behavior and reveal him as a spy without outside help.
With Leliana or Zevran in the party:
Talk to Berwick. Leliana will notice he's a spy. Zevran will simply point out that he's acting extremely suspiciously; Berwick's nervous reaction reveals that he has something to hide.
Ask him about what he's been told to do.
Ask him for proof, which can be done after using coercion to get him tell the Warden everything "because that will make things easier".
Pickpocket Berwick for a letter.
Call Berwick by his name.
Ask about the letter.
If the Warden has enough coercion they can talk him into defending the village.
Talk to Bella or Lloyd to learn Berwick's name.
Call Berwick by his name.
Ask him for proof, which can be done after using coercion to have him reveal everything "because that will make things easier".
If the Warden has enough coercion they can talk him into defending the village.
If you convince him to defend the village:
Sten approval (+2) if Berwick fights for the village.
If Oghren is in the party he says you should kill him:
Persuade Oghren that Berwick needs to earn his redemption.
Tell Oghren you won't kill Berwick. Oghren disapproval (-5)
Agree with Oghren; you fight and kill Berwick. Oghren approval (+4)
Note: During the battle Berwick will fight besides the knights and not the militia.
When you are done with preparations, you can end the quest and start The Attack at Nightfall by talking to either Ser Perth or Murdock and saying "I am ready."
Note: The option to tell Ser Perth or Murdock that you are ready becomes available only after the Warden talks with Owen and either accepts his quest or kills him as well as completes the task given by Ser Perth. Subsequently the rest of the options to further improve Redcliffe's defences are optional.
Rewards
Help the militia
100 XP - for convincing Owen to fix the militia's armor.
100 XP - for giving Murdock the Bundle of Equipment from Owen's Blacksmithy to arm the militia (if you pickpocket Owen).
150 XP - for getting Dwyn to defend the village.
Help the knights
100 XP - for convincing Mother Hannah to provide holy symbols (whether Mother Hannah provided holy symbols or not).
100 XP - for reporting to Ser Perth about oil barrels from the General Store.
Note: Be sure to report back to each quest giver, Murdock or Ser Perth, to complete each sub-quest and receive experience points.
Notes:
A Missing Child must be completed before The Attack at Nightfall.
Any person you recruit to fight can be stolen from again once they are outside. This includes: Dwyn and his two men, Lloyd, and Berwick.
Affecting morale of militia and knights:
Morale starts at 0.
If Murdock is convinced that victory is possible (either after equipping the militia and telling him "We're not only ready, Murdock. We're going to win." (high Persuasion required) or saying, "Have faith, good man. We will defeat this evil together." (medium Persuasion required): +1
Dwyn fighting: +1
Owen working: +1
Free drinks: +1
If Murdock is convinced that they will be defeated (by replying "That sounds likely" to his line, "Name's Murdock, mayor of what's left of the village--providing we aren't all killed and hauled off to the castle tonight.": -1
Dwyn dead: -1
Owen dead: -1
Owen's stash denied: -1
If the militia's morale is +2 or higher, it is considered to be High
If it is -2 or lower, it is considered to be Low
Abandoning Redcliffe
The Warden can initially refuse to help the villagers defend Redcliffe Village. However, speaking with Bann Teagan allows a chance to offer aid. If the Warden leaves Redcliffe and moves to any location in the World Map, except the Party Camp, then Redcliffe will be marked as abandoned, even if the Warden offered aid. When the Warden returns, the village is a ghost town. Most buildings are empty with exception to the blacksmith shop where Far Song can be purchased and a scavenger outside. The scavenger directs the Warden to the Chantry, where the only survivor is a wounded Bann Teagan. The Warden heals Bann Teagan's wounds and he hastily runs away. Things will then proceed as if the Warden had saved Redcliffe, except for minor dialogue changes.
Later, when infiltrating Castle Redcliffe, the Warden will find most of the named villagers from Redcliffe turned undead. They present no more of a threat than the normal corpses found there and none contain any special loot.
