Walkthrough - Act I: Storyline (continued). Walkthrough - Act I: Storyline (continued) Alexander Plav walkthrough of dragon age 2

First, you will hear about Fainriel and his mother from Varric (that is, you will read in your journal in the Rumors section), but after a while (namely, after completing the quest “The Long Way Home”) you will actually meet the elf Arianny in Elfinage. Listen to her conversation with Templar Trask and then talk to her.
Arianni has a son named Feinriel, who has a magical gift, but is not a magician of the Circle, since Arianni, fearing parting with her only son, hid his abilities from others. However, at present, Fainriel is constantly plagued by nightmares, and his mother, fearing that demons were involved, decided to choose the lesser evil and turn to the magicians for help.
The problem is that the frightened boy ran away to an unknown location and Arianny doesn’t know where he is. True, she has some thoughts on this matter. She will invite you to ask Trask, who is also trying to find Fainriel. Another possible variant- the guy’s father, Antivan merchant Vincenzo. Vincenzo abandoned Arianni when he learned that she was expecting a child and has not communicated with her since then, but nevertheless Arianni suspects that in his time of need Fainriel could well have turned for help to his parent, who recently returned to Kirkwall from Antiva.
Talk to either of the two. Fainriel's father will tell you about his son if your PC is a magician or has magicians in the group. According to him, he sent Fainriel to the former templar Samson, who is now helping some fugitive magicians. Samson can be found in Porto at night.
If you talk to Trask and convince him that you are looking for Fainriel for the good of the guy, he will also advise you to contact Samson.
If you have not talked to Arianny in Elfinage, but have already witnessed her conversation with Trask, then this quest will be given to you by Trask if you talk to him at the Casemates, and you can immediately go in search of Samson.

From Samson you will learn that since Fainriel did not have any money, he redirected him to one of his friends Reiner, who from time to time deals in the slave trade. Rayner, according to Samson, can be found in Porto, where he owns a private marina.
Go to the building marked on the map. There are a lot of robbers there who won't be too happy to see you. In addition, there are several traps placed there.
Having cleared the first enemy groups, make your way to the quest arrow. There you will witness a sad scene as a cornered mage girl becomes possessed, so you will have to fight not only the bandits led by Rayner (who can stab in the back like an assassin), but also her.

In the chest you will find a letter with Reiner's assets, from which you will learn that Fainriel was indeed sold into slavery to a certain Tevinter named Danzig. Danzig can be found in Cloaca. Of course, he won’t tell you anything just like that, but you can do without a fight if you have Fenris in your group. Fenris can force the slaver to tell you everything he knows.
If after this you release the slave trader in peace, you will receive 10 Rivalry points with Fenris.
If you decide to kill the slave traders, citing the fact that by letting them go, you are dooming too many people to slavery, you will receive Friendship points with Fenris and Carver (10), as well as with Aveline (5). Be careful in the battle - a magician appears in the last wave of attackers and he is capable of causing considerable damage if he is not stopped in time.
From the map you received (or picked up from Danzig's corpse), you will find out the location of the slave traders' camp - in one of the caves on the Ragged Coast. Go there.

The cave is not very large, there are no traps in it, and the slave traders are not too dangerous, although there are magicians among them. Make your way to the leader. He holds a knife to Feinriel's throat and firmly warns you not to take another step.
If Varric is in your group, he can persuade the leader to let the young man go by passing him off as the son of the governor. The slave traders will not want to get involved with such a high-ranking hostage, and not only will they release him, but they will also pay you extra money in addition.
If you choose the answer option "And I don't need to take any steps", your PC will kill the leader with a dagger throw, which, of course, will immediately begin the battle.
In other options, the battle will also begin, but with a leader in addition. Your choice.

After you have dealt with the slave traders one way or another, you will have to decide what to do with the young man. He clearly doesn’t want to go to the Circle, so you can advise him to join the Dalish on the Broken Mountain (in this case you will earn friendship points from Merrill and Anders). However, you can also insist that he still join the Circle (this will give you Friendship points with Fenris and Aveline).
To complete the quest, report what happened to Arianni. She will give you a nice ring as a reward (you will not have the option to nobly refuse the reward).

You can tell Trask what happened - or you can remain silent if you want - in either case, he will learn about everything that the task “A Merciful Deed” will entail.

