Dragon age origins quest walkthrough. Dragon age: origins: guides and walkthroughs. Wildlands of Korcari

There are quite a large number of similar “guides” in this section of the blog. I want to somehow combine them. But don’t rush to throw tomatoes at me - I don’t stupidly copy everything that moves, but I do everything myself. No, of course, I didn’t write all of this. I took the best, wrote my own, and this is what came out. If there are no quests, sorry. I’ll try to add... You know, I do this introduction after working with everything below. I'm very tired, believe me. It's not that easy...

I'm not going to write out the background stories - they are easy and don't require help. Enjoy reading.

>> -story quests, and * -additional.

Ostagar

Upon entering the camp you will meet Kaylan Theirin. Splashing with a fountain of enthusiasm, the young king is in a hurry to put an end to the Pestilence, dreaming of writing his name on the canvas of history next to his father.

After meeting the king, Duncan will say that it’s time to become a Gray Warden. It turns out that to do this you will have to undergo a ritual called Merger. But first you need to find Alistair, the boy who will accompany you in preparation for the Ritual. Good luck, recruit!

Returning with Alistair, you will meet Sir Jory and Daveth. Although, perhaps you will meet them before that. But know that they won’t tell you anything useful. Duncan will finally tell you that it’s time to dull the blades of the Spawn of Darkness...

>> Flasks with blood

The substance needed for the Ritual...naturally, no one will just share with her, and she will have to go to the Wild Lands of Korkari (hereinafter D.Z.K.). Again, it is natural that you need to kill the Spawn of Darkness. There are plenty of them there, don't miss them.

>> Ancient treaties

While speaking in passing about the flasks, Duncan will mention the Ancient Treaties, according to which elves, magicians and gnomes will help the Gray Guardians with troops during the Pestilence. It is clear that right now Duncan needs the papers that smell of dust and mothballs so much. The documents themselves are casually lying around in the northeast of the D.Z.K. map. (they couldn’t pick it up before!). But instead of documents you will receive:

a) broken chest x1;

b) fig with butter x1;

c) black-haired half-naked witch Morrigan x1;

The last point is important! Quite quickly agreeing, she will lead you to a sweet mother possessed by demons, who will give you the agreement. There is no need to go back across the entire map - Morrigan will “guide” you.

! If you do not have patch 1.04 installed, then if you give the bottles without contracts, you will receive a level and, attention, returning to the D.Z.K. and by bringing the agreement, you will also receive another level. The order in which the quests are completed is not important.

* Mabari

Approach the huntsman in Ostagar. He will delicately ask if you are actually going to D.Z.K. If you answer in the affirmative, he will say that he needs a wild flower (before this, put a muzzle on the dog). The flower is found in different places - for example, near the ruins or a wounded soldier. If you are of noble birth, you can accept the reward or refuse it. If not, then after this you will receive this dog as a combat companion. And a reward.

If you didn’t approach the houndmaster, don’t rush to run back from the D.Z.K. in Ostagar, just pick up the flower, and Davet will say that the huntsman is looking for this object. And voila!

* Hungry Deserter

A hungry man sits in a cage. He will die soon. Well, good luck, we'll all be there someday...But no. He only asks for one thing - food! After chatting a little, you learn that he is a thief, and he has the key to the magicians' chest, which he will give in exchange for food. You can kill him and take the key; you can, if you have Conviction, convince (pardon the tautology) the soldier nearby to give up your lunch; you can buy the same lunch for 10 silver coins. But one boring bastard will not let you into the chest. She will leave at night (that is, after returning from D.Z.K.), and the chest is yours. You don’t have to ask questions, just hand over the food and leave. Your will.

You can also meet the sorceress Wynn in Ostagar. And this is not your last meeting.

Also next to the Ash Warriors is the elf Peak. He's running away, so catch him! You can trick him into getting a good sword.

Wild Lands of Korcari

* Missionary Jogby

After the first “meeting” with a group of wolves, the corpse of the missionary Jogby lies literally next to the battle site. After searching him, you will find a letter in which he says that he hid a chest with some useful things. You shouldn’t look for all the signs in a letter. Go to the southern part of the D.Z.K. map, the key point is the road of intertwined roots. Having dealt with the wolves, in the chest near the statue you will find a good two-handed Hasind sword.

* Traces of the Hasinds

In the west of the map D.Z.K. you will find traces of a site and a journal by a certain Rigby, which talks about how the Hasinds leave traces, and other nonsense, according to which we need to find the treasure. By clicking on a trail, you will hear a whistle sound and a cross will appear on your map indicating the next trail. Alas, it will be impossible to come to the treasure right away - you will have to run around the D.Z.K. But I say this, as a note - there is a treasure behind the bridge with a Genlock emissary.

* Last will

In the central part of the map you will find the corpse of missionary Rigby. In his will, you will find out where he hid some of his belongings - in an abandoned camp almost directly to the west of his body. When you find the hidden chest, you will have the choice of taking its contents (an amulet without any special properties) for yourself or taking it to Rigby's widow Jetta. You can find it in the Church in the village of Redcliffe. When you give her the casket - or take it for yourself - your quest will be completed.

* Bag of ashes

After the battle with the first emissary, you can take a bag of ashes from the dead soldier, and following the note, pour it onto the stones on the cliff in front of the dome in the water. Your first boss, Ghazarat, will appear. KILL!!!

Next, after the Ritual, you will go to the council, buy clothes, etc. Then follows a light, relatively light bravado, during which you need to crush the creatures in the Ishala tower (“Oh my goth, how did they get there?” you ask. Buy the DLC “Return to Ostagar” and find out!). Next comes a fight with a giant... rewind... blah-blah-blah... (it's all easy, we're not all stupid, and I'm “rewinding” because it's all easy, and not out of laziness;)). ..Flemeth's hut...Morrigan is with you. And then came the main campaign, the main course, after a light appetizer in the form of background on Ostagar, interspersed with light quests. Bon appetit. Well, we move directly to the campaign.

Lothering

>> Lothering and the Imperial Road

Stupidly go to the end of the main road and that's it. But you will no longer be able to do side quests - Lothering will be destroyed.

* Bandits on the Highway

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 Guardians (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).

* Dead Templar

After a showdown with the 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 Henry, who was looking for the Urn of the 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 the reward, Sir Donall will give you 1 gold.

* More than just plants

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 and three flasks. You also, of course, need to understand herbs (contact Morrigan if necessary).

* Preacher board

Read the announcement on the preacher's board near the church that Sir Bryant has promised to pay 3 gold pieces to anyone who can eliminate three gangs of bandits entrenched north of Lothering. Next, all that remains is to do this and receive the reward from Preacher Devons.

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

When bears attack

Read the announcement 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.

The last gift

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.

* Poisonous proposal

Approach Barlin at Dane's hideout and ask if there is any well-paid work in Lothering. Barlin will offer to get three bottles of poison so that he can poison the traps in his fields. To make such a poison, you need three animal poisons, three vials and good knowledge of poisons (contact Leliana).

* Traps- best friends girls

Approach Allison in Lothering. She really wants to set traps in her fields following Barlin’s example and asks to make her three rope traps. To do this you will need three triggers and some knowledge of traps.

* Qunari Prisoner

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).

Bressilian Forest

>> Essence of the Beast

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.

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

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

At the 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.

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.

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

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 the 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.)

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.

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.

The battle can be serious or not very serious depending on your level and the composition of your party. 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.

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 the non-plot quests of the elves (if any of them are still uncompleted).

A very 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.

If you persuade Zatrian to remove the curse from the werewolves, you will earn Leliana's approval (after which she will sing a song in the camp... quite a beautiful one).

* Kammen's grief

Speak politely to Kammen at the Dalish camp. He pines for the elf Heine, but she doesn’t take the poor fellow seriously, because... he is just a hunter's apprentice. You can help a couple connect:

obtaining 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.

