Dragon age breach of duty walkthrough. Dragon age: origins: additional tasks - game tactics and tips from the masters. Ostagar and the Wild Lands

Skinny Frank x1 Robber Rank 3 Quest battle False witnesses.
Thug Bodyguard x2 Warrior Rank 2
Sammael the Deserter x1 Warrior Rank 3 Quest battle Breach of duty.
Vicious Thug (Shady Thug) x2 Warrior Rank 2
Cultist Leader x1 Warrior Rank 3 Optional quest battle Urn of Sacred Ashes.
Cultist Reaver x2 Warrior Rank 2
Cultist Archer x2 Robber Rank 2


Quest for the Society of Mages (can be taken at Lake Calenhad). Having received from the contact Runes of Krebulash, you need to visit four places of power: in western Brecilian (tombstone), in Orzammar (teig Ortan, Altar of Separation), in Denerim (Elfinage, tree), in the Tower of Mages (students' rooms, central room).

Result:


Quest of the Society of Magicians (can be taken at Lake Calenhad or in Redcliffe). On the world map (location Wooded Valley) you need to meet the Leader of the adventurers and convince or force him not to inform on the magician.

Result:
ring Red Rat Seal, if you kill the Leader of the Adventurers;
175 XP and 2 gold coins for completing the quest.


Quest for the Society of Mages (can be taken at Lake Calenhad). Need to give three Notices of dismissal. Students are located in Denerim (Market and Curiosities of Thedas) and in the Frost Mountains of Orzammar.

Result:


Quest for the Society of Mages (can be taken at Lake Calenhad). You need to destroy four maleficars in eastern Brecilian (in the north of the location).

Result:
gloves Black Hand Gauntlets in one of the maleficars;
175 XP, 2 gold coins for completing the quest.


Quest of the Society of Magicians (can be taken at Lake Calenhad or in Redcliffe). You just need to bring ten deep mushrooms.

Result:
175 XP and 1 gold coin for completing the quest.


Ogren's personal quest. If you talk to Ogren about his past, he admits that he misses his ex-girlfriend Felzi. The meeting with Felzi will take place at the tavern on Lake Calenhad. You can prepare in advance by talking to Felzi without Ogren. If you wish, you can support Ogren during his meeting with Felzi, prompting him with whispered answers, and reconcile him with his ex-girlfriend.

Result:
250 XP for completing the quest.


Stan's personal quest. If your relationship with Stan is good, he may talk about the loss of the sword. You need to talk to the marauder at Lake Calenhad. Then find out from Farin in the Frosty Mountains who he sold the sword to. In one of the houses in the village of Redcliffe, you need to convince Dvin to give the sword, then give the sword to Stzn.

Result:
125 XP for talking with the marauder;
125 XP and two-handed Stan's sword for completing the quest.


The third quest for those interested from D. (quests in this series are given in the Denerim tavern). It is necessary to destroy three false witnesses: on Lake Calenhad, in Denerim (“Wonders of Thedas”), in the Frosty Mountains of Orzammar.

Result:
6 gold coins for completing the quest.


Blackstone Volunteers quest (can be picked up in Lothering, Redcliffe or Denerim). It is necessary to take away the stolen Guild supplies from three deserters - in the Frosty Mountains, on Lake Calenhad, in Denerim (Port Backyards).

Result:
ring Frost Strike from a deserter in the Frosty Mountains;
175 XP and 2 gold coins for completing the quest.


A quest for those interested from R. (quests in this series are given in the Denerim tavern). You need to collect twelve love letters. Letter Locations: Dalish Camp, Brecilian Ruins (top level), Orzammar (Charter's Hideout and Royal Palace), Lake Calenhad (tavern), Mage's Tower (senior mages' quarters), Denerim (Earl Eamon's estate, The Pearl, Smithy), village Redcliffe (mill), Redcliffe Castle (cellar), Village of Refuge (house).

Result:
125 XP and 6 gold coins for completing the quest.


Blackstone Volunteers quest (can be taken in Denerim). There are four funeral tributes to be given to widows. They are located in Redcliffe (church), Lake Calenhad (tavern), Denerim (Shopping District and Dirty Alley).

Result:
175 XP and 1 gold coin for completing the quest.


The third quest for those interested from K. (quests in this series are given in the Denerim tavern). You need to take four “bags” to the so-called Transfers(hides). Their location: Denerim Trade District, tavern on Lake Calenhad, pass in the Frosty Mountains, Redcliffe village. The last pouch will explode when placed.

Result:
175 XP and 3 gold and 98 silver coins for completing the quest.

Walkthrough - Brecilian Forest

Walkthrough - Brecilian Forest

Story quests

Essence of the Beast

WITH immediately after entering the territory of the Bressilian Forest you will be stopped by a patrol of Dalian elves. They take you to Guardian Zatrian, who sadly admits that he would be glad to help the Gray Guardians, but - alas! – at present there is no way to do this. And the reason is that the elves are at war with local werewolves, many of them are already infected. And there is absolutely no salvation from this curse... well, unless someone who, out of the goodness of his heart, is not averse to risking his life, will go to the Bressilian Forest and kill the wolf Withersfang, with whom this curse began.

L The werewolf den is located in the ruins in the southern part of the Eastern Forest, but you can’t get there so easily - the magical fog turns you back every time you enter it, and there is no other path leading to the ruins.

WITH There are two ways to remove the effect of fog.

    1. Complete the quest of the Great Oak, which is located in the Western Forest, and return the stolen acorn to him. The acorn is in the possession of a crazy hermit in the Eastern Forest, and you can either kill him (but he is a rather powerful magician) or peacefully exchange the acorn for something interesting for the old man. For example, he will gladly take Danayla's scarf, Atrian's amulet, or a book received from Kammen.

    2. Agree to the hermit’s proposal to kill the Great Oak.

IN In both cases, you will receive an item that allows you to pass through the protective fog without interference.

U ruins, you will have to fight a group of werewolves led by their leader Swiftrunner (Fast Runner). However, as soon as you take away almost all of his lives, a white wolf will jump on you and the werewolves will take advantage of this to escape. Follow them to the first tier of ruins.