Act of Mercy

After completing the task with the missing Feinriel, you will receive a letter in which an anonymous person asks you to meet outside the city. Head to the approaches to the Ragged Coast.

On the way to the appointed meeting place, you will be attacked by baby dragons - kill them all. The anonymous person who sent you the letter will turn out to be your acquaintance Trask, who was strongly impressed by the events with Feinriel and your participation in them. The templar will tell you that the few surviving magicians of Starkhaven have taken refuge in this cave and are killing all the templars who are sent to them for negotiations. However, soon a large detachment of templars from Starkhaven should approach the cave, who, most likely, will not stand on ceremony with the magicians, and will kill them all. If you say that Trask should go to the cave himself, you will receive Rivalry points with Merrill and Anders.
You also have the opportunity, by going down into the cave, to persuade the apostates to surrender. Go to the cave. You will almost immediately be attacked by a blood mage with his “favorites” - a squad of undead. Having dealt with them, move on, where even more risen dead await you.
In one of the caves, after you clear it of warlike corpses, a young renegade named Allen will approach you. Allen will tell you that the head of the magicians hiding in the cave, Decimus, took up blood magic, citing the fact that now they have nothing to lose anyway, and is holding his comrades almost by force.
It is impossible to come to an agreement with Decimus - he attacks immediately after a short introductory speech, and you will have to kill him, several of his fellow renegades and the evil spirits they summoned.
The remaining magicians, led by Decimus's friend, Grace, will ask you to help them escape from the cave. If you agree to help them, you will receive Rivalry points with Fenris, and Friendship points with Anders. If during the conversation you speak negatively about Decimus's use of Blood Magic, you will receive Rivalry points with Merril and Friendship points with Anders. If you remain silent about using Blood Magic, you will receive Friendship points with Merril.
You can also try to persuade Grace to return to the Circle voluntarily (with correspondingly reversed influence points).
Leave the cave. (Don't relax too much - two more evil ambushes await you on the way back.) If you convinced the magicians to return to the Circle, you will still have a choice - confirm your decision (points of Friendship with Fenris, Rivalry - Merrill and Anders) or change your mind and still kill the templars. (Trask will support you in any choice.)
If you decide to help the magicians escape and Varric is not in your squad, then any conversation with the templars will lead to battle. If Varric is with you, let him tell a tall tale, which Trask and Allen will support, and the templars, believing him, will leave the approaches to the cave, clearing the way for the magicians. (Pros of Friendship with Varric and Anders in this case, Rivalry with Fenris.)
Talking to Grace or the templars after this will complete this quest.

Enemies Among Us

This quest begins with rumors about a girl named Mesha, who is asking about the templars in the Upper City, and after a while you will meet her in person. Mesha will ask you to find her templar brother named Keran. Keran suddenly disappeared some time ago and since then there has been no word or breath of him.
To find out the circumstances, you will have to ask his fellow novices, Hugh and Wilmod, who are in the Casemates. You won't find Wilmod in the Casemates, but Hugh will tell you about what's in Lately their ranks were greatly thinned - many novices simply disappeared, and, not knowing what to think, the rest began to suspect Knight-Commander Meredith of using certain initiation rituals, supposedly testing the powers of future templars, who would die if they did not pass the test.

However, another novice, Ruvina, will object to Hugh about his suspicions, since she personally saw Wilmod, who also disappeared some time ago, and has now returned, apparently alive and unharmed. True, at the moment he is resting “in nature.” If you ask her why she didn't say this earlier, she will refer to Meredith's order, as well as Knight-Captain Cullen, who was also looking for Wilmod and followed him out of town. This happened recently and you will probably catch up with them if you hurry.