The reward will be the book The Saga of Iloren (it can be given to the hermit or sold). Or you can separate the couple forever:

seducing Kammen and telling Heine about it (if you have a heroine);

seducing Heina and telling Kammen about it (if you have a hero);

assuring Heina that Kammen secretly hated her;

telling Heine that Kammen was really just going to get her into bed.

* Wounded in the forest

Stumble upon a wounded elf, Daegan, in Western Brecilian, and decide what to do with him:

abandon 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.

* Rare ironbark

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 Wolfbuster bow;

ask the craftsman to make a breastplate from silverite;

if you have enough influence, convince Varathorn to do both;

refuse the reward and receive a consolation prize - Varathorn's amulet;

be overly greedy and end up with the bark.

* In the grip of the curse

Either convince Athras in the Dalish camp to tell about his wife, Daniella, who was 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 East Brecilian, 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 or give it to Atras for its intended purpose and receive a reward for it - Atras’s pendant, which can also be used in an 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)).

Orzammar

>> Perfect

After passing through the Hall of Heroes and entering the residential part of the city, you will immediately witness a not too unpleasant scene between Belen and Harrowmont (with whom you may already be quite familiar if you are playing as a noble gnome). After talking with the chief of the guards after everyone has scattered in different directions, you will find out that you came to the dwarves at a not very opportune moment - after the death of King Endrin, the Assembly cannot decide who should inherit the throne, and without the presence of a king, there is no help from there is no need to wait for the gnomes, because no one will take upon themselves the responsibility of sending an army to the surface when there is almost a civil war going on inside.

It doesn't take a genius to figure it out - you need to do everything possible to ensure that one of the contenders for the throne becomes the rightful ruler of Orzammar. Which one is up to you, it doesn’t make much difference (although if you are playing as a noble gnome, you may have personal scores with one of the contenders).

Attention: you can talk to representatives of both applicants and receive initial tasks from both, but only complete one of them - the applicant you decide to support. If you complete them all, both representatives will decide that you have sided with the opposite party and will not talk to you anymore.

Regardless of which side you decide to take, first you will be asked to prove your loyalty (and that you are not a spy for the opposing group) by completing a small assignment.

Belen's quest:

Regardless of whether you took the side of Belen or Harrowmont, your next tasks will be exactly the same, and the first of them will be to deal with the head of the local mafia named Jarvia, who is absolutely no help - especially in Dusty Town.

Travel to Dusty Town. If this is your first visit to this remarkable place, then it will be marked by an attack by local bandits. If you're playing as a commoner dwarf, you might meet your old friend Leske here, but he won't tell you anything useful. To get the information you need, talk to a beggar woman named Nadezhda, a local merchant named Alimar, or a gnome named Radek. (Perhaps it is most profitable to talk with Nadezhda, since she does not need to pay - unless you yourself want to reward her - or use any special persuasion.)

Whoever you choose, you will learn that Jarvia's lair can be penetrated with the help of special talismans that Jarvia's assistants carry with them. Go to the house in the southernmost part of the area (you might even have been there before and not found anything interesting). However, this time a whole gang of bandits will be waiting for you there. When you take almost all the lives of the leader, he will beg for mercy. You can kill him or let him go, but in any case you will receive a talisman in the form of a bone finger, which is a kind of key to Jarvia's lair. Now go to the “Suspicious Door” north of the house with the bandits, and when you examine it, you will receive the option to use the talisman and can now safely go inside.

Jarvia's lair is teeming with bandits of all kinds, in some places - spiders, and also, like any self-respecting bandit den, it is filled with numerous traps, so I highly recommend going there with a robber. Jarvia herself is in the eastern room, and no matter what dialogue options you choose with her, you will end up having to fight her. Beware of traps - there are quite a few of them in this room, although virtually all of them are concentrated in the second half of the room (you can notice them by the numerous barrels placed around).

If you are playing as a commoner dwarf, you will find Leske along with Jarvia. If you're playing as someone else, Leske will be sitting in a cell in one of the previous rooms, and you can free him if you want.

After dealing with Jarvia, disarming the traps and finishing exploring the room, go to the corridor in the northeast corner - through it you can go to the Unnoble District through the trading post without having to return through the entire brothel and Dusty Town.

When you report to Harrowmont/Belen about the success of your mission, you will immediately be given another task - to go to the Deep Roads and find Paragon (Perfect) Branca there, about whom you may well have already heard from the locals. Branca is currently the only living Paragon of Orzammar, and her support will certainly ensure support for the candidate in the elections. (In the event that Branka met a sad end in the Deep Roads, you need to at least find her remains.)

At the exit from the city, you will be caught up by someone Ogren, whom you may have already met earlier - or perhaps not, but this does not play any role. Branka is his wife, and therefore he will decide to join your group. You don't have to take him with you right now, even if you agree with his offer, but at some point he will still automatically join your group. (Ogren is a berserker warrior who specializes in two-handed weapons.)

Harrowmont's quest:

If you decide to side with Lord Harrowmont, then you should talk to Doolin. He can be found at the Harrowmont Mansion in the Diamond District or at the local tavern. If you decide to go into the Assembly before speaking with representatives of both candidates, Doolin will intercept you on the way out. To test your loyalty, you will be asked to compete in the Arena of Trials as the champion of Harrowmont. Several of his fighters unexpectedly withdrew from the competition, so along the way it would be a good idea to find out what the reason for this behavior was (although this is not necessary to complete the task).

Go to the Arena. Bayzil, one of the Harrowmont fighters, will share his problems with you if you have developed the Persuasion skill. As he admits to you, he is in a love affair with a married lady, and representatives of Belen, having somehow obtained letters from the loving couple, threaten to make them public. The letters are in a chest in the locked room of Myajala - one of Belen's fighters - right there in the Arena, and you can either simply pick the lock if you have the appropriate skill, or steal the key from Myajala herself and thus open the door. If you give Bayzil the letters, he will agree to fight for Harrowmont.

Harrowmont's second fighter, Gwyddon, was informed that Harrowmont had decided to give up the position and give up the throne to Bhelen, and the competition was being held only to allow him to "save face" at the same time. You can persuade him to take part in the competition by convincing him (with the appropriate skill) that Harrowmont is not going to give up.

After you finish all your business, go to the Arena Manager and announce that you are ready for the duel. You'll have a series of fights, and you'll have to fight the first three alone. In the fourth, you will be allowed to choose one of your comrades as your partner. In the last battle, if you convinced Bayzil and Gwiddon to side with Harrowmont, they can join you

Main plot
As soon as you get to Redcliffe, you will immediately understand that everything there is simply disgusting: Earl Eamon is dying, crowds of undead attack the city every night, complete bedlam and devastation reigns among the population. Let's start putting things in order.

Village under siege
First of all, we go to the city church and talk to Bann Tegan there. He will enlighten us a little about the situation in the city and ask us to help repel the attack of the undead next night. We agree, but to successfully repel the attack we have a lot of preparations ahead of us.
First, let's talk to Chief Murdoch. he will complain to us about a damn lot of problems:
1. The blacksmith does not want to work, because... his daughter disappeared.
2. The most zealous warrior, Dvin, does not want to help defend the city, because he is simply afraid (paradoxical stupidity, isn’t it?)
3. The morale of the militia is running low, because the cheap innkeeper charges exorbitant prices for drinks.
After listening to the headman, we go to resolve the above issues. First, let's look at the tavern. There, first we talk to the bartender, then to the waitress, and then to the visitors. After this, talk to the bartender again and shame him thoroughly, if the persuasion skill is at least level 2, then the bartender will leave his place and join the ranks of the militia. Now talk to the waitress again, she will make prices for all goods free, which will have a positive effect on the morale of the militia. Also ask the waitress about the strange elf sitting next to you. She will say that he is not local. We go to him and squeeze information out of him. The elf will turn out to be Loghain's spy. You can kill him, or you can force him to defend Redcliffe.
Now go to Dwin's house and give him a good scare (again, you need a persuasion skill of level 2 or higher). After this, Dvin agrees to defend the city.
Now go to the blacksmith Owen and take the quest "Lost in the Castle". Agree to find his daughter at the first opportunity, but in return ask him to begin work immediately. That's it, you can report to Chief Murdoch that the militia is in full readiness. Now go to the mill and talk to Sir Pert. Along the way, drop into an abandoned trading post and find barrels of oil. You will need to tell Pert about them, with their help he will make incendiary traps against the attacking undead. Sir Pert will also ask you to check the rumors that the churchmen have enchanted amulets that would help protect his people from the undead. We go to church to see the reverend mother; of course, she doesn’t have any amulets. Then we invite her to outwit Perth and his knights by passing off ordinary trinkets as artifacts enchanted by the church. If the persuasion is at least level 2, then she will agree. After this, report to Perth, complete all the small tasks from other townspeople and wait for darkness to fall.