L The staircase leading to the werewolf lair is located very close to the entrance, but at the moment it is closed, so you will have to find a way around it. Go to the southwestern part of the map. This tier is quite small, so, having fought off several spiders along the way, you will soon find yourself in front of a relatively spacious hall, on the floor of which you will see several corpses. Send a robber ahead if you have one in your party - the floor in this room is littered with traps. When you find yourself approximately in the middle of the hall, its inhabitant, the dragon, will happily greet you. Fortunately, this is a small dragon, but it can still be quite dangerous - tactics, of course, depend entirely on the composition of the group and your personal preferences, but one of the safest methods is to keep it permanently paralyzed or frozen. After his death, you will inherit the dragon's treasures - a very impressive pile of a wide variety of things, which lies a little further.

D Rakon was the guardian of the stairs to the lower tier, so now you can freely go further.

IN The second tier of ruins is larger than the first and the enemies (mostly undead) on it are quite numerous. They especially love to pounce on you from almost out of nowhere, crawling out of all possible cracks, including behind your back. Be careful.

IN In a huge hall in the southwestern part of the ruins, several skeletons will greet you on the stairs. Deal with them and move on - and you will see an Arcane Horror. He has a bad habit of teleporting throughout the entire hall from end to end and also summons additional skeletons to help him. The safest way to deal with him is to simply shoot him from the stairs with bows, periodically healing - in this case he does not move and does not cause skeletons. (If you have Andraste's Arrows in your inventory, then you can finish him off without receiving the slightest damage.)

R After dealing with the Horror and the skeletons sitting in the side rooms, you will finally find an alternative entrance to the werewolf hideout north of the hall with the Horror.

The werewolves will attack you just a few steps after entering, but after you deal with the first two groups, they will throw out a white flag and offer to take you to a certain Mistress of the Forest for peace negotiations. Whether you accept their offer or not is up to you. If you accept it, then you will be taken to the Mistress of the Forest, who will tell you the curious story of the curse and ask you to bring Zatrian to them. If you agree, you will find Zatrian on the first tier of the ruins.

P The initial negotiations between the werewolves and the Guardian will not end well, and you will have to choose which side to take in the upcoming battle. If you choose werewolves, you will receive Alistair's approval.

WITH The damage may or may not be severe depending on your level and the composition of your group. If you kill Withersfang, Zathrian will give you support in the upcoming war with the Fiends of Darkness. If you defeat Zathrian, you can persuade him to sacrifice himself and remove the curse from the werewolves - in this case, Lanaya will provide you with the support of the elves.

A Alternatively, you can convince the Lady of the Forest to destroy all the elves, including Zathrian, as revenge for what she did. In this case, you will receive support in the war from werewolves. If you choose this option, you will not be able to complete non-plot quests elves (if any of them are still unfulfilled).

WITH It’s a really dark option: take Zatrian’s side, kill all the werewolves, and then finish him off too. In this case, you will still receive support from the elves, since they will assume that Zathrian fell in the battle with the werewolves.

E If you persuade Zatrian to lift the curse on the werewolves, you will earn Leliana's approval.

Non-plot quests

Dalish camp
Struck by the Curse

E Atras gives you that quest. His wife Denayla seemed to have died after a battle with werewolves, but Atras suspects that Guardian Zatrian told him a lie and in fact Denayla did not die from her wounds, but turned into a werewolf. You can promise him to find out the truth.

D You will find Enaila in the Eastern Forest near the northern exit. The poor woman is indeed now a werewolf, and will ask you to kill her, having first given you a scarf for Atras.

IN There is nothing you can do to help Danaila. If you refuse to kill her, she will attack you and end up dead anyway. Return to Atras. You can comply with Danaila's request and lie that she died from her wounds or tell him the truth (in both cases you can give him the scarf as additional proof of your truthfulness). One way or another, as a reward you will receive an amulet with +4% magic resistance.

E If you lie to Athras, you will earn Leliana's approval (+3).

Ironbark

ABOUT the gunsmith Varathorn will complain that Zatrian no longer lets clan members into the forest, and therefore they cannot replenish their supplies of a special bark - Iron Bark, which is very good for making both weapons and armor. You can promise Varathorn to find this bark, since you will still have to go into the forest on Zathrian's instructions.

TO Ora can be found in the Western Forest on a fallen tree near the northern passage to the eastern part of the forest. It is guarded by the wild sylvan, a possessed tree that will come to life if you get too close to it.

E If you give the bark to Varathorn, he will make you either a longbow with excellent damage against animals and good damage against undead, or medium armor with +25 stamina. Alternatively, you can refuse the reward altogether - in this case, Varathorn will insist that you take at least the amulet (it gives a high increase in resistance to natural damage, i.e. poison).

Kammen's regrets

M The young elf Kammen will share his personal problems with you if you are a Dalian elf. If you are not him, then you will have to use Persuasion/Threat to get him to talk. Kammen's problem is that his girlfriend Geina rejects his advances, since he is not a full-fledged hunter. Kammen would be happy to go hunting, but this is impossible, since Guardian Zatrian forbade clan members from going into the forest for fear of werewolves.

R There can be many solutions to the problem here. You can convince Geina to accept Kammen as he is, or convince Kammen to accept a wolf skin from you (if you don't have the skin, you can get it in the Bressilian Forest). You can also prevent them from being together by convincing one of them that the other hates him (really, why would you do this? Unless out of sheer malice of nature.) You can seduce Heina yourself and tell Kammen about it, who will run away in grief they look.

E If you somehow bring Geina and Kammen together, you will lose 5 influence points with Morrigan, but will gain Liliana's approval (+5). If you seduce Geina, Liliana won't like it too much (-3).

IN As a reward for the quest, you will receive the book “Tales of Iloren” from Kammen. He will give you the book only if you either brought him together with Geina, or at least did not break their relationship forever (that is, you talked to her, but did not achieve anything).

