Walkthrough - Companions

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To obtain a quest from any of your companions, in addition to other individual conditions, you must have a approval level of over 25, meaning "warmth." For your companion's relationship to jump to the "friendship" (or "love" in the case of a romance) mark, aside from a high approval scale, you must complete his/her personal quest.

Almost all of your companions have so-called "crisis moments" - depending on their disposition towards you and your decisions on certain matters, they may either leave the group forever or even attack you if you upset them too much. Almost all of them will choose to leave you if their relationship falls to the mark of -100. Most of them you can also dismiss from the group at any time if you wish.

Almost every important location has a spot where conversations between companions always (or almost always) begin. This is the bridge in Orzammar leading to the Arena, the bridge in Redcliffe (where you met Thomas), the bridge in Lothering, the northern street in the Market District in Denerim, the corridor on the first floor of the Mage Tower (after it’s cleared of demons), and the border of the Dalish camp (when transitioning to this location from the world map, you just need to take a few steps for the companions to initiate dialogue). You need to leave the location and come back if you want to hear more conversations.

Talk to your companions more often - it will help you earn their respect (or lower it), and besides, they sometimes provide really useful advice. They have the most conversation options in the camp, but you can also have dialogues with them in other locations.

For most companions, there are special gifts that initiate a dialogue of thanks upon giving. They can only be given to one companion - the others will refuse them. In addition to special gifts, each has a type of preferred gifts that raise the relationship of that particular companion higher than others, although they can also be given to others. You can find out which gifts each companion prefers by talking to them and reading the Codex, which is updated each time your relationships reach a new level.

If as a principle you decided to raise the relationship of all your companions to +100, I recommend buying gifts from all merchants, but not giving them away immediately, but waiting to see how high the companions' relation to you will rise through natural events. (For example, your romantic interest might rise pretty quickly to 100 without any gifts). If you have the "Fortress of the Guardians" expansion, store gifts in a chest so they don't take up space in your inventory. Special gifts, of course, you can give at any time, as they are suited only for one companion and are useless for the others, and they often are also a part of a personal quest.

In this case, by the second half of the game, you should have enough gifts stored up that you can manipulate to raise the relationships of those who lag behind the others. Don't forget that, with the exception of special gifts that initiate dialogue, others can be given to anyone - if you stockpile a sufficient amount of them, it will be quite enough. For example, if Alistair's relationship with you is already at the mark of one hundred, there is no reason not to give one of his selection of gifts to someone else whose relationship with you has not yet reached its peak.

Of course, it makes sense to hold back one or two gifts for each companion in case you suddenly do something they dislike very much and decide to make amends for their unfavorable impression. By the middle of the game, you should already know your companions well enough to determine who will agree with your style of resolving problems, and who will not, and accordingly, whose gifts you should keep just in case.

There are "general" gifts that are not meant for anyone specifically. Their highest value will be 5 points for any companion, unlike preferred gifts, whose initial value for the one who prefers them is 10.

Each gift decreases the value of the subsequent one by 1 point. (That is, if the first gift raises the relationship by 10 points, the second will raise it by 9, and so on.) Any gift should give you at least 1 point of influence.

If a companion's relationship with you is negative, then the value of any gift is halved (except for those that only raise the relationship by one point).

If a companion's relationship with you rises above neutral, then under your inspiring guidance, one of their attributes will increase. As their positive relationship grows, this attribute can rise to +4 - for example, Constitution for Alistair, Strength for Sten, and so on.

Relationship Scale:

- 100 - crisis (the companion will leave or attack, in some cases you can dissuade him with a high Persuasion)

- 99 - -26 - hostile

-25 - 25 - neutral

Friendship:

26 - 75 - warmth (they can teach specs, will begin to tell about themselves, and upon fulfilling other conditions, will give a personal quest if available)

76 - 100 - friendship (they will express appreciation for your company and moral support)

Romance:

26 - 50 - interest (they can teach specs, will begin to tell about themselves, and upon fulfilling other conditions, will give a personal quest if available, will start flirting with you)

51- 70 - care

71 - 90 - admiration

91- 100 - love

While it is indeed possible to have simultaneous romances with three companions, sooner or later, you will be given an ultimatum and asked to make a choice. This always happens if you reach the Love mark with more than one companion, but may also happen earlier.