Lost in the castle
The quest is given by the blacksmith Owen. He will agree to take the job if you promise him to look for his missing daughter Valena in the castle. The task will close as soon as Valena is saved.

Lost Child
A girl named Caitlin (in Redcliffe Church) will ask you to look for her missing brother Bevin. This must be done before dark, otherwise the quest will close by itself. The boy will be hiding in a closet on the first floor of his house. You will receive a good sword as a reward.
Attack at Dusk
When darkness falls, the city will be attacked by the undead. You have to hold 2 strategic points. First - the road from the castle to the city, then - the city square. In the end, everything will end well and the attack of the undead will be repulsed.

Earl of Redcliffe
After the battle, talk to Bann Tegan at the mill. Erlessa Isolde will run up to you and ask Tegan to go with her. Don't let her go right away and ask her to briefly clarify the situation. You will achieve little from her, because she is very frightened. As a result, you will agree with Tegan that he will go to the castle with Erlessa, and we will go there too, but along a secret route in the mill. Let's hit the road. In the dungeon we will come across a prison in which Jovan (the blood mage) will be imprisoned. It turns out that it was he who poisoned Earl Eamon on the orders of Tairn Loghain. You can kill Jovan, you can release him, or you can just leave him in prison for now (it’s better to do just that). Then we find ourselves on the first floor of the castle, but we cannot go into the main hall, because... the door is barricaded, you will have to go around through the cellar and courtyard, cutting through squads of skeletons. In the courtyard, open the lever and let in the knights led by Sir Pert. Now go to the castle again. Once in the main hall, you will see a funny picture (Ban Tegan will be tumbling on the floor, amusing Connor, the son of Earl Eamon). As it turns out, the boy began to show abilities for magic and his mother decided to hire him a teacher (Jovan), all this was done in secret from his father in order to protect his son from the templars. But the boy somehow fell through the veil between the shadow and the real world. The demon absorbed his soul and now lives in his body, terrifying the area. After revealing all these details, Bann Tegan will attack you with a bunch of knights. Having received it properly on the head, he will come to his senses. Connor will have run away by then, and you can decide what to do next. To solve the problem, Jovan will be brought from prison, who will talk about three possible options:
1. Kill Connor
2. Send one magician into the shadow, but since this ritual requires lyrium (which is not available), a human sacrifice will be needed. In this case, you will have to stab Erlessa Isolde.
3. The most difficult, but most successful option: you can penetrate into the shadows without human casualties, but for this you need several circle magicians and lyrium. You can get all this in the circle tower. We go there, put things in order according to the main plot, after which we ask the first sorcerer Irving to help us with the ritual. We return to Redcliffe, send ourselves (if you are a magician), or Morrigan, or Wynn, or Jovan into the shadow. You will still have to play as the chosen magician. In the shadows in a small location, kill the demon of desire and free the boy from his captivity. Now is the time to start saving Earl Eamon himself.
Note 1: If you send Morrigan into the shadows, then after that she will stop being offended that you constantly help someone (she will still be sarcastic, only without losing her reputation). If Connor is saved by Jovan, then you will have a chance to save his life after saving the life of Earl Eamon.
Note 2: If you are a magician and have gone into the shadows yourself, then you can persuade the demoness to leave Connor alone for a while, and as a reward you can bargain for the “blood mage” ability.

Urn of Sacred Ashes
Earl Eamon can only be saved with the help of the ashes of the prophetess Andraste. But where to look for an urn with this “cure” for all diseases? We learn that the priest Brother Genitivi, who lives in Denerim, is searching for the urn. Let's go there. At his house we will be met by Genitivi’s assistant, who will say that he has gone to Lake Calenhad and should be looked for in the “Spoiled Princess”. If our persuasion skill is well developed (up to level 3), then we can easily recognize deception and put pressure on this “assistant”. He will get into a fight, this mistake will cost him his life. In the next room we will find a real assistant, as well as information about where we really need to look for Brother Genitivi. If, nevertheless, you were unable to uncover the deception and went to Lake Calenhad, then fanatics will meet you near the “Spoiled Princess”. From the corpse of one of them we take information about the so-called Vault. There you should look for the missing priest.
The refuge is located in the south of the Frost Mountains. The village is quite strange. The first guard will very clearly hint that we are not welcome here, like any other strangers. We look into the first house, there a human carcass will be cut up on the altar. We go to the store, talk to the merchant (if you like something from him, it is better to buy it right away, because then it will be impossible to buy or sell anything, because the dead do not trade). We are trying to go into the next room, the merchant will attack us for such arbitrariness, so we will have to kill him. Again we go to the next room, there we see the corpse of one of the knights who were sent by Sir Pert to search for the urn. Yeah, it's a fun town. We go out into the street and go to the church on the hill. There we will witness a rather ominous sermon, after which we will be attacked. We take the key to the temple from the corpse of the main cleric and find Brother Genitivi in ​​the next room. He will tell you that fanatics live here, whose goals are unknown to him, but they have settled in the ancient temple of Andraste and the urn should be somewhere inside it. Genitivi will lead us to the temple and open the door with the key. Then we will go alone, and the holy brother will be waiting for us in the main hall. At first, our choice is small, since only 2 passages are available for exploration. In the right one we will find a door locked with a key. We will find the key to it in the left passage. Having returned, we unlock the door, explore the room and find the key to the central passage. Soon we will find ourselves in a cave, which will eventually also split into two parts. In the left one there will be a shelter for sectarians with the leader Kolgrim, as well as an exit to the top of the mountain; on the right there are a bunch of small dragons, from which it would not hurt to take trophies. Kolgrim will offer us a deal: get rid of the urn guard and desecrate Andraste's ashes dragon blood, so that she can finally be reborn in a new guise - an ice dragon. If we do this, Leliana will leave us, Alistair will be very offended, but Kolgrim will teach us the ability of the ripper. However, it would be more correct to kill Kolgrim and his henchmen. We remove all the equipment from him (by the way, it’s quite good), and most importantly, we take the horn to summon the ice dragon, after which we go to the top of the mountain. There will be a short video, from which it is clear that the ice dragon sits on the plateau and will not fly off from there unless we call her with a horn. This can be done immediately, or later, when you decide for yourself that you can take down the dragon.
We go to the cave with the urn of sacred ashes. A guard will meet us and tell us about the glove tests. We agree to go through them. To begin with, he will conduct a brief interrogation of you and your companions, just answer the lines that are the most polite and truthful. Next, the door will open and you will find yourself in a hall with eight spirits. Each of them will have a riddle for you, if you guess it, the spirit will fly towards the door and help open it, if you don’t guess, then it will turn into a demon that will need to be defeated, after which the spirit will still contribute to opening the door. Here are the answers to the riddles, they are located in the same way as the spirits, if you stand at the beginning of the hall facing the closed door:

Compassion hunger
jealousy of the mountain
house revenge
dreams melody

When the door opens you will find yourself in a room with twelve buttons. Each button turns on a specific section of the bridge. For a section to be passable, two buttons corresponding to its number must be pressed. Changing the location of three companions, you must guide the fourth to the end of the bridge. If you do everything correctly, the bridge will eventually become completely visible and therefore you can walk back and forth as many times as you like. These are the section numbers the steps are responsible for. The sections are numbered in order of distance (1 - the closest, 4 - the farthest); the location of the buttons is from a position at the beginning of the hall facing the abyss.