Halla Elora

ABOUT The dna of the halls (elegant deer-like creatures that the Dalians use instead of horses, although they treat them with much more respect) is clearly unwell, and Elora, the caretaker of the halls, is worried that she may be infected with the poison of the Fiends of Darkness. You can examine the halla yourself using the Survival skill. To calm the halla, you need at least two points in this skill - and this time it’s you, the skills of the companions do not count in this quest. If you manage to calm her down, Elora will know what the problem is and your quest will be completed. If you prefer to take the "evil" path, you can lie to Elora that Halla is terminally ill and will not live long, and it is better to kill her out of mercy. If Elora believes you, you will receive halla horns as a reward - from it Varathorn can make an amulet with + 10 mental protection. (If she doesn't believe you, she won't talk to you anymore.)

Additional Information

ABOUT From Zathrian's first mate Lania, you can learn a little about the history of the Dalian elves (and get the corresponding entry in your Codex).

WITH Arel (a rather aggressive elf, especially if you are not a Dalian yourself) will tell you stories about the elves' past, as well as what he knows about werewolves, which will give you new entries in the Codex.

IN Arathorn sells unlimited quantities of dead and elven root, as well as poisonous extract.

N A little north of Varathorn there is a chest in which you will find a Love Letter (required for the quest "Services for Interested Parties" in Denerim).

Western Bressilian Forest
Wounded in the forest

IN In the center of the map, near the tombstone, you will find the wounded elf Deigan. Depending on how kind your GG is, you can take him to the elf camp, heal him and send him to the camp, kill him, or simply rob him. If you healed him or brought him to the camp, then the next time you talk he will give you a sapphire as a reward for saving him.

Mage's Treasures

E If you have already activated the quest for the magician's treasure in the Eastern part of the forest or the ruins, then go to the center of the map to the marked grave. If you disturb the security signs, a revenant with several skeletons (including a skeleton mage) will jump out at you.

Place of Power

R next to the revenant’s grave there is a Place of Power, which you need to activate on the instructions of the magic guild.

Safety sign

E If you received this quest in Denerim through the “Services for Interested Persons” line, then it is here, approximately in the center of the map, that you should shoot an arrow. (See the Denerim quests section for details.)

Additional Information

TO When you finish talking to the Great Oak, you will be attacked by several Wild Sylvans.

TO South of the Great Oak is an abandoned camp. If you examine it, your entire group will fall asleep and the Shadow will attack you. Usually only one member of the team would be awake to fight the Shadow (although sometimes others would wake up as well).

E If, after examining all the items, you chose the option “We need to get out of here quickly” in the conversation instead of staying and checking what’s going on or giving in to the temptation to rest, the Shadow will not appear at all.

T It’s not such a difficult opponent, even for one character, especially since it’s usually a magician - the worst thing is that after the rest of the comrades awaken, they all get injured.

E If you win the battle with the Shadow, the camp will disappear, and in its place several skeletons and a chest will appear, from which you can take Dalian gloves - a “special” gift for Zevran.

Eastern Bressilian Forest
Mage's Treasures

IN In this part of the forest you will find two graves - one in the very north of the map, the other in the south. If you disturb the security signs, a revenant and several skeletons will rise from each one. After killing a revenant, you will find a part on him heavy armor Juggernaut and receive a quest to collect it completely. There are four parts in total in this set. Two, as already mentioned, are located in the Eastern part of the forest, one is in the Western part, in the grave in the center of the map, and one lies in a sarcophagus on the lower tier of the ruins - to get to it, you need to perform the “Elven Ritual”. Your quest will be completed when you collect all four pieces.

E If you went into the Bressilian Forest early on and the revenants are too strong for you, try the escape tactic - even if all the enemies are chasing you, they will still spread out along the road and (maybe) will not attack you en masse. It’s also a good idea to throw something restraining like a Force Field onto the revenant - then you can deal with his assistants, and only then deal with him yourself, without being distracted by all sorts of little things. As a last resort, you can always return to this quest later, with better equipment and weapons.

Regret Wynn

E If you have already received the quest Wynn's Regret, then not far from the crazy hermit you will find Enerin (for details, see the companion quests).

The killer of your brothers

E If you have already received this quest through the mage quest line, then you will find malefics in the northern ruins near the revenant’s grave. (See Mage Quests for details.)

Additional Information

U ruins in the north-central part of the map, two ogres will attack you.

WITH The crazy hermit, in addition to the acorn you need, will offer you to bargain with him for a helmet (an ancient elven helmet, part of a very good set) and a book (gives an entry in the Codex). Here are some things that are of interest to him: Danayla's scarf, Atrian's amulet, the book received from Kammen.

Ruins
First tier

Services for interested parties

N and to the north and south of the entrance are two false brick walls - if you get close enough, you'll see that these are actually secret doors. Behind each of them sits a pair of skeletons in ambush. In the chest in the southern room you will find a love letter, which you need for the quest “Services for Interested Parties” in Denerim.

(Another small secret room is located behind a false wall a little further, opposite the stairs leading to the werewolves' lair. Although there is nothing particularly interesting there.)

Second tier

Elven Ritual

IN In the spacious hall you will see the ghost of an elven boy. It doesn't matter what you tell him - as a result, the ghost will run away, and a whole horde of skeletons will appear around you. Depending on the level of your group, they may not pose much of a threat to you, but if you have problems with them, you can always quickly retreat as far as possible, preferably to the very entrance to the tier - then there is a good chance that they are behind you Only part of the walking dead will follow, and it will be much easier to kill them.

IN In a small room to the south of this hall you will find a clay tablet and a scroll describing an ancient ritual. Go further and at the first intersection turn north. You will find yourself in the hall in which you must perform this ritual. We carefully read the scroll, study the tablet and repeat the instructions exactly:

1. Take a jug

2. We fill it with water.

3. We put it on the altar.

4. We pray.

5. Take a sip of water from the jug.

6. Pour the remaining water from the jug into the pool.

(Keep in mind that if you haven't found the scroll and tablet yet, you won't be able to do anything with the altar. The ritual can only be performed once they've been found.)