Refusing to help also removes the Chanter's Board, The Mages' Collective, and the Blackstone Irregulars from Redcliffe Village, including their respective quests. There is no way to obtain these quests in-game if this route has been chosen. However all preparation quests for the battle against the undead can be completed for experience, just don't tell Murdock you're ready after completing them all and instead leave the village.
The following quests are unique to Redcliffe and will not be available if Redcliffe is abandoned:
Blackstone Irregulars:
Grease the Wheels
Chanter's Board:
Caravan Down
Brothers and Sons
The Mages' Collective:
Justice Must Be Served
Result
Completing this quest by waiting for the nightfall, The Attack at Nightfall quest will begin. Based on the choices you made on this quest this may have an impact on the performance of your forces.
Attack at Nightfall
The undead from Castle Redcliffe have begun the attack upon Redcliffe Village. The Warden and their companions stand with the village's defenders. This is an optional part of the Arl of Redcliffe quest (only available if A Village Under Siege was completed).
The quest consists of two phases:
1. Defense of the Windmill: The Warden's party starts at the windmill along with Ser Perth and his knights, plus Dwyn (with his pair of thugs) and/or Berwick, if you have recruited either of them. If the Warden suggested to Ser Perth that the oil barrels in the General Store might be useful, they will be added to the barricade and set on fire (if Zevran is in the party, he will issue a wise warning about this). The knights (and anyone else not managed appropriately) may run into the fire to attack the walking corpses. Though the fire doesn't harm defenders at Casual difficulty, it is not advised to let anyone (living) near it at higher settings.
2. Defense of the Chantry: After the undead at the windmill have been defeated, a militiaman will run up from the barricades in the centre of the village to report that more undead have crossed the lake and are attacking the Village Chantry's defenders. The Warden's party must hurry there and help fend off several more waves of attackers. Murdock, Tomas, and the rest of the militia will be there, plus Lloyd if he was recruited.
Note: The battle does not pause between phases. The longer you take to get to the chantry, the more defenders you risk losing.
Note: Loot dropped by fallen defenders will disappear if not picked up before the battle ends.
Note to XP opportunists and the malicious: All of the village's defenders can be slain by repeated applications of AOE spells (Shock, Fireball, Blizzard, etc.) and such deaths apparently yield XP. Also, if Owen was convinced to do the militia's repairs, every fallen militiaman will drop a full Studded Leather Armor Set. It is possible to earn up to 18 if done relatively late/at a very high level.
Note: Be aware that the XP gained from death of fellow defenders may not be equal to the extra XP and unique item rewards for keeping everyone alive. See below. Also, if Ser Perth dies, there will be no one at the courtyard gate to help with the fight there.
Strategy: Keeping Everyone Alive
Despite the daunting nature of the task, keeping everyone alive through the night has its benefits. If handled well, this can be an easy battle, regardless of difficulty. The following strategy was written from the perspective of a Level 10 party on Nightmare difficulty:
General
The only way to heal the NPCs on consoles is with health-regenerating aura effects, namely from Cleansing Aura (which requires the user being Level 14 to access). Heal and Group Heal cannot be used to target NPC allies, however they can still recover health if the enemy is eliminated quickly enough to trigger a "drop out of combat," which leads to a small reprieve to recover health and even save the game while waiting for the next force to advance.
On PC, however, it is possible to cast single-target spells on the militia, so keeping them alive is far easier through the use of Heal and Regeneration, along with Cleansing Aura and any spell that can augment their chances, such as Heroic Offense and Force Field. Group Heal still only applies to the active party, however, so it cannot be used to heal NPC's. In a pinch, Lifeward can make the difference between an NPC living or dying should the rest of your healing spells be recharging.