2 2
4 3 and 4
1 and 4 2 and 3
1 1
4 1 and 2
3 3
Initial algorithm: place one companion on the second button from the right (1 and 2), and the other two on the third and sixth buttons (no matter which side). 2 active steps will appear. GG stand on the second of them. Then remove the satellite from the third button and place it on the fourth button on the right (2 and 3). Now remove the companion from the “1 and 2” button and place him on the button responsible for the third section of the bridge (the first on either side). Now you have the second and third sections of the bridge active, move the GG from the second section to the third. Then repeat all the steps so that you eventually have the third and fourth sections active.
Having finished this puzzle, go to the final test room. Before it we have to fight with clone spirits ( exact copy our party), then a wall of fire awaits us. To pass through the fiery wall you need to... strip down to your panties. Now the guardian of the urn will appear again and say that we are worthy to touch the ashes of Andraste. We take a pinch and return to the main hall to brother Genitivi, who has already been waiting for us. He will be completely delighted with our story and will say that he is going to Denerim to organize an expedition to these lands. Well, we, in turn, go back to Redcliffe to heal Earl Eamon.
The ashes will work and, in gratitude, Eamon will support us in the fight against the pestilence, and will also voice a plan to eliminate Loghain. At the same time, he will execute Jovan for betrayal (you can save his life if it was Jovan who walked into the shadows to save Connor’s soul) and will reveal the knight’s ability to you. Ahead of us is the gathering of an army and the assembly of lands in Denerim.

Preacher board
The fate of the caravan
You have to go to the area marked on the world map and find out what happened to the border caravan. The news will be sad - the caravan will be plundered.

Brothers and sons
You have to go to the area marked on the world map and find out what happened to the Easthind squad of knights. The news will be sad again - the detachment will be killed by the creatures of darkness.

last hope
You have to go to the area marked on the world map and try to save the refugees. This time everything will be fine, you will recapture them from your enemies safe and sound.

Skin thickness
Bring 9 servings of corpse bile to the priest singing at the board. it can be easily collected from the skeletons terrorizing the city. Also, if you are patient and bring 18 servings of bile, you will receive 2 times more gold.

Unintended consequences
Note: The quest appears only after you summon a certain Trickster to the towers of the circle (see the quest "Science of Summoning")
You need to kill the one who is attacking the caravans. When we arrive at the place, we find out that the Trickster, whom we accidentally summoned in the tower, was behind everything.

Before we begin to describe the passage of the game's storylineIt’s worth noting right away that the introductory parts of the narrative will differ from each other depending on which character you choose to save the world. To avoid confusion from the very beginning of the story, your humble servant considers it necessary to describe all the plot options. So, briefly and in order.

Dwarf - Crown Prince

After chatting a little with the servant, immediately go to the celebration, where you will meet your father. From him you will receive instructions to find your brother Belen, who is in the Test Arena. He will tell you that your other brother is planning something evil. As soon as you both have time to return back to the banquet hall, you will immediately be kicked off to some godforsaken city. On the way to it, you will meet a small number of opponents, which you should easily cope with, especially since a group of allies will join you on the way. Having reached the city, deal with a small detachment of mercenaries and receive a trophy in the form of a signet from the finger of one of them. Having entered the house, place your companions on slabs that stand out from the general background. After this simple procedure, you will become the happy owner of a shield from the sarcophagus. With this wealth, go outside and break the wall, after which you will have to fight a little. For committing fratricide you will be sent to prison. Before you have time to get used to the official environment, you will be sent into exile so that you can join the Order of the Gray Guardians. Having scattered all your ill-wishers along the road, you will finally meet Duncan and go with him to Ostagar.

Dwarf - Untouchable

Here, first of all, go with your partner to the tavern, where you will need to beat out a batch of lyrium, allegedly stolen from the Charter, from a local merchant. Having taken the goods from him, go to your owner Berat, who will not appreciate such official zeal and will accuse you of theft. To earn the boss's forgiveness, you will have to go to a kind of gladiatorial fight, in which you need to poison one of the opponents of your group. True, you will also have to replace the fighter who dropped out due to drunkenness by wearing his armor. Then distract Mylar with conversation while your accomplice poisons his drink. After this, you will find several trivial battles in the arena, followed by an unpleasant exposure and imprisonment. After getting out of prison and freeing your friend, make your way through the corridors, at the end of which you will finish off your employer. Now, with a clear conscience, get out into the street and after an unpleasant meeting with the guards, meet Duncan, who will invite you to go with him to Ostagar.

Man - Magician

After a short briefing, you'll be right off the bat as you'll be thrown into a bit of combat straight away. Then you will meet a magician named Mouse, who will recommend communicating with two spirits. The first of these will be the spirit of honor. You will receive a staff from him, but not before defeating him in a duel. Then, having gone a little further and scattered another portion of evil spirits along the way, you will encounter a second spirit - the demon of idleness. You can engage him in battle or try to guess his 3 riddles. As a reward for this, he will teach the magician Mouse to turn into a bear. Return back, where, with the help of the Mouse, deal with the pack of ghost wolves. A little further you will meet with the demon of anger, after a short skirmish with whom you will need to defeat him. After these adventures, you will wake up in your bed and, after talking with Jovan, you will learn that you need to see the chief magician Irving, whose chambers are on the second floor. Having reached the place, you will come across a group of people in the corridor, including Duncan. After talking a little, ask him to leave and continue your conversation with Jovan. After you promise him your help, you will need to go to the center of the hall, where one of the subdued will ask you to bring him permission from the authorities, in exchange for a fire rod. Direct your steps to the laboratory where one of the sorceresses lives. During the conversation, you find out that she is ready to provide you with paper in exchange for clearing the warehouse of spiders (the warehouse is located here). Having completed the task, take the document from her and exchange it for a fire rod. Now you, together with Jovan and his comrades, will have a walk into the dungeons of the tower. After wandering around the catacombs and fighting off a number of guards, you will reach a room with a wardrobe and a statue of a cat. Having moved the first one and using a fiery blow on the second, move further, where a small skirmish and the desired Jovan amulet await you. After getting to the surface and meeting old acquaintances, from whom Duncan will dissuade you, go with him to Ostagar.

Man - Noble

After talking with your father and Duncan who has approached, you will go to your brother’s bedchamber. Going into the kitchen on the way and sorting out my faithful dog with a whole battalion of rats, meet with your brother and talk to him, then go to bed with peace of mind. Having awakened and realized that you were attacked, bravely scatter the adversaries in the corners and talk with your mother, then go down to the main hall. Carry out a systematic clearing of the room there and go outside through one of the doors and make your way to the already familiar kitchen. After talking with your dying father there, agree to join Duncan and go to Ostagar.

Elf – Urban

After the unpleasantly interrupted wedding, talk to Duncan and Valendrian. Having found out from them the reason for what happened, go to bring justice to the castle of Denerim. Entering through the servants' door, having previously chopped up all the guards, get hold of alcohol and poison (you will get fire water in the kitchen, and poison in the pantry). Use this potion to poison three more soldiers and move on to meet the kidnapper Vaughan. After killing him, escort the girls home and accept Duncan's invitation to join the Gray Guardians.

Elf – Dalish

When faced with a squad of people, deal with them together with your friend and go to the ruins. There, having reached the mirror room, you will meet an unfriendly creature, defeating which and approaching the mirror, you will wake up in your camp. After chatting with Duncan, first go to the elder's student, and then return to the ruins, destroying everyone in your path. In the mirror room, after talking with Duncan again, go back and tell the elder everything. Now you can safely go to Ostagar.

Elf – Mage

This plot fully corresponds to the story of the Man - Magician, so there is no point in repeating it again.