E If you correctly reproduced all the manipulations, the previously locked northern door will open. Behind it you will first find a couple of skeletons - nothing too scary - and the ghost of an elf. As in the case of the boy, it doesn’t matter what exactly you tell her - everything will end in a battle with the Shadows, including the Shadow of the elf herself. All three are elite. After the battle, you will find Juggernaut armor in the sarcophagus, which is part of the quest to collect the Juggernaut set.

Warrior Mage (ArcaneWarrior)

N and at the next intersection from the hall with the ritual you will find a trio of skeletons, but do not relax: as soon as you deal with them, you will immediately be attacked by a much more serious ambush of a dozen opponents, some of them appearing behind your back. After you deal with them, go to the southern room, where you will find an altar and a phylactery. Touch the phylactery, and you will understand that the spirit of an elven magician has been in it for many centuries. The spirit will offer you to free him, promising in return training in the “Mage-Warrior” specialization (allows magicians to wear armor and actively participate in hand-to-hand battles, if you develop the entire branch). You can also simply release the spirit without asking for anything in return. You will not receive a specialization then (you can try this option when you play through it again, since it will already be open), but Alistair will approve of your actions (+2).

Liberated

IN in the huge central-southern hall, in which skeletal archers are waiting for you, and the floor is literally strewn with traps (if there is a robber in the group with a well-developed ability to hide, you can try to disarm all the traps before the battle begins), you will find the corpse of the adventurer and his magazine. The journal is part of the “Unchained” quest - but it will appear in your journal only when you have collected all the information on the mysterious Liberated from various sources.

Additional Information

IN In one of the southern rooms you will find a “black bottle”. This is one of six vials that will summon a revenant if you break it.

Lair of Werewolves
Scrolls of Banastor

IN In the southeast room you will find "ancient texts" with a scroll of Banastor - one of the five scrolls you need for the mage quests.

Additional Information

IN In the southwest room you will find a "black bottle". This is one of six vials that will summon a revenant if you break it.

"Thieves" tasks:

1. The price of a tip is 50 silver coins. Steal the bag with precious stones at the Maid's in Green. She will appear at the trading stalls after receiving the quest.
2. The price of a tip is 1 gold. Steal the sword from Sera Nansin, who is located in the Thedas Curiosity shop. You can steal the sword not only by simply pulling it out of her pocket, but also by using other skills - for example, Persuasion or Herbal Knowledge. To use them, you need to talk to her and convince her that you are a merchant (then she will take off her armor and weapons to try on your goods) or that she is sick and needs help - then she will undress for inspection and you can not only take the sword, but also sell her medicine for a couple of gold coins.
3. The price of a tip is 3 gold. You've probably already noticed two chests near the shopping arcade that cannot be opened without a key. Completing this task will give you the key you need. It is in the pocket of a certain Tilver, who is walking in the northern part of Denerim, accompanied by two guards. You can use the Hide Skill and steal the key unnoticed, or talk to Tilver and steal the key during the conversation (this requires high Persuasion). You can distract the guards with the help of a nearby messenger boy if you pay him a few silver coins - in this case, you will have the best chance of sneaking up on Tilver without being noticed.
4. The price of a tip is 6 gold. Steal Loghain's crown from the Seneschal, who is located in the Bitten Nobleman tavern. If the guards notice you as you enter, you can use Threat and they will leave, and you can take the crown from the Seneschal. You can also ask the waitresses for help and either send large amounts of booze to the guards (to make them fall asleep) or poison their drinks (if you have enough knowledge of Poisons). Alternatively, if you are spotted, you can simply kill everyone and take the crown from the Seneschal's corpse.

Raven Trials

These quests will only become available after your meeting with Zevran. Whether you left him alive or not doesn't matter.

Talk to a certain master Ignacio at the shopping arcade and he will assure you that he does not currently need your services. However, after a while, the messenger boy will bring you a note inviting you to a meeting with Master Ignacio at the Bitten Nobleman tavern. There, Ignacio will reveal himself as a representative of the Antivan Ravens organization. You don't have to agree to his offer. If you refuse, Ignacio will leave and will not appear again. You can kill him if you want. However, completing the Raven quests will help you in the "Gathering of the Lands" story quest when voting - although it is not a prerequisite for its success.

1. Read the leaflet on the wall at the gate to Elfinage about a certain organization that supports the Gray Guardians, and go to the “Pearl”. Knock on the locked door and answer “The griffons will soar again” as the password. After that, talk to Loghain's mercenaries and kill them. If you have already killed them before receiving the task, just tell Ignacio about it - and you will still receive the reward.
2. Go to a new location that appears on your world map and kill all the Qunari mercenaries from the Kadan-Fe organization.
3. Go to the royal palace in Orzammar and kill Ambassador Gainley. If you took the side of Belen, then the rooms you need will be available to you immediately after the audience with Belen, but if you took the side of Harramont, you will have to wait for his coronation. The ambassador is clearly expecting an attack, as she will have numerous bodyguards with her.
4. Go to the meeting place with Earl Howe's people, who stole the son of a high-ranking official, in order to give them the ransom and get the boy back. The ransom will turn into a battle between you and Hou's men, and after it you will not find any trace of the supposed hostage. When you return to Ignacio, he will assure you that everything went as planned - you were a distraction, and the boy was saved and delivered to his father, who is very grateful to you for this.

The passages of the quests are placed in spoilers, so that those who do not want to accidentally read in advance and find out something unnecessary would not spoil their enjoyment of the game.

Ostagar

In the case of the selected origin "noble person": V wild lands Korkari a little further from the meeting place with the wounded soldier, you will see a wild flower, white with a red center. Davet (a fellow party member) will say that the hound from the camp in Ostagar is looking for such a plant, because he thinks that with its help it will be possible to heal the Mabari war dogs, poisoned by the blood of the creatures of darkness. Upon returning to Ostagar, all that remains is to find the huntsman and demand award- 50 crowns, 20 or nothing.

In other cases: When approaching the huntsman in Ostagar, a dialogue will begin. He will ask your hero, as a new recruit of the Gray Wardens, to go into a cage with a dog poisoned by the blood of the creatures of darkness and muzzle him (or you can kill him and thereby complete the quest). After this, the hound will add that to heal this dog, you need a certain flower that grows in the Wild Lands of Korcari, white with a red center. When you bring it, the huntsman will make a healing ointment.