Alistair

Alistair joins you shortly after your arrival in Ostagar. Of all NPCs, he is the only one who plays almost as important a role in the events as the main character, and therefore, unlike your other companions, he will not leave you even if his relationship with you drops to -100. You also won’t have the opportunity to kick him out of the group until his personal crisis moment.

Special gifts for Alistair: Amulet of Alistair’s Mother (in the drawer in the office of Earl Eamon in Redcliffe Castle) and Duncan's Shield (in the Grey Warden's stash that Riordan tells you about if you talk to him in Eamon's palace after rescuing him from Howe's dungeon, provided that you retrieved the Grey Warden's documents from there). Alistair also collects various figurines, statuettes, and rune stones.

Alistair will teach you the Templar specialization if his relationship with you is high enough.

Quest - Alistair's Family

After you visit Redcliffe village for the first time, Alistair will tell you about his origins. If his relationship with you is high enough, the next time you talk, he will mention his sister and ask if you could accompany him to visit her in Denerim. His sister's house will not be marked on the map - it’s the building next to Wade's shop (left of him). All you need to do is approach it with Alistair in the group, and he will initiate a dialogue pointing to the house as his sister's residence. Go inside.

Listen to the conversation with Goldanna and respond however you like. When you are outside, you will have a chance to "harden" Alistair's character. This will not particularly influence his behavior except for some key moments at the end of the game. The female main character, who has a romance with Alistair and wishes to achieve a happy ending with him, is strongly advised to harden him (except in the case you are playing a noble-born main character - then it does not matter much).

To harden Alistair, after the conversation with Goldanna, choose the dialogue option "Everyone for himself... it's time you understand that," and after the talk in the camp, where he will say that you are right and he must make decisions for himself and not rely on others, confirm that this is exactly what you meant. (If you tell him that is not what you meant and ask him not to change, then the "hardening" won’t happen.)

Crisis Moment

Alistair can only leave your group under one condition - if you spare Loghain after the Landsmeet. Depending on whether you hardened him during his personal quest, it will determine whether he becomes king or disappears from your horizon forever. Also, your behavior will determine whether Anora executes him or lets him go, but in any case, Alistair will leave your group forever.

Alistair as a Romantic Interest

Alistair is a romantic interest for female characters. In conversations, you will have many opportunities to start a romance with him, the very first of which is your question, "Has anyone ever told you that you are handsome?" At a sufficiently high disposition, Alistair will give you a rose as a sign of his affection (and a signal for you that the romance is developing in the right direction).

Alistair can be invited into the tent by the main character herself, and depending on his disposition towards you, he may refuse or not, but it’s best to wait until he does it himself. His disposition should be at the Love mark - then when returning to camp, he will initiate a dialogue in which he invites you to spend the night with him.

Of all romances, only the romance with Alistair has several variations of endings.

Provided that neither Alistair nor the main character dies during the events and Alistair remains in the group:

1. If you are playing as a noble origin character and Alistair becomes the king of Ferelden, you can marry him and become queen. (To do this, you need to have Persuasion skills upgraded.)

2. If you are playing as any origin character other than noble and you DID NOT harden Alistair during his personal quest, he will break off the relationship after the Landsmeet, as state interests oblige him to marry a woman capable of bearing children.

3. If you are playing any origin character and you hardened Alistair during his personal quest, then with sufficiently high Persuasion, he will agree to a scenario where he marries for political reasons, but you remain his beloved.