Ostagar

So, having reached Ostagar, the first thing I recommend is that you thoroughly look around and wander around the surrounding area. Having completed this task, go in search of Alistair - a new companion in your difficult endeavors. Having interrupted his intellectual dispute with the magician, accompany your new acquaintance to Duncan, from whom you will receive the task of collecting three flasks of demonic blood and getting old scrolls from the guards’ archives. Now, together with Alistair and two other party members, go to the swamps, where your squad will first be attacked by wolves, and then by those very demonic creatures whose blood you need to get. Having completed the first task, I recommend that you wander through the swamps in search of a red and white flower (if you are not playing as a noble person). When you find it, give the plant to the owner of the kennel in Ostagar. The reward for this will be the fighting dog Mabari (it will become available at the end of this game segment). Having reached the ruins of an old tower located somewhere in the center of the swamp, your squad will encounter fierce resistance from all sorts of evil spirits. This is not surprising, because the sought-after scrolls should be stored in the chest, which stands in the middle of the ruins. But they are not there, since they have already been privatized by the family contract of the witches - Flemeth and Morrigan. After a tactful conversation, you will not only be handed the manuscripts, but also sent back to the city. After meeting with Duncan and going through the initiation ceremony, go to King Kaylan from whom you will receive a new task. You will need to cross the bridge and light a signal fire on the tower, which has already been captured by enemies. Make your way upstairs, chopping enemies into fine vinaigrette until you reach the fourth floor. Here I strongly recommend that you concentrate, since on the last floor of the tower a hefty animal is waiting for you, responding to the nickname of an ogre. The advice for destroying it is quite simple - have plenty of healing potions with you and under no circumstances gather your squad together. If you do this, then in one attack the org will be able to inflict huge damage on all your comrades. Having dealt with the monster, light the torch, thereby completing the mission. Having woken up in Flemeth’s house and learned bad news from her, you have no choice but to go to the village of Lothering together with Alistair and Morrigan, who agreed to help your squad. By the way, if you got a flower in the swamps and gave it to the owner of the kennel, then along the way you will meet the Mabari dog fighting with several spawn of darkness. By helping the animal, you will find a loyal ally until the end of the game.

Lothering

Before you have time to enter the village, a bunch of extortionists will stand in the way of your squad, demanding money for passage. There is no need to stand on ceremony with them - take them all and chop them into cabbage. In the village, a bunch of side quests await you, but if you want to immediately move further along the storyline, then head to the inn. There you will have a small fight with Loghain's soldiers. If you show mercy to them, another character named Leliana will join your party. After this, heading towards the exit from Lothering, you will encounter a man named Stan locked in a cage. If you want to release him for good behavior, then you will have to go to the local church and ask the abbess for leniency towards the prisoner. This can be done different ways- from bribery to threats, but if Leliana has joined you, then Stan will be released automatically. As a whole private company, go to the exit from the village, where your squad will have to provide all possible assistance to two nosy gnomes who are fighting off the attacks of evil spirits. In return, you will have the opportunity to sell the junk accumulated during your adventures at a rest stop.

Then you are free to choose which regions to go to first. The order of missions does not play a fundamental role, but your humble servant went through storyline games in the following sequence.

Mage Circle Tower

Once you reach the pier, persuade a man named Carroll to take you to the tower. Once you get there, you will learn from Gregor that things are going badly in the towers and if your squad enters there, the doors behind them will immediately close until peace and quiet and God’s grace sets in (keep this in mind in order to stock up on the necessary things in advance) . Immediately after entering the tower, you will be met by a squad of surviving magicians led by a person named Winn. Persuade her to join your ranks and together with her systematically make your way to the fourth floor of the tower. The first floor does not present any particular difficulties to pass, but on the second floor there are quite dangerous blood mages roaming around. In addition to them, you can meet the pacified Owain there and get a black grimoire, which Morrigan will like. On the third floor, among other things, beware of crazy templars and placed bear traps. But on the fourth, get ready to meet the demon of Idleness, who will send your hero into the darkness, and alone without the support of the team.

Dusk

Finding yourself alone, get ready for a fight with Duncan and his comrades. After defeating them, activate the Twilight Zone pedestal and talk to Niall. Now travel through the shadow portal to meet the rage demon. As a reward for winning, you will be given the ability to turn into a mouse. In this guise, we return back to Niall and click on the shadow pedestal. Five new directions will become available to you. First, go to the burning tower. Here you will find a lot of fire creatures, so the freezing spell will come in handy. Go up to the second floor, where, among other things, destroy the fire demon and gain the ability to transform into a burning man. Now you are not afraid of fire. Go to the location called Invasion of the Darkspawn. Now that you can ignore the flames, you can easily reach the hall in which the brave templar fights all sorts of scum. Help him cope with them, and he will present you with a form of spirit as a sign of gratitude. Well, go to get the last form in a location called the fragmented circle. Move forward and systematically take out all the enemies you come across, feet first. Your goal is to go up to the second floor, where 2 golems are waiting for you, which, of course, you will have to kill. Congratulations, you have obtained the final golem form!

Now you can safely go to clean up the Twilight Zone, destroying all the older demons in turn. The first of them, Slaveren, is waiting for you in the same location where you found your last form, with the help of which you can easily defeat him. The next candidate for corpses is Utkiel the Destroyer, who closely resembles an ogre, lives in the invasion of the creatures of darkness. Having scattered his minions in the corners, you will defeat this bastard too. Returning to Niall, enter the ghostly door and fight a lady named Jovena, as well as her two suitors. Don't forget about the burning tower area! The demon Ragos is waiting for you there. In fact, this enemy is much inferior to your Burning Man form, so killing him won't take much effort. The last guard on the path to the demon of idleness will be a certain Vereville, who lives in the templar’s ​​nightmare. Now you can free your comrades, scattered across locations called a nightmare. Just convince them that everything around is just an illusion, and they can join you in order to help defeat the demon of idleness. This will not be easy to do, so get ready for a long and exhausting battle. In it, your opponent will repeatedly change his appearance, so don’t yawn and transform into the necessary forms.

Mage Circle Tower

Having dealt with the adversary, you will be transported back to the tower, where the first thing you will do is looting - remove an extremely useful thing called the Litany of Andralla from Niall’s body. Before the stairs to the top, you will have to talk with the templar Cullen, who offers to finish off all the surviving magicians. Whether you agree to this or not is up to you, although you can abstain. At the top, another enemy, Uldred, is waiting for you. Besides his ability to transform into a giant demon, he can also turn the remaining mages against you. To prevent this from happening, use the selected Litany of Andralla on them. After victory, return to Gregor in the company of Cullen or Irving to secure his promise of help in the final battle against evil. After walking around the tower to your heart's content, head to the village of Redcliffe.

Redcliffe

The first person you will meet in this area will be a certain Thomas, who will tell you about all the horrors happening in the village. Having entered main temple, you will see Ban Tegan and discuss with him the sad state of affairs. He will ask you to help the local mayor Murdoch and the knight of Perth organize the defense. First, go to the mayor, who will direct you to the blacksmith Owen, so that he can tidy up his worn-out uniforms. Having reached his house and persuaded the blacksmith to do the work in exchange for a promise to find his missing daughter, return to Murdoch. Now go to the mill for a rendezvous with Sir Pert. He will ask you to go to Mother Hana to bless the upcoming battle. There is nothing to do, satisfy his pious whim. Having done this, return to the knights and wait for darkness (for it to come, click on the corresponding inscription in the conversation). As night falls, the battle will begin. After you have repelled several attacks from animated skeletons, you will be informed that things are going badly in the church area and you need help there. Go to a given position and continue crushing the living bones in a new place. After the battle, talk to Bann Teagan and go to the castle in search of Eamon and Connor in the company of Eamon's wife Isolde. Go down into the dungeon through the entrance located in the mill and, after passing through a short corridor (along the way you can decide the fate of Jovan imprisoned in a cage), you will find yourself inside the castle. Here, in addition to the next portion of opponents, you will also find the lost daughter of the blacksmith. Don't babysit her and send her on her own to her dad. Once out into the courtyard, immediately open the gate so that your allies arrive in time to help you defeat another company of ghouls. Going upstairs, you will see the desired Connor and Ban Tegan. Both of these characters are clearly out of their minds, and Tegan will also rush at you with bad intentions. Having dealt with him, take care of the main problem in the person of Connor. The best option (although not the only one) to solve this problem is to ask for help from a circle of magicians. Since it has already been completed earlier, Irving will immediately agree to help. You are required to enter the twilight and fight the demon that has possessed Connor. Having expelled him, you have to find a way to heal his father, Eamon. To complete this task you will have to go to the city of Denerim.