How to get a: go to the cage with the deserter near the infirmary in Ostagar and talk to him. He will claim that he did not intend to escape at all, but in fact was trying to steal the key to the magicians' chest. Now, after sitting in a cage for several days, he is ready to exchange this key for food and water. Food can be obtained from the guard nearby:

You can give food in exchange for a key (Alistair’s approval +1, if there is one in the party) or for nothing (Alistair’s approval +2). There is another option to kill the deserter and take the key (Alistair's disapproval -5). Having received the key one way or another, all that remains is to choose a moment when the pacified one is not near the chest and take its contents (this must be done before entering the Ishala tower).

Korcari Wilds

How to get a: approach the body of the missionary Jogby, floating in the lake near the passage to Ostagar, take a letter from his father Rigby, read about the hidden supplies and find the chest according to the clues:

  • Find the tree that has fallen over the destroyed house (you need to turn around to see it),
  • Pass under the bridge made of a fallen tree (don’t miss it, because there are three hanged people on that tree),
  • Go around the collapsed tower on the right,
  • Stand between a high ruined arch and a standing stone covered with moss,
  • Walk along the path of stones and roots (there will be a pack of wolves there),
  • Find two large statues and a chest between them.

Reward: two-handed flat sword of the Chasinds (Chasind Flatblade) made of gray cast iron. Also in the chest there will be another letter to Jogby, in which Rigby writes that he could not find the Hasinds...

Code: A letter to Jogby, Farewell Letter to Jogby.

How to get a: find the body of missionary Rigby on the site behind the bridge made of a fallen tree, there will be a piece of paper with his will on it. Next, you should make your way to Rigby’s former camp on the site of the Tevinter ruins in the northwestern part of the Wild Lands, pick up the box from the cache in the fire and the Clay Idol amulet (+10 resistance to cold). You can open the box and keep its contents (unenchanted amulet) or take it to Jetta in Redcliffe Village.

Code: Rigby's Last Will and Testament.

How to get a: you need to find missionary Rigby's diary in his camp in the northwestern part of the Wild Lands, it lies in a chest between two tents, read it and look around (press and hold the TAB button) - the first sign will be found under the roots of a tree nearby. Next, you should activate it with the right mouse button (aim while holding TAB), after which other signs will become visible (see the map). Each of them must be approached and activated in the same way. The sequence of activation does not matter; the last one will still be the sign near the bridge with an ambush of creatures of darkness and traps. The Hasinda cache can be found in a rotten tree in a clearing south of the bridge.

Reward: a very good set of weapons and more - a barbarian mace made of steel (Barbarian Mace), an iron Chasind Crusher, a Wilds bow made of yew (Wilds Bow), a chief's helmet (Thane Helmet) and Chasind Robes.

Code: Signs of the Chasind.

How to get a: pick up a note and a Pouch of ashes from the body of a dead soldier behind a bridge with a darkspawn ambush and traps. Read and, if you wish, verify this information, climb the hill to the north and scatter the ashes on a pile of stones. After this Gazarath will appear...

Code: A Pinch of Ashes.

Lothering

How to get a: go to Lothering as part of the story. At the entrance, your company will be stopped by bandits who will demand 10 silvers for permission to enter the village. What can be done:

  • try to pay off, but the bandits will not stop there and will want another 20 silver pieces,
  • tell the bandits that a poorly guarded trade caravan is following you, they may believe it,
  • intimidate the bandits with your affiliation with the Gray Wardens (however, having learned about this, they may covet the reward promised for your and Alistair’s heads),
  • provoke an attack (refuse to pay).

If you choose the option to fight, then during the fight you should concentrate on the leader of the bandits - he will capitulate when he becomes almost a corpse. Next, you can demand to give up all the loot (in total more than gold), and then release them or finish them off. It will also be possible to inform the family of robbed elves sitting near the bridge in Lothering about the fate that befell the bandits if they die or run away. Finally, in the church you can find the head of the templars, Sir Bryant, he will reward you with 20 silvers for the news of the disappearance of the bandits (you can also ask him for additional help and he will give you the key to the chest of drawers).

Note: There should be ancient elven boots in the chest of drawers in the church of Lothering, but due to an error they are not there. Read about how to fix this.

How to get a: after a showdown with bandits near Lothering, you can notice right there, on the road, the body of the templar they killed. Take the medallion and note from the body and read it. Apparently, the deceased was Sir Henric, who was looking for the Urn of Sacred Ashes. Next, you should find his comrade, Sir Donall, in the church, tell him about the fate of Sir Henryk and return his medallion. Sir Donall can clarify the situation a little more - it turns out that the urn is wanted for Earl Eamon of Redcliffe, who has fallen ill with an incomprehensible disease. If you ask about a reward, then Sir Donall will give out 1 gold.

Code: A Note from Ser Henric.

How to get a: Approach Elder Miriam in Lothering. She will ask you to find her in the forest medicinal plants and make at least three small healing poultices for the sick, wounded and refugees. To do this, you need three elven roots (Elfroots, grow even in Lothering) and three flasks (Flasks, can be bought from Barlin). You also, of course, need to understand herbs (contact Morrigan if necessary). Reward: 50 silvers.

How to get a: approach Barlin in Dane's Refuge and ask if there is a well-paid job in Lothering. Barlin will offer to get three bottles of poison (Venom) so that he can poison the traps in his fields. To make such poison you need three animal poisons (Toxin Extracts, can be obtained from the giant spiders that settled north of Lothering), three vials (Flasks, can be bought from Barlin) and good knowledge of poisons (contact Leliana). Reward: 75 silvers.

How to get a: go to Allison in Lothering. She really wants to set traps in her fields following Barlin’s example and asks to make her three rope traps (this is the same as traps, Spring Traps). To do this you will need three triggers (Trap Triggers, available from Barlin) and some knowledge of traps. Reward: 50 silvers.