4. If Alistair does not become king and stays a Grey Warden, then he will always remain with the main character.

(Note for noble origin characters - If you do not wish to be a queen and agree to remain just a beloved, it does not matter whether Alistair marries Anora or not. If you convince them to rule together, then the option to marry him will, of course, not be available to you.)

Morrigan

Morrigan joins the party at Flemeth’s request after the battle at Ostagar. You can kick her out of the group if you wish, but if she stays with you until the end, it will give you additional options for the game’s endings.

The special gift for Morrigan, besides those involved in her personal quest, the Black Grimoire and Flemeth's Grimoire, is the Golden Mirror (sold in Orzammar in the Alienage). Morrigan also loves jewelry.

Morrigan can teach you the Shapeshifter specialization.

Morrigan adheres to the rules of "every man for himself" and "survival of the fittest," and thus your altruistic impulses will not find support with her. You might somewhat soften her character by giving her the Golden Mirror - when she asks what she owes you for it, ask her to be kinder. After this, your good deeds will irritate her less.

Quest - Flemeth's Grimoire

To obtain this quest, you need to visit the Mage Tower. In this case, Morrigan will mention that a certain Templar stole a black grimoire from her mother long ago, which she cherished. Morrigan suspects that the grimoire is likely to be somewhere in the Mage Tower. You can find it in a chest in Irving's office.

After obtaining the grimoire as a gift in the subsequent conversation (you need to leave the camp and come back to activate it), Morrigan will tell you what she learned from the grimoire and ask you to help her kill Flemeth and get her real grimoire.

Go to Flemeth and talk to her without Morrigan in the group. She will offer to simply give you the grimoire and tell Morrigan that you killed her. Whether to agree or not is up to you, this will not affect anything. If you decided to fight Flemeth, she will transform into a dragon with appropriate health and abilities. After defeating her, take the key from her body and retrieve the grimoire from the chest in her hut (and also a great outfit for Morrigan). If you chose to avoid the battle (after all, whatever her motives, Flemeth saved your life), Flemeth will give you the key.

In any case, give the grimoire to Morrigan as a gift, and her quest will end there.

Morrigan as a Romantic Interest

Morrigan is a romantic interest for male characters. You will have plenty of opportunities to start a romance with her - in almost any of the dialogues, especially at the beginning of the game. Morrigan will invite you to her tent even with a relatively low disposition (it suffices to have it above 30), but she will refuse to spend the night with you once her disposition reaches the Love mark (yes, she is quite a peculiar girl). As a sign of her affection, she may give you a ring.

There is no happy ending with Morrigan. If you refuse her offer at the end of the game, she will immediately leave your group. If you accept her offer, she will leave you after the final battle. The best the main character can do at this point is to go search for her after the final battle, but whether they will be successful or not - no one will know (at least until the official continuation or expansion).

Leliana

You can find Leliana in the tavern in Lothering. She will ask you herself to take her into your group right after the battle that will automatically start after your meeting.

The special gifts for Leliana are the "Grace of Andraste" flowers, which grow in the Bresilian forest, near the mill in Redcliffe, and in Elvhenan in Denerim, and a naga that the Idle Gnome can catch for you in the Dust Town. (To do this, talk to the catcher Boernor in the Alienage with Leliana in your group, and then talk to her again – otherwise, you won’t get the option to ask the Idle Gnome to catch a naga for you.) From other gifts, she will gladly accept religious symbols related to Andraste and beautiful shoes.

Leliana can teach you the Bard specialization.

Quest - Leliana's Past

If you have already talked to Leliana about her past, then you know that in Orlais she was a bard and that her mother is from Ferelden. You need to leave the camp and return to it to get Leliana to tell you about Marjolaine, her former friend and mentor. After this conversation, while you are traveling on the world map with Leliana in the group, a band of rogues will attack you. This will be a very narrow passage, and the attacking party will include an elite archer and a (normal) mage, so be careful. Of course, everything depends on the composition of your group, your level, and your preferred tactics, but if you suddenly have problems with this encounter - I recommend taking out the mage first and at least immobilizing the lead archer while you take care of the rest. (As an option - go all out on the leader - as when you take away most of his health, the fight will end.) By the way, the bridge there is protected by a fireball trap.