Denerim

First, go to the house of Jenitevi's brother, who, alas, will not be there. But on the threshold you will be met by his assistant Waylon, who will inform you that the person you are looking for has set sail for the area of ​​Lake Kalenhard. If you try to talk to this dubious person or simply go to the back door of the house, the impostor will give himself away and attack your hero. In a popular form, having explained how he was wrong, you will find in the back room the body of Geniveti’s real assistant, as well as information that you need to look for him in a village called shelter. There is nothing to do, follow in the given direction.

Village

It cannot be said that in this outback they are very happy about the appearance of your squad, so do not waste time and immediately go to the chapel. There, after a short conversation with Father Eirik, send him to the next world, as well as his comrades who came to his aid. Take the medallion from Eirik's corpse and in the next room behind the secret passage you will find brother Jenitevi, who will invite you to go to the destroyed temple.

Destroyed Temple

Once inside the temple using the medallion, get ready for a warm welcome with a whole bunch of enemies. Robbers, cultist magicians, and spirits of ash in the company of archers live here. Your goal is to get to the rooms of the cultists, in one of which you will get the key to the previously locked door. Go back and go to a previously inaccessible area, where you will find another key. Open another door for them and, walking forward a little, you will find yourself at a fork. Which path you choose does not matter. In any case, your squad will meet with new party opponents, including large and small dragons. After dealing with these dinosaur relatives and collecting trophies, you will meet the cult leader Kolgrim. Here you can choose from two options - agree with his proposal or go for a banal murder. It’s easier to choose the second option, and besides, you’ll get hold of a signal horn. Now, with a clear conscience, get to the surface. Ignore the flying dragon (although you can use the captured horn to challenge it to battle) and go into the next building. Here the guardian will meet you and enter into a lengthy discussion with you. Don't lose your temper and you'll easily be able to move on to the testing room. Here you will be asked riddles. If you answer everything correctly, you will move on unhindered; if you make a mistake, you will have to wave your sword. In the next room, your evil doubles are waiting for you, after the battle with them you will have to solve another puzzle. To solve it, simply place your teammates as indicated in the screenshots, gradually moving the main character forward along the bridge.



When one hero crosses the abyss, the rest can do the same. In the next room you need to take off your equipment so that you can go further. Now we take the coveted sacred ashes and leave the caves. Enter the temple again and make Brother Genitivi happy, then return to Redcliffe Castle, where you will heal Eamon and enlist his support in the final battle. All that remains is to negotiate with the gnomes, the road to which runs through the frosty mountains.

Frosty Mountains

On the way to the gnome capital Orzamar, you will encounter another group of hunters for other people's property. I think that you yourself have guessed what exactly needs to be done with them. Once you reach the city gates, you will witness a verbal altercation between the guards of Orzamar and a group of Loghain's men. You can kill a squad of homo sapiens, or persuade them to leave here.

Orzamar

When you enter the city, first of all discuss current affairs with the head of the council, Bandelor, who is located in the diamond district. During the conversation, it turns out that your squad will have to take one of two sides in order to prevent unrest in the city. You can seat Harrumont or Prince Belen on the throne. Since your further actions will differ depending on the chosen side, I will describe both scenarios.

If you decide to support Lord Harrumont, then after talking with his representative, you will find out that two brave fighters do not want to side with Harrumont in the testing arena. You will have to have an educational conversation with them. The first of them, Gviddon, will have enough of your eloquence, but Bayzil will balk and demand in exchange for his consent to bring him the letters stored in the indicated place. There is nothing complicated in this order, so when you bring what you need to Bayzil, he will agree to participate in the fights. True, you will also have to wave your sword in the arena, and not just once, but as many as 5 times. Having emerged victorious from all the fights, go to the local tavern, after which you will be granted an audience with Lord Harrumont.

If you choose Belen's side, you will again have to talk with the candidate for the throne not directly, but through an intermediary. He will instruct you to act as a messenger and take incriminating correspondence to Lord Helmy and Lady Days. With the first, everything is simple - he is resting in a tavern and, after reading the letter, immediately agrees to take Belen’s side. With the lady you find in the diamond area, things are a little more complicated. She will send you to her father. Follow the indicated area, completely teeming with various evil spirits. Help Lord Dace fight them off and hand him the letter. After this, go back and receive an invitation to Prince Belen.

Whichever side you accept, further instructions will be the same. Go to a dusty city and deal with a gang led by a certain Jarvia. On the main square of this seedy town, talk to Nadezhda, sitting by the fire. She will point you to a door through which bandits regularly pass; all that remains is to get the key to it. It is located in a nearby shack, where you will be greeted by a small enemy squad. Having dealt with him and taking the key, use it to unlock closed door. When faced with a guard naively demanding a password from your team, cut it off and move on, destroying everyone in your path. Once you reach the prison, free the prisoners and go forward to meet Jarvia. The battle with her will not be easy, due to her bullish health and the large number of minions getting under your feet. Finally, having defeated the beast, return to bow to the pretender to the throne for a new task.

And it will not be easy at all. The essence of the order is as follows. You need to find such a super female blacksmith named Branka, since it is she who has the decisive vote in choosing the new king. To complete this mission, you will have to go to a location called the deep paths, where at the very beginning of your journey you will meet the husband of the desired heroine, Ogren, who will join your group. Having reached the Karidina crossroads and dealt with your opponents, go into the cave, after which you will find yourself in a large hall. The number of enemies in this zone is simply off the charts, and on the bridge your invincible squad will be warmly greeted by an ogre who arrives in time. After passing the hall, go through the tunnel, cutting down everyone in your path, you will finally reach Teiga Ortan.

Having visited this location, you will encounter extremely unpleasant opponents in the form of giant spiders. The only good news is that arachnids attack not only brave heroes, but also supporters dark forces, which you will witness when you reach the large hall. Clear out the remnants of the surviving adversaries and go through the corridor, after which you will find yourself in another room with a new batch of opponents. Also, here you will meet a half-crazy gnome, Rook, with whom you can talk. Drive forward like a bulldozer and pretty soon you will meet the mother of this entire spider brood. I advise you to use various inhibitory spells more often in this fight in order to reduce the boss’s irrepressible jumping ability. After the victory, read Branka's diary, from which it becomes clear that your further path lies in dead ditches.