How to get a: talk to Stan, sitting in a cage, at the northern exit from Lothering. From different sources you can find out that Stan was put in a cage for the murders. However, he will express his willingness to atone for his crimes by helping the Gray Guardians in the fight against the creatures of darkness. To free him, you need the key to the cage, which is kept by the Reverend Mother, the following options are possible:

  • convince the reverend mother to release Stan into the custody of the Gray Wardens, this is difficult to achieve, to make the task easier, it is worth making a donation in favor of the church, and the more the better;
  • if Leliana is in the party, then the Reverend Mother will free Stan at her request;
  • if you have the skill of stealing from one of your party members, try to steal the key;
  • If one of your party members has hacking skills, try to break into the cage.

Trying to intimidate the Reverend Mother will amuse Morrigan (+4) and shock Alistair (-13). Note: Stan must be rescued from his cage before completing any of the following quests: Broken Circle, Arl of Redcliffe, Paragon of Her Kind, or Nature of the Beast.

Lothering Chanter's Board:

How to get a: read on the preacher's board near the church an announcement that Sir Bryant promised to pay 3 gold to anyone who can eliminate three gangs of bandits entrenched north of Lothering. Then all that remains is to do this and receive a reward from the preacher Devons (Chanter Devons, in addition to gold - the leader of the third gang must be equipped with full heavy steel armor).

Note: after this, the next two quests become available.

How to get a: read a notice on the preacher's board that farmers are complaining of pestilent bear attacks north of Lothering. After this, find three bears, deal with them and take the reward from the preacher - 1 gold.

How to get a: read on the preacher's board about a boy whose mother disappeared almost a week ago. The daredevil who finds her body or some things that could remain as a keepsake for the orphan is promised a reward of 50 silvers. Sarkhi's body lies beyond the field, surrounded by a pack of wolves. You should fight them off, take the copper filigree ring and return for your reward.

The Circle of Magi

How to get a: find in the library, on the first floor of the Circle Tower, at least half of the torn book and conduct experiments, activating various objects in strict accordance with the description of the summoning rituals (there are significant differences in the names of the Russian translation!).

Exercise one: Summoning Font, Tome of Spirit Personages, Summoning The First - ends with the appearance of a Spirit Hog.

Exercise two: Summoning Font, Rodercoms Uncommon Calling, Statue of Magus Gorvish, Summoning The Second - ends with the appearance of the Trickster Whim.

Exercise three: Summoning Font, Elvorn's Grande Bestiary, Common Table Carving Spot, Spiritorum Etherialis, Statue of Magus Gorvish, Novice Phylactery , Summoning The Third - ends with the appearance of the Fade Rifter bereskarn, which you will have to deal with (the reward will be leather gloves (+10% to electricity damage), so-called electrified mitts (Charged Mitts) )).

Exercise four (is a sequence of all three previous ones): Summoning Font, Tome of Spirit Personages, Rodercoms Uncommon Calling, Statue of Magus Gorvish, Elvorn's Grande Bestiary, Table Carving Station ( Common Table Carving Spot, Spiritorum Etherialis, Statue of Magus Gorvish, Novice Phylactery, Summoning The Fourth - the last to appear is Arl Foreshadow, who is followed quickly steal before it evaporates and get a note for the codex.

Code: Summoning Sciences, The Notes of Arl Foreshadow.

How to get a: in the Great Hall on the third floor of the Circle Tower, find five torn pages, read them and conclude that the magicians who wrote these pages became victims of the fraudster Beyha Joam. After this, when moving around the global map, there will be a random encounter with him and his gang, as a result of which you will gain award- hood with cameo (Cameo Cowl, +2 to cunning, +0.5 to health recovery in battle).

Code: Five Pages, Four Mages.

How to get a: in the Circle Tower, find and read the notes for the codex: three on the first floor (in the students' rooms and in the library), two more on the second floor (near Owain and the blood mages) and the last one on the third floor, in the Great Hall. After this, in the rest room of the Great Hall you need to activate the statues in this order:

  • statue with a vessel in hand (The vessel in hand);
  • statue with a raised sword (A sword raised);
  • statue with a lowered sword (A sword lowered);
  • statue with a shield (Shielded from each side) in the central room near the stairs to the fourth floor.

If everything is done correctly, the task will be updated and you can go down to the first floor to the door to the basement. When you try to open it, the demon Shah Wyrd should appear, you just have to deal with him and take him award- Yusaris, Dragon Slayer (two-handed silverite weapon with 2 slots for runes, +20 to fire resistance, +5 to damage against dragons).

Code: Watchguard of the Reaching; Yusaris, the Dragonslayer (Yusaris: The Dragonslayer).

How to get a: find the body of the blood mage at the northern exit from Lothering to the Imperial Highway (this must be done before the destruction of the town) and pick up the letter from Bel Grus. Next, you should go to the Circle Tower and find Bel’s Cache on the second floor.

Code: Criminal remorse (Maleficarum Regrets).

Redcliffe

Quests Lost Child and Lost in the Castle you can take it by agreeing to help the village of Redcliffe repel the attack of the living dead, and the rest - after the battle.

How to get a: talk to Kaitlyn, sobbing in the Redcliffe church. She will ask you to find her younger brother, Bevin. You should find Caitlin's house in the village, go into the bedroom on the first floor and open the closet in which Bevin is hiding. By persuasion or intimidation, you can force him to give up the key to the chest on the second floor with the family sword, The Green Blade. If it doesn't work out, you can try again in church.

Since the sword costs money, you should pay Caitlin for it: 50, 75, 100 or 500 silver (but you don’t have to pay). The chosen amount will affect the attitude of your party members towards you - Morrigan will be against any payment, Stan will approve an amount of hundreds. In addition to the sword, you can beg a kiss from Caitlin, and after the battle help them both leave for Denerim.

How to get a: talk to Chief Murdoch about helping the defenders of the village of Redcliffe and promise the blacksmith Owen to find his daughter, Valena, in the castle, despite the disapproval of Morrigan and Stan (-5). Valena can be found in a small storage room on the lower floor of Redcliffe Castle - Main Floor. You can tell her about the underground tunnel or offer to wait in this storage room; in any case, she will run away and then stay in the forge.