After you deal with the attackers and nearly finish off the leader, Leliana will ask you not to kill him so you can interrogate him. From him you will learn that the rogues were specifically hired to kill Leliana and you will get the address to find out who ordered the assassination. After this, you can choose to kill the mercenary or let him go – that’s up to you.

Leliana will suggest that Marjolaine is behind it all and propose to search for her in Denerim. If you agree, you will earn Leliana's approval. In Denerim, the necessary house will be marked on the map. It's located in the Market District. You will have to fight two guards when you enter, but they shouldn't be an issue for you. After the fight, proceed into the room - and you will meet Marjolaine.

The conversation with Marjolaine can end peacefully or not – depending on your wish. If you tell Leliana, "You do realize she will be chasing you as long as she is alive," you will end up having to fight her. Marjolaine will summon two mages and two warriors to assist her, but if you quickly retreat to the door to the street, she will follow you, and the others may remain behind. The mages usually stay in their rooms, while the warriors might stay or follow Marjolaine.

Marjolaine is a very strong bard. I advise against clustering around her as a group - sometimes she uses a bard ability that stuns all nearby people (but herself too), in this case, she is quite easy to kill with the companion that is not within her influence range.

Be careful - there is a trap in front of both mage rooms.

Once you have defeated all (or let Marjolaine go peacefully), Leliana will say she needs to think and will talk to you later. (Don't forget to search the chest in one of the rooms - there lies one of the best bows in the game, which can only be used by Leliana. You will get the bow regardless of whether Marjolaine stays alive or not.)

Talk to Leliana in the camp. In this conversation, you will have a chance to "harden" her character. This will not particularly influence the game - except that in "The Pearl" in Denerim, you will have a chance to persuade her into a "triangle" with you and Isabella, and in very rare cases – into a "quadrangle" with you, Isabella, and Zevran. This can also slightly affect her ending. If you decide to harden her character, when she tells you about her doubts, insist that when she enjoys punishing enemies, it is part of her character and she should not fight against it.

Leliana as a Romantic Interest

Leliana is a romantic interest for both male and female characters. Out of all four romantic partners, it’s easiest to make a mistake in her romance as you will only have two opportunities to start it, and if you choose the wrong answers in both cases, you won’t get another chance.

If you’re playing as a male, then when you talk to Leliana about Lothering, ask, “What was such a girl doing in the Chantry in Lothering?” and then remark that no other sisters could possibly be more attractive than her. This will mark the beginning of the romance (you might notice this from Alistair's comments if you roam around with him and Leliana in the group at the same time).

If you’re playing as a female, you will have to wait a bit longer. Men do not need to reach 25 on the approval scale, whereas women need at least 50. In this case, Leliana will begin one of the dialogues with the phrase, "Have I told you that I like your hairstyle?" Develop the topic, and you will get the option to inquire if she has always liked the company of other women, at which point you will be asked how you would react if so. Answer that you would giggle in response – and this will start the romance.

If for any reason you missed the first opportunity, another will appear after completing the quest with Marjolaine. Ask her how she feels after everything that has happened, agree that you know what she means after her reply, and in the subsequent conversation say that people change over time. If eventually Leliana notices that you remind her of Marjolaine - you are on the right path.

If you have already started and for some reason cut off the romance with Leliana, then by following the dialogue mentioned above, you can rekindle it.

For Leliana to invite you into her tent, her relationship with you must be 100 - Love. Unlike other romantic partners, you will not have the option to initiate this yourself.

Crisis Moment

Like many other companions, Leliana has her own "crisis moment" in the game. If she is in your group while completing the quest "Sacred Ash," and you desecrate Andraste's ashes, she will attack you. If she is not in your group, she will leave you after you return to camp (but with high Persuasion, you can persuade her to stay).