Once you reach the bridge, you will witness the brave resistance of the dwarves to the forces of darkness. Help them deal with the hordes of adversaries, and then cross the bridge freed from enemies and run to the gate. Since they are closed, you will have to go around through a side tunnel. By the way, after rummaging around a little, you will find a set of armor of the dead legion. Having gone a little further and finding yourself in another large hall, you will be subject to targeted fire from archers. In addition, their leader has a particularly powerful bow, which will make further battles a little easier for you. Nearby in the tomb you will find another piece of armor, after which you can safely continue your path forward to the hall where animated skeletons live, and another piece of armor awaits you in one of the coffins. After wandering through the corridors, you will meet a crazy woman who will tell you that Branca has moved on. Blow into the temple of the dead legion, in which you will find the last piece of armor and the key to the door leading out of the dead moat area. Behind the door, find the medallion lying in the coffin, and destroy the ghosts that have flown out of nowhere. Well, now get ready to fight the new boss! Chopping up this overgrown octopus is neither easy nor quick. The main thing is not to attack him head-on, but rather start by destroying the tentacles. When the miracle Yudo loses his limbs, he can (and should) move into close combat. After defeating the boss and going into the next tunnels, you will unexpectedly meet Branka. Now you need to escort her to an artifact called the anvil of the wasteland. Your squad without special problems will overcome new corridors until he finds himself in a room filled with gas and inhabited by four golems. First, turn off the gas by activating the valves on the sides, and then deal with the opponents one by one. After passing through the next room, in which golems are also waiting for you, you will find yourself in a hall where you will be attacked by the spirits of gnomes, animated by a mask on the column. To cope with this witchcraft, after each destruction of the spirit, you will have to hammer on the anvil standing right there. After seven or eight repetitions of this exercise, you will be able to begin the final (by God, I’m not lying!) fight in this location. Here the game again gives you a choice of which side to take. If you support Branca, you will have to fight against Caridin and his four associates. On your side will be Branka herself and 4 more golems. If Karidin sympathizes, he will have to cope with his own forces with the support of three golems against Branka and her four stone assistants. Whoever you choose, in the end, you will be given the perfect crown and sent on your way. With the trophy you have received, you will go straight to Orzamar to perform the coronation of your chosen heir. By the way, no one is stopping you from changing your previously made decision and placing any of the two contenders on the throne. Having restored the monarchy and enlisted the support of the newly-made ruler, it’s time to stomp into the Brecilian Forest to free the Dalish from the invasion of werewolves.

Brecilian forest

Upon entering the forest, you will immediately be stopped and escorted for a conversation to the elder Zatrian, who will tell you that his fellow tribesmen are being attacked by werewolves and therefore the elves have no time to help you now. It’s another matter if your squad, out of the kindness of their hearts, copes with the leader of the werewolves living in the depths of the forest. Having agreed to complete this task, be prepared to exterminate not only werewolves, but also the already well-known spawn of darkness. True, a little later your squad will meet one of the leaders of the talking wolves, with whom, with a certain amount of eloquence, you can part ways peacefully. Further, having made your way to the edge, you will meet extremely unfriendly Ents. When the enraged trees are turned into sawdust, your party will be able to get to their leader, who is quite peaceful. This huge oak tree will ask you to bring him an acorn that was stolen from him by some crazy person. On the way to the eastern part of the forest, you will meet a dying female werewolf who will ask you to give the scarf to her husband. Take it - it can help you get through. The elderly kidnapper is located in the hermit's clearing in the northeastern part of the forest. You will have several ways to take the acorn from him. For example, exchange it for some other item (a previously received scarf will do). Although I personally preferred the option of killing this forest pest. We return with the loot to the oak tree and give it the stolen acorn. In return, he will provide you with a magic staff, allowing you to go into a previously closed area of ​​​​the forest, where you will be attacked by the already familiar local leader of the werewolves. Having dealt with him, go to the ruins in search of the most important ghoul.

Ruin

Go down and systematically destroy the evil spirits crawling under your feet until you reach the large hall. Here you will have to fight the first serious dragon in the game. Before you start attacking the fire-breathing lizard, I strongly recommend disarming at least some of the traps, which are found in abundance here. It is best to harass the adversary himself with the help of ice spells, keeping magicians and archers at as great a distance as possible. In addition to a significant reward for victory, your group will be able to advance to the second level of the ruins. Here, skeletons will also join the spiders, and when you reach the next hall, you will encounter the ghost of a child, who, however, does not pose a danger. Having gone out into the corridor and having reached the fork, it is more advisable to turn right. By the way, right there you can find a blue crystal, with the help of which you can obtain the specialization of a combat Mage in the next room with the altar. Having overcome a couple more rooms stuffed with traps and enemies, your invincible armada will have to battle with a creature called witchcraft horror. He is absolutely nothing terrible, so when you have mastered him, bravely dive into the lake and get ready to find yourself in a werewolf lair.

There will be a small battle with shaggy enemies, after which you can get an audience with the leader of the werewolves. Once again, the game gives you the freedom to choose the side you will fight for. Having decided to support werewolves, you, in the company of a fanged company, will go to the elf camp and organize a massive genocide there. If you support the elves, your group will have to seriously reduce the number of wolf shifters. Well, the most profitable solution would be the option of removing the spell from the long-suffering inhabitants of the forest. To do this, you will have to bring Zatrian to the lair and strongly persuade him to do a good deed. After this, return to the elf camp (if you did not slaughter it on the werewolves' side) and obtain a promise from Zathrian's successor Lanae to help you in the final battle, which is just around the corner.

But before you enter it, you have to go to Radcliffe Castle, where Earl Eamona decides to hold a general meeting to elect a supreme ruler. However, all the main actions will take place in Denerim, where you will move after a conversation with Lord Radcliffe.

Denerim

When talking with Loghain, I strongly recommend choosing the most loyal and streamlined phrases, and most importantly, you should not mention Alistair in the conversation if you want to put him on the throne. After finishing the dialogue, you can safely go to Earl Eamon’s office, where the queen’s maid will tell you that her mistress was kidnapped by Earl Howe and is being held in the mansion against her will. Embark on a rescue expedition to rescue Her Majesty from the mansion of Earl Denerim. On the way to the estate, local punks will attack you, so be prepared for such a turn of events. Having reached the house, you will understand that you will not be able to break through the front doors, so, following the advice of the maid, go around to the back entrance, fighting a group of guards along the way. Next, you can wait until the queen’s maid distracts the guards’ attention from the back entrance, or you can brazenly break in and cut everyone off. True, I highly recommend that you walk around the mansion using a disguise. Otherwise, a tour of the estate will be too bloody. Having reached the queen's room, it turns out that a magical seal has been placed on the door, preventing her from leaving. Now go to Howe's room, where you can get hold of interesting documents stored in the chest and try to break into the treasury located nearby. From the office, go straight down to the basement, where you will come face to face with the guard. However, you won’t have to engage in battle, since the quick captive will quickly strangle him and change into a trophy uniform. From this moment on, the disguise ceases to work and you have no choice but to fight with each of the opponents you encounter. Also, do not hesitate to free prisoners from captivity along the way. A little later you will meet Earl Howe. Howe himself does not pose a serious threat, but with two magicians you will have to tinker a little. Having dealt with him, return to the queen’s room and lead her out. However, Loghain’s people will already be waiting for you there, who will offer you to surrender.

If you choose this option for yourself, be prepared for the forced release of the hero from prison (on your own or with the help of your loyal comrades). In the company of comrades, you will just have to break through the fort’s guards and get to the cell in which he is imprisoned. main character. The reverse is exactly the same. The self-release option is more elegant. First you need to lure the guard into your cell and take possession of the coveted keys there. Next, get first to the chest with your equipment, and then to the mannequin with the guard’s uniform. Now you need to get the password. This is not at all difficult to do if you have the skill of pickpocketing. Just steal the piece of paper with the password from the pocket of one of the guards. If you do not have such talents, then after meeting with the colonel and talking with two recruits, go to the quartermaster and threaten him with problems with the colonel, after which he will give out the blades. After talking with the colonel again and answering his question: “No discipline,” go to the exit, where you will find out the password from one of the guards - “Rabbit.” Now go to Eamon's mansion.

If you do not want to surrender, you will have to fight Loghain’s people, and then go to Eamon’s mansion and talk with him and the queen, from whom you can enlist support at the upcoming council.

It's time to visit the Elyphian Region, but before that, visit the local tavern and talk with the previously freed prisoners.