However, if you do not find Valena before Connor is healed, she will be considered dead and you will have to tell Owen about it. Then, subsequently, a new blacksmith will appear in the village with a different set of goods for sale; you can buy the Far Song bow from him (i.e., if you save Valena, then it is impossible to buy this weapon). Reward:

  • Amulet - if you tell Owen about Valena’s death, and then introduce yourself to the new blacksmith as Owen’s relative,
  • Shielded Dwarven Armor - if you save Owen's daughter.

Note. If Valena is saved, Owen will have Boots of Diligence and part of the Diligence Armor Set for sale. The blacksmith who will replace Owen sells the Distant Song bow, perhaps the best bow in the game. Make your choice.

Brecilian Forest

How to get a: politely talk to Cammen in the Dalish camp. He pines for the elf Gheyna, but she does not take the poor fellow seriously, because... he is just a hunter's apprentice. You can help a couple connect:

  • having obtained a wolf skin from the forest for Kammen so that he could finally become a hunter,
  • convincing Heina (influence skill!) that Kammen's social position is not that important.

Reward will be the book The Saga of Iloren (you can give it to the hermit or sell it). Or you can separate the couple forever:

  • seducing Kammen and telling Heine about it (if you have a heroine),
  • by seducing Heina and telling Kammen about it (if you have a hero),
  • assuring Heina that Kammen secretly hates her,
  • telling Heine that Kammen was really just going to get her into bed.

Code: The Tale of Iloren.

How to get a: stumble upon a wounded elf, Deygan, in Western Brecilian, and decide what to do with him:

  • throw him or kill him,
  • take it to the Dalish camp, handing it over to a patrol led by Mithra along the way.

During the examination of the wounded man, you can take his things: a dagger, arrows, blackened leather boots and a figurine of a Dalish hunter carved from maple wood (note that this will result in a deterioration in relations with the clan). If you save Deigan, then the next time you visit the camp you can talk to him and receive a reward - a sapphire, and if the elf’s things were stolen, then you can return the figurine and not spoil relations with the Dalish.

How to get a: talk to Varathorn in the Dalish camp and agree to look for him in the Brecilian forest for ironbark, from which he can make special weapons and armor. You will find the bark in West Brecilian, on a fallen tree near the northern exit to the eastern part of the forest. Next, all that remains is to take it to the master and decide on the reward:

  • ask Varathorn to make a Wolf-Killer bow (Wolf-Killer, requires 28 agility, damage 8.40, critical strike modifier 1.40%, armor penetration 7.20, +4 damage against the dead, +8 damage against animals),
  • ask the master to make a breastplate from silverite, Varathorn's Armor (Varathorn's Armor, requires 30 strength, armor 8.92, fatigue 8.75%, +3 to armor, +20 to resistance to the forces of nature, +25 to endurance),
  • if you have enough influence, convince Varathorn to do both,
  • refuse the reward and receive a consolation prize - Varathorn's Amulet, +20 resistance to the forces of nature, -1 physique),
  • be overly greedy and end up with the bark.

Note: This quest should be completed quickly to avoid glitches.

How to get a: either convince Athras in the Dalish camp to tell about his wife, Danyla, who has become infected with the werewolf curse, or stumble upon Daniella in East Brecilian. According to Atras, Zatrian claims that Danielle is dead, but he does not allow Atras to see her body. Atras is convinced that Danielle is alive, but has become a werewolf, and hopes that you will find her in the forest. You will indeed find her in the East Brecilian Forest, among a group of werewolves, after which you can:

  • kill Danielle out of pity (Wynn and Leliana will approve of this),
  • refuse to kill her and then Danielle will attack you herself.

Daniella will ask you to give Atras your Scarf. You can exchange something for this scarf with the Hermit (Mad Hermit) or give it to Atras and get it for it award - Athras's Pendant, which can also be used in exchange with the Hermit. Your choice of lines in your last conversation with Athras may cause different reactions from companions (for example, mentioning that Daniella loves Athras will cause Morrigan's disapproval (-3) and Leliana's approval (+2)).

Note: if this quest is not completed, and you took the side of the werewolves and decided to kill the Dalish, then Atras will attack you and the werewolves, and if you decided not to kill the Dalish, then Atras will say that he is leaving to look for Daniella himself (there will be no reward).

Orzammar

The naga beater Bemor (Nug Wrangler Boermor) asks to return at least one naga to him - alas, everyone fled in different directions. The quest ends after delivering one naga to him, but you can bring four more for money.

You should look out for pink, loudly squeaking creatures in the area, catch them and deliver them to the beater:

  • to the right of the gate to the Orzammar Commons,
  • near Brother Burkel,
  • on the bridge leading to the Test Arena,
  • near the entrance to the Deep Roads,
  • in the nook next to the door of the gunsmith Janar.

Reward: 12 silver and 25 experience for each naga brought.

Code: Nug.

Brother Burkel of Redcliffe Church, hanging out in the Commons near the entrance to Dusty Town, says he has returned to the land of his ancestors to spread the light of faith. He would like to open a church in Orzammar that will bring the Song of Light to the dwarves, but this requires permission from the Guardians. You can promise Berkel to put in a good word for him with the Chronicler of Chronicles (this will cause Leliana's approval +2 and Stan's disapproval -5), or tell him that he should not interfere with the religion of the dwarves (there will be no repeat conversation).

Chronicler Shaper Czibor resides in the Shaperate in the Diamond Quarter. In a conversation with him, you can use persuasion or intimidation (possibly for a character with a developed influence skill), as well as cunning. If your character is influential or cunning enough, then the Chronicler will give Brother Berkel permission to open a small church in Orzammar, otherwise you will have to upset Berkel with a refusal.

Note: from the epilogue you will learn that after the opening of the church in Orzammar, many converts appeared among the gnomes and this caused problems. The council decided to close the church, but Brother Berkel resisted and was killed during the peaceful procession. The Council declared the death an accident, but news of the unrest reached the Church above, where they began to say that High Priestess is considering a new Sacred Campaign...