If you have hardened Leliana during her personal quest, she will not leave your group in the event of desecrating the ashes.

Zevran

Zevran and a group of mercenaries will wait for you in ambush on the world map after completing one of the first four main quests - Earl Redcliffe, The Perfect Crime, The Nature of the Beast, or Broken Circle. The ambush will consist of Zevran (an assassin), a mage, several warriors, and archers positioned on hills on both sides of the road. I would recommend taking out the mage first, Zevran right after it, and then dealing with the others should not be a problem for you.

After the fight, you will need to make a choice - to kill Zevran or not. If you decide not to kill him, he will ask to join your group. If you agree, Alistair (with good influence and Persuasion, you can minimize the loss to just 3 points) and Morrigan will disapprove, but it will please Leliana, as she firmly believes in the possibility of redemption.

Special gifts for Zevran include the Dalish Gloves (located in a chest in the Western Brecilian Forest, appearing after defeating the Shadow in the abandoned camp) and the Antivan Boots, which can be found in a chest in the shop of Haven Village. Zevran also loves precious metal ingots.

Zevran can teach you the Assassin specialization.

Crisis Moment

Zevran does not have a personal quest, but closer to the end of the game, when you are already in Denerim following the main quest line, you will encounter his old acquaintance from the Crows - Taliesen. (If you have a romance with Zevran, he may have mentioned this name earlier while telling you about his previous mission.) Zevran doesn't have to be in your group - he will automatically join you once you start the conversation with Taliesen.

Taliesen will offer Zevran to return to the Crows - and his response entirely depends on his disposition towards you. If you haven't befriended Zevran and his disposition towards you is negative, he won't hesitate to accept Taliesen's offer - in this case, he will leave your group, and you will have to fight him. If his disposition towards you is fairly neutral - he will stay out of it, leaving you to deal with Taliesen without his involvement. Lastly, if his disposition towards you is considerably positive (above 33 or "interest" in the case of a romance), he will refuse to join Taliesen and will fight him by your side.

After the fight, Zevran will ask if you will let him leave the group. You can persuade him and offer him to stay for the treasures you acquire along your journeys, or - if his disposition towards you is indeed high - ask him to stay just as a friend without any persuasive arguments. (If you have a romance with Zevran, he will not express the desire to leave.)

Zevran as a Romantic Interest

Zevran is a romantic interest for both male and female characters. He is very easy to beckon into the tent (yes, even easier than Morrigan), but if you decide to wait for him to take the first step, he will approach it surprisingly seriously and make you wait until his disposition towards you rises above 75. Since Zevran does not have a personal quest, the catalyst for relations is the encounter with Taliesen - after which, if you have a sufficiently high influence (above 90), it will shift to the Love mark. After that, Zevran will offer you an earring as a sign of his affection. (If you refuse it, he will try again in the next conversation - this time offering the gift not just as a token of affection, but also as a veiled proposal of marriage).

If you had a romance with Zevran that reached the Love mark, and you decided to break it off, Zevran will leave your group.

Once Zevran's relationship with you reaches the Love mark, he will refuse to go on another trek into the tent in order to think things over and figure out the quite unexpected feelings he has for himself, but unlike Morrigan, after thinking and having a grave discussion, he will continue the relationship with the main character.

If you are playing as a noble and decide to marry Anora or Alistair, Zevran will easily agree to stay with you as a lover.

Dog

You can obtain the Mabari dog at the very beginning of the game if you are playing as a noble; if not, he joins you after the battle at Ostagar upon transitioning from Flemeth's cabin to Lothering and provided that you completed the kennel master's quest in Ostagar.

The dog is inclined to like you 100% from the start, so feeding him his favorite bones is only worth doing to please the little guy. You can ask him if he has found anything interesting in various locations - then he will bring you various odds and ends, from half-eaten pies to pieces of armor sets (which happens in the Deep Roads).