Elifia District

After learning that the elves are suffering from the plague, go to the main square, where you will meet a character named Shianni. From her you will learn about the existence of a dubious hospital, behind whose walls strange things happen. Having entered this establishment from the back door, having previously killed the guard, we explore the premises of the hospital and find a letter there. After this we select Fresh air, having scattered several opponents there, and again we speak with Shianni. Now she sends you to a house near the hospital. Make your way through this building, defeating a small group of soldiers, and then head into the storage areas. There you will meet another elf named Devera, who better convince her that fighting with you is a futile task. Moving forward with her and killing small riffraff along the way, you will reach the main villain of the local spill, Caladrius. You don’t have to fight him at all, but you can simply agree on a deal in which he will provide you with incriminating evidence on Loghain, and you will let him leave. However, if you choose a forceful solution to the issue, you will get what you want, especially since this mini-boss is not very difficult. After leaving the room and talking with Shianni, go to the land meeting.

Land Assembly

During the debates, do not let Loghain down and fight off his attacks against you. Also, do not forget to mention the threat posed by the creatures of darkness. If you have secured the support of the right allies before the council in advance, then you should not have any big problems. Realizing that he lost the election, your opponent will become furious and attempt a coup. Pacify this endeavor in the bud, after which you will have to fight Loghain one on one. This is not an easy task, since your opponent is a skilled fighter with good armor. A magician is best suited for the role of a duelist with him, due to his ability to use paralyzing magic. The fighters will have a hard time, but a large number of healing potions will help them. After defeating your opponent, you can choose one of three options - kill him, spare him, or spare him and turn him into “Gray Guardians”. Depending on the decision made, the game will provide you with various options for dividing the throne, from which you can choose any one you wish. So, the kingdom is united, it's time to enter the final battle!

Final battle

First, head to the familiar Redcliffe, which has already been attacked by the Archdemon’s minions. All the survivors took refuge in the castle, where you actually need to go. The walk to the estate will be easy, because you will not meet any serious opponents along the way. Unless a lost ogre wanders into the castle courtyard by mistake and this will be his fatal mistake. Having broken into the castle, talk with Eamon and Riordan and learn from them that the Archdemon’s army has decided to deliver the main blow to Denerim, so the whole honest company will have to return back. Riordan will also report that only the “Gray Guardian” can defeat the main adversary, and even then at the cost of his life. Don't rush to get upset! In a conversation with Morrigan, you learn that you have a chance to survive the final battle if you “help” the charming witch get pregnant from you. If you are playing as a female character, then you will need to persuade Alistair or Loghain to do this procedure. However, you can refuse this tempting offer. In this case, your hero will die at the end of the game, and the disgruntled Morrigan will leave your squad immediately. Having gone to Denerim in the morning and hacked up all the goons in its vicinity, go to talk to Riordan. Here, in addition to the assignment to find and destroy two enemy generals in the company of 3 comrades, you will gain access to the forces that were promised to you as support in the final battle during the game. Which armies will be available depends on the decisions made earlier. They can be used by one squad at each game location, so use them sparingly and profitably.

To begin with, go in search of the first general in the elfinage, where you will meet with Shianna, who will report that the barricades are about to break down. Go to the aid of the defenders of the area and destroy all the small riffraff from behind the barricades, but take a close look at the general who is left alone, surrounding him from all sides. Any army specializing in close combat would be well suited for this task (Radcliffe's army or werewolves would be just right). Now go to the market square, where the second brave general is waiting, surrounded by loyal ogres. The principle of its elimination is exactly the same, so you shouldn’t have any problems.

Having dealt with this sweet couple, move to the palace quarter, where after watching the video it will become clear that your path lies in Fort Dragon. On the way to it, it makes sense to send another army forward so that it can help deal with detachments of various evil spirits. True, before storming the fort you will have to repel wave-like enemy attacks from the gates of Denerim. After this, you can safely break into the fort. On its first floor, only small riffraff are waiting for you, which can be easily exterminated from a distance, but on the second floor you will have to tinker a little, since more serious rivals are crowded there. Although, there is no point in focusing specifically on them - as the game progresses, you had to participate in more difficult battles. Finally, go up to the roof and take a deep breath, you will have a final fight with the main villain of the game - the Archdemon dragon.

Archdemon

When fighting him, don't hesitate to use your best powers (mages, golems or elves). Watch his movements carefully. As soon as he decides to breathe fire or rises up, try to have time to withdraw your people from the affected area. When his life level drops below 50%, he will begin to call upon his minions in huge numbers for help, and with his last breath he will make walking bombs out of them, exploding the unfortunate ones near your allies. Sooner or later he will run out of strength, and he will fall to the ground dead.

Now you've completed the gameand I hope this description helped you

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 huntsman 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 medicinal plants in the forest 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 various 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 later 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 Janara.

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 this death an accident, but news of the unrest reached the Church above, where they began to talk that the High Priestess was considering a new Holy 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 on the Deep Paths (as her relatives demand), 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 the Trade Quarter of 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.


Shambling Corpse x18 Daemon Rank 2
Enraged Corpse x9 Daemon Rank 2
Devouring Corpse x2 Daemon Rank 3
Lesser Shade x3 Daemon Rank 2
Greater Shade x1 Daemon Rank 3
Mabari x5 Animal Rank 2, 3
Corpse of Perth x1 Daemon Rank 2 Appear if the hero left Redcliffe before the night battle.
Corpse of Murdock x1 Daemon Rank 2
Corpse of Lloyd x1 Daemon Rank 1
Corpse of Bella x1 Daemon Rank 1
Bann Teagan x1 Knight Rank 3 Optional battle (depending on the direction of the dialogue when you first meet Connor).
Guard x6 Warrior Rank 1, 2
Suit of Armor x6 Knight Rank 2
Manager (Chamberlain) x1 Warrior Rank 2


After defending Redcliffe, that is, after completing quests Village under siege And Attack at Dusk, Bann Tegan near the mill will offer to get into Redcliffe Castle through an underground passage. You need to go through the windmill to the northern part of the basement and talk to the blood mage Jovan. If left in the castle, he can take part in the development of this quest. If you drive him out of the castle, an additional quest will be given later Jovan's intentions.

Next, after passing through the northern part of the lower floor, the southern part of the basement, the castle courtyard, you need to get to the southern part of the lower floor and talk to Bann Tegan again. We need to decide what to do with Earl's possessed son, Connor. You can kill. You can take advantage of Jovan's offer and enter the Shadow to save Connor by sacrificing his mother. You can ask for help from First Sorcerer Irving from the Tower of Mages if the quest has already been completed Broken circle and Irving survived.

Any magician (including Irving or Jovan) can enter the Shadow, but only the main character, having agreed with the demon, can open a specialization Blood Mage. The choice between defeating the demon or making a pact with it has no consequences for the game, but will affect the messages at the end of the game.

Next, Bann Tegan or Erlessa Isolde will offer to find an urn of sacred ashes to heal Erl. You will need to complete the quest Urn of Sacred Ashes. Delivering Bannu Tegan's ashes results in the Earl's healing.

Result:
opening the quest Jovan's intentions, if you let Jovan go;
1250 XP for expelling a demon by any means;
opening of specializations Blood Mage And Knight;
Shield of Redcliffe's Chosen Warriors, if you agree to accept the reward from Earl Eamon;
1350 XP for completing the quest.


Owen at the Redcliffe forge asks to find his daughter Valena. Valena is hiding in a small room in the northeast of the lower floor of Redcliffe Castle. If you allow Valena to die (you don’t talk to her before expelling the demon from the castle) and inform Owen, he will commit suicide (the new blacksmith’s range of goods will change).

Result:
helmet Owen's masterpiece updated from Owen and Defective amulet from the new blacksmith, if you don’t save Valena;
250 XP and Armored Dwarf Armor, if you save Valena.


The quest is given by Earl Eamon at Redcliffe Castle after completing the quest Earl of Redcliffe. You need to get the support of elves, gnomes and magicians/templars to fight the Blight. In other words, you need to complete three other story quests that Flemeth gives after the Battle of Ostagar - Nature of the Beast, Perfect And Broken circle, before setting off with Earl Eamon to Denerim. After completing the quest, you will be transported to Denerim, to the Estate of Earl Eamon.