Additionally, the player can use Glyph of Paralysis and Glyph of Repulsion to keep the undead away from the militia as necessary, either by blocking off choke points like the fire and the gaps in the barricades, or by casting them directly on an NPC with low health or surrounded by attacking corpses. Paralysis Explosion, as with any other case, is a double-edged sword, as it will paralyze friend and foe alike.
Be aware that Revival does not work on NPC's. Once they're gone, they're gone for good.
Preparation
Keeping everyone alive is entirely possible with Level 9-10 Alistair, Morrigan, and Wynne, even on Nightmare difficulty. In this battle, a good offense is the best defense. You'll face down close to 100 corpses total, and killing them as swiftly as possible will create breaks you can use to drop out of combat entirely, thus healing the militia as well.
Completing Broken Circle not only gets you Wynne and her healing abilities (which suffice for the Warden's party, not to mention she will also have Stonefist for the occasional knockdown/Shatter), but also Templar Armor, which is ideal for Alistair at early stages of the game. Beyond this, she can't do much without burning up her mana, and it is recommended you give her lyrium potions manually. Have her use Rejuvenate on Alistair when his stamina gets below 25%, so he can use Taunt regularly.
On that note, Alistair can learn several useful abilities between the Korcari Wilds and this point, namely Taunt, Shield Bash, Shield Pummel, and Overpower. Taunt is essential for managing threat. The activated talents provide knockdown, stun, and a critical hit respectively. Overpower is not entirely necessary, if you've invested in Shield Defense (which should be disabled since offense is much more important in this fight).
Morrigan comes with Winter's Grasp, Horror, Frost Weapons, and, if she joins at Level 7, a single level up away from Cone of Cold. When aimed properly this can give the militia a chance to kill the corpse and regroup, not to mention talents with critical hits will trigger Shattering against normal-ranked corpses. Force Field becomes another useful option, though it will make a corpse immune to damage it will prevent them from fighting, allowing you to cleanup weaker numbers and regroup the militia. Vulnerability Hex, when used on the corpses with the highest health (i.e. Elites), will make them easier to destroy.
Flaming Weapons will provide about an extra +9 damage per hit against enemies, +12 on Vulnerability Hex's victim (depending on Morrigan's spellpower), far outstripping Cold Iron runes. Dual-Wielders have twice the advantage by striking twice within the same time-frame as a two-hander or archer, and still faster than W&S. Even if you have to buy a Tome of Arcane Technique or two, this ability is indispensable when paired with Threaten. (If the Warden is a dual-wielder with Momentum, activate it once Lloyd is free of danger to quickly clean up and possibly force a drop out of combat. It's not necessary, but it can save some hair-pulling if the option is there.)
Sten with a two-hander setup described below and a decent set of armor will also suffice, although the other three require much less dressing up for the battle.
Leliana is not as useful in this battle, since she is likely undeveloped as a rogue early on, and there are plenty of archers in the militia itself. Although Song of Valor will help with stamina regeneration, this is of no use to the militia. With Captivating Song learned (requires Level 12 and all four Bard talents learned), she can easily stun most of the corpses and keep them locked down. She will not be able to fight herself, but at Level 12 an active team of three fighters should be equivalent to four at Level 9-10.
Shale's utility is debatable. With Small Fire Crystals set in the arms, the golem can easily deal the most damage, but Stone Aura might be more useful. On at least, there is nothing to suggest it actually heals the militia (health bars remain at present value), although they do appear far more resilient within the aura than without.
Sustainables, with the exception of Rapid Shot, Momentum, and upgraded Powerful Swings, should be avoided, as they eat up too much stamina, and even these should be used only after the talents are used. Learn the talents through Arrow of Slaying for archers, Punisher for dual-wielders, Two-Handed Sweep or Critical Strike for two-handers (preferably both but not half-and-half), and Overpower for weapon-and-shield users, as they can cause stun, knockdown, and critical hits (and therefore Shattering when combined with Cone of Cold). At least one should learn Taunt and apply that at the top of the Tactics list.