Almost in every area, there is a specific landmark that the dog can mark, which will increase his battle abilities in that particular location.

Although the dog cannot speak, the other party members often have quite amusing dialogues with him, in which he responds to them as much as his doggy capabilities allow.

Sten

Sten is sitting in a cage in Lothering without food and water as punishment for killing the local farmers' family. If you free him, he will join your group in an attempt to redeem himself for his sins. You can free him by talking to the reverent mother in the Chantry. If you make a large donation, you can convince her to let Sten go. You can also threaten her. If Leliana is in your party, the reverent mother will agree to release Sten without any persuasion.

Alternatively, you can simply pick the lock on the cage if you have the relevant skill.

A special gift for Sten is a part of his personal quest - his sword. Sten is also a big fan of paintings of all kinds.

Quest - The Sword of Beresaad

When Sten trusts you enough to tell you what drove him to commit bloody murders in Lothering, you will learn that after battling the Darkspawn, he lost his sword, which symbolizes honor and duty for the kunari. Without his sword, Sten cannot return home.

Head to Lake Calenhad, where you will find a marauder. From him, you will learn that the sword is most likely with a persona named Farin, who is currently on his way to Orzammar. Follow him to the Frostback Mountains. Farin can be found near the entrance to Orzammar by the trade shops. He does not have the sword on him, as he has already sold it to a dwarf collector named Dwin. If you have already been to Redcliffe, this name should be familiar to you.

Head to Dwin's house in Redcliffe and demand the sword back (this is much easier to do if Sten is in your group). If you do not want to threaten the dwarf on principle, you can simply buy the sword from him.

If Dwin died defending Redcliffe before you received the sword from him, don’t be upset - you will find it in a chest in Dwin's house.

Note - due to a bug, sometimes you can demand the sword from Dwin immediately after talking to the marauder, even without seeing Farin.

Crisis Moment

If Sten is in your group in Haven during the "Sacred Ash" quest, he will be somewhat irritated that you are dealing with what he sees as extraneous matters instead of heading off to decapitate the Darkspawn, and especially the Archdemon. If you cannot prove your point, he will challenge you to a duel. If you lose, he will decide to leave your group. If you win, he will stay.

If Sten's disposition towards you is very high, then even if you agree to the duel, he may decide that you are already worthy of his loyalty and stay, forgoing the duel.

Wynne

Wynne joins your party if you side with the mages during the storyline quest "Broken Circle."

If you want to have Wynne in your party but at the same time want to win the templars over to your side, then don't say either to her or to Cullen that you agree with the templars - go save Irving and then in a conversation with Gregor, suggest isolating the surviving mages just in case. Irving will agree with your suggestion - and as a result, Wynne will stay with you, and templars will come to assist you in the final battle.

Wynne loves books, ancient scrolls, and wine, though there are no gifts that initiate special dialogue for her.

Quest - Wynne's Regret

When you are traveling on the world map with Wynne in your group, you will be ambushed by Darkspawn. After the battle, Wynne will faint, and when she comes to, she will notice that it seemed to her for a moment that "everything was over." If you ask her what she meant by that, she will promise to tell you at the next stop.

During your next visit to the camp, Wynne will initiate a dialogue where she explains what exactly happened to her recently in the Mage Tower. After this, in subsequent conversations, you will get an option to ask if she fears death, and after that, if she regrets anything in her past. Wynne will admit that she regrets only one thing and tell you the story of her first student - an elf named Aneirin.

Head to the Dalish camp and talk to Saren, who will tell you that Aneirin is their healer and usually spends all his time in the Brecilian Forest. You can find Aneirin in the Eastern part of the forest near the mad hermit. Wynne will talk to him, and that will complete her personal quest.

Note: after the first Darkspawn ambush, during your next journey on the world map with Wynne in your group, you will be ambushed again - this time led by a Harlock-Omega - an "orange" boss. Focus all your strength on him, as he can quickly incapacitate the entire group with his area spells, and without him, the other Darkspawn should not pose any problems for you.