When completing the quest to find Jarvia in the Carta Hideout, you may come across a note about Jammer's hiding place. From this note it follows that somewhere here in a chest locked with a special lock, the loot is hidden. To open it, you will need three things from three other bandit chests, and each of them contains three items, but you need to take only the cheapest one (Gray Guardian will receive one injury for each incorrect item taken, and the item itself will disappear from the inventory, so don’t worry about lost profits):

  • Kanky's Common Box, mark 1 on the map: Silver Costume Ring,
  • Jammer's Common Box, mark 2 on the map: Iron Letter Opener,
  • Pique's Common Box, mark 3 on the map): Garnet Trinket.

As soon as you collect all the correct items, they will disappear from your inventory, and in their place will appear the key to the chest with loot, which is located in the nook with the tame deep hunters (mark 4 on the map).

Reward: 7 gold 55 silver 45 copper and a Helmet for two-core (Longrunner's Cap, light helmet, +0.5 to restore stamina in battle).

Code: Jammer's Stash.

From a conversation with Shaper Assistant Milldrate, you will learn that the Guardians were robbed - they lost a rare tome. The thief is most likely branded from the slums and is described as bald.

In Dusty Town, find and kill Shady Corebit, there will be a receipt on his body. It is similar to those printed in the Test Arena and is all crumpled, the bet was clearly unsuccessful. In the middle of the northern wing of the Arena you will see a group of suspicious characters led by Fixer Gredin. Of course, you will have to deal with them (you can get to this wing only after talking with Dulin Forinder or completing the quest Perfect). Pay attention to Jertrin standing next to the thugs; he is a buyer of stolen goods and wants to buy a tome. Quest completion options:

  • Jerthrin will pay 2 gold and 30 silver for the tome,
  • assistant chronicler Mildrat will thank you, but will not give you anything (and you will not gain any experience either).

Note: If you want to sell the tome, you should do it right away, Jerthrin will not talk to you again.

On the streets of Dust Town you will see Zerlinda begging for her son. If you give her 5 silvers or ask about her situation, you can find out that she once belonged to the miner caste, but gave birth to a son from an untouchable, after which her relatives disowned her (because according to gnomish traditions, the boy inherits his father’s caste) , and the child’s father abandoned her (because he wanted a daughter to get into the miners’ caste). You can try to help Zerlinda in one way or another (Wynn will approve +2):

  • try to convince or intimidate (influence skill!) her father Ordel, who often visits the Orzammar tavern "The Innkeepers", to take her back with the child;
  • persuade Zerlinda to leave the child with Deep Paths(as her family demands), after which she will be able to return home;
  • if the quest Song of the Deep Roads completed, then:
    • advise Zerlinda to turn to Brother Berkel for help,
    • try to persuade (influence skill!) Brother Berkel to allow her to stay with the new church;
  • tell Zerlinda about the absence of castes on the surface and convince her to leave Orzammar.

Reward: for reconciling Zerlinda with her family, experience points are added, ~200EXP.

Denerim

Once in Shopping Quarter Denerim, you will certainly meet Ser Landry, who will recognize you, since he was also under Ostagar, and will challenge you to a duel in order to take revenge on the Gray Warden for the betrayal and death of King Cailan (he believes the words of Loghain). You can:

  • (influence) lie that you are not a Gray Warden, then Ser Landry will apologize and leave,
  • (influence) convince Landry that if he is wrong, he will kill an innocent person, then he will say that he feels you are guilty, but he has no evidence, so he will meet you again when he finds it, and leaves,
  • agree to a duel and start a brawl with Landry and his supporters in a back alley behind the Gnawed Noble Tavern,
  • refuse the duel, after which Landry will leave, saying that this is not all (later, while crossing Denerim, you will be ambushed by him).

Reward: mace with writing (Engraved Mace, veridium, damage 6.50, agility +1, damage +1, psychic resistance +5%) from the body of Ser Landry.

Blackstone Irregulars

Volunteer quests can be started by talking to the Blackstone Connection in Dane's Refuge in Lothering or later by seeing another contact near the Redcliffe Church or in the Denerim Tavern.

How to get a: agree to deliver recruitment letters to three recruits:

  • Dernal Garrison, Redcliffe, who lives in a house opposite the stone bridge on the road to the mill;
  • Patter Gritch, Lothering, washing himself in the church, near the entrance to the Reverend Mother's room;
  • Varel Baern, Denerim, located in Elven Alienage.

Note. The letter must be taken to Gritch before Lothering is destroyed, otherwise the quest will remain incomplete.

Code: Letter from the Blackstone Irregulars.

How to get a: in the Denerim tavern "Bitten Nobleman" agree to deliver four death notices for volunteers killed in service to their wives:

  • Sara in the Denerim Market District;
  • Tania in Dirty Back Alley, Denerim;
  • Larana to the Spoiled Princess Hotel at Lake Calenhad Docks;
  • Irenia to Redcliffe Chantry.

Code: Letter of condolences from the Blackstone Volunteers (Blackstone Letter of Condolences).

How to get a: agree to return the stolen supplies to the volunteers by tracking down the deserters who appropriated them and dealing with them:

  • Sammael the Deserter, Lake Calenhad Docks;
  • Tornas the Deserter, Frostback Mountains;
  • Layson the Deserter, Denerim, Run-Down Back Street.

Note. The diary indicates that Sammael is in the Brecilian Forest.

The Mages" Collective

Quests can be started by talking to community liaisons at Lake Calenhad Marina, Denerim Trade Quarter, or Redcliffe.

At the pier of Lake Calenhad agree to deliver notices of dismissal to three not very outstanding students of the magician Terraster:

  • Starrick - located near the main gate to Orzammar,
  • Fayd - standing idle in the center of the Denerim Market District,
  • Sheth - in Wonder of Thedas in the Wonder of Thedas.

Reward: 2 gold.

Code: Letter of Termination.

At the pier of Lake Calenhad agree to find and bring 10 packages of Deep Mushrooms. These mushrooms are quite common to come across in various containers, but if you do not have 10 of them, they can be purchased from the gnome merchant Ruck in the Deep Roads. Reward: 1 gold.