After this battle, Wynne will gain a new ability that instantly restores a large part of her health and mana and increases their regeneration both for Wynne herself and for the other members of the group. The downside of this ability is that after it ends, Wynne will be temporarily stunned.

Crisis Moment

Wynne will attack you if you agree with Cullen that the mages need to be destroyed during the "Broken Circle" quest. She will also attack if she suspects you are a Blood Mage, and you won’t be able to convince her otherwise, but this usually only happens at the very beginning, that is, in the Mage Tower. After that, you can demonstrate Blood Mage abilities in the group in Wynne's presence as much as you like, and even give her the Blood Mage specialization (as illogical as that may sound).

Wynne will attack you if she is in the group while completing the "Sacred Ash" quest and you desecrate Andraste's ashes. If she is not in the group at that time, she will leave you after you return to camp.

Oghren

Oghren decides to join you when you exit Orzammar, when you will go looking for Branka on the quest from Harriman or Bhelen in the storyline quest "The Perfect Crime."

Oghren loves alcohol. He has no special gifts that initiate dialogue.

Oghren can teach you the Berserker specialization.

Quest - Oghren's Old Love

When Oghren trusts you enough to tell you about his former love named Felsi, you should head to Lake Calenhad to the tavern "The Spoiled Princess."

You can go there without Oghren and first talk to Felsi yourself. If you want to extract the maximum possible amount of influence points from this quest - talk to Felsi without Oghren, and then tell him about it, assuring him that you conducted a reconnaissance exclusively for his benefit and that you will definitely take him to Felsi next time.

When you go there with Oghren, he will start the conversation and ask you to help him regain Felsi’s favor. You can choose to help him or not, and as a result, either Oghren and Felsi will reconcile, or Felsi will reject Oghren's affections. In the latter case, as you would expect, Oghren’s disposition towards you will drop significantly.

Depending on how this quest ends, it may affect Oghren's epilogue at the end of the game.

Shale

To obtain the mighty golem as a companion, you need the "Stone Prisoner" expansion and to complete the quest "Golem of Honnleath."

Shale loves precious stones. There are no special gifts that initiate dialogue for her, but when you first equip her with one of the crystals you have found or purchased, she will be very happy and ask you to get more.

Quest - The Memory of Stone

You can only obtain this quest after talking to Caridin in the storyline "The Perfect Crime." If Shale is in your group while talking to Caridin, he will tell her a bit about her past, and after that, she will express a desire to know more. If you did not take Shale with you to the Forge of the Void, she will lament that she couldn’t talk to Caridin and decide to try to learn about her past herself. In the first case, a new location will immediately appear on your Deep Roads map; in the second case, head to the Deep Roads in any teir with Shale in your group, and she will remember the location of the necessary teir, which will then appear on your map.

Head to the Teir Kadash. There you will meet Darkspawn and Deepstalkers (who, as usual, will ambush you in large numbers), and at the end, an ogre - an orange boss will be waiting for you. I recommend luring him onto the bridge because, while crossing it, if you step away from him a little, in addition to the ogre, you will be ambushed by several Screechers.

After you defeat the opponent, read the inscriptions on one of the columns - and this will complete Shale's personal quest.

Crisis Moment

Shale will leave your group and attack you if you decide to side with Branka against Caridin in the storyline quest "The Perfect Crime." If you complete this quest without Shale in the group, she may decide to leave when you return to camp, but with high Persuasion, you can persuade her to stay.

Loghain

Loghain joins you only if you decide to spare him after the Landsmeet. (As a replacement for Alistair, as Loghain also specializes in sword and shield).

Loghain loves various geographic maps. There are no gifts that initiate special dialogue for him.

Since Loghain only joins your group at the end of the game, he does not have a personal quest. His relationship also cannot be raised to the level of "Friendship," even if you bring it to 100%.

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