Head to the “Wilmod Camp” that appears on the map, where you will witness the scene of the interrogation of the novice by Cullen. You can choose any line from your side that you wish - it will not affect the subsequent scene.
So, you have to fight the possessed and a squad of spirits. After the battle, you will automatically start a conversation with Cullen (those who played the first part of YES probably recognized this young man).
Cullen himself doesn’t really know what’s going on, but he will give you a tip to the Blooming Rose brothel, where Wilmod often visited in the past.
In the mentioned brothel, ask a girl named Viveca which of the “girls” Wilmod visited most often. After looking at the book of notes, Viveca will direct you to "Idunn, a wonder from the East."
During the conversation, Idunn will deny that he even knows Wilmod’s name, and then will try to charm both the GG and his party members, who suddenly, for no apparent reason, begin to ask you not to harm her. As for the GG, if he (s) is a magician, then she can break the spell on her own or ask for help from any magician in your group. Idunn will be so shocked that her magic didn't work that she will answer all your further questions.
All other dialogue options will lead to Idunn's immediate death and you will have to determine the location of the Blood Mages' hideout from the documents on her desk.

According to Idunn (or following from the documents read), everything is led by a certain Tarone, who is currently in a secret refuge in Cloaca. Having told you everything she knows, the sorceress will ask you to spare her life. You can send her to the Templars to atone (which will earn you Rivalry Points with Anders) or you can kill her on the spot.
Go to Cloaca, to Tarone's shelter. Be careful - in addition to the required spirits and undead for the lair of blood mages, there are also several traps. When you've almost cleared out the entire hideout, you'll find Keran and be able to briefly talk to Tarone herself. However, you will not be able to resolve the matter peacefully - and is it necessary? - and after the conversation the battle will begin.
In this battle, the Demon of Desire appears in the very last wave of opponents, which is much more dangerous than Tarone herself, so look around.

After the battle, talk to Keran. If you have Anders or Merrill in your group, they can check the young man for demons. (You'll get influence points with Anders if you ask him to check it out.)
After this, Keran will return to the Casemates. Follow him.
The following scene can earn you Friendship or Rivalry points with Anders depending on whether you agree with Keran's speech or state that the templars are to blame. When you have to speak out about Keran's future, you can either agree with Cullen that the young man is potentially dangerous (and earn Friendship points with Fenris and Rivalry with Anders and Aveline), or assure him that he is not possessed (receiving the opposite influence points). Regardless of whether you have checked for Keran demons or not, the best option he will be observed by the templars for 10 years and receive the title of full knight after this period. Callen won't agree to more.
This conversation will complete this quest.

Death of Lothering

If you played the demo version, then the beginning of the game is no longer a surprise for you.

So, your first acquaintance with the game begins. On the Diablo II-shaped screen, select class and gender. Unlike the first part, you cannot choose a race - as in Mass Effect, only humans are available.

Getting used to the combat system. For this purpose, a legion of the Spawn of Darkness will fall upon you. We show them the goat, and also press the number keys, testing out fighting techniques. Later, a huge battle ogre will attack. It is impossible to die in this episode. After winning, you will be given the choice of character appearance. Epic Fail! You're supposed to do this BEFORE the game starts! It turns out that at first we play as one character, and then BAM! Already for someone else. However, this misunderstanding is brightened up by a wide variety of appearance settings. You can sculpt whoever you want, even characters from the first part. You can also import a save from here. Dragon Age Origins.

Finally, you receive your creation. We explore the area, search the corpses, kill the creatures of darkness. Along the way, we are growing in level. Soon we meet a married couple of templars. Very unpleasant company, considering that we have a renegade sister. You can't kill them, unfortunately. We move on and meet the pt-magician and company. You need to kill in exactly this order. Collect loot and don’t forget to level up.

The next fight is quite difficult. A huge evil ogre is standing against you. Depending on your class, either your brother (if your class is a robber/warrior) or your sister (if your class is a mage) will die. First you need to deal with his retinue, try not to engage in battle with the ogre until you kill all the birds. Well, then just make sure that the team doesn’t get tired. Then there will be another wave of Fri, and, finally, salvation in the form of a long cut-scene.

This ends the duplication of the demo version.

Welcome to Kirkwall, Free March. However, they are not allowed into the city; you will have to stay at its port. We need to find our relative, Hamlen Amell. Walk through the crowd. A guard will stop you. Ask permission to speak with the commander. Go up the stairs. There, deserted Ferelden warriors argue with the guard to let them in. Intervene in a dispute. Kill the deserters. In gratitude, the guard will bring your relative. Alas, he simply cannot take you into the city. You'll have to work it off by joining a criminal gang. Which one is up to you to decide.

On the one hand, unkempt-looking people are mercenaries, on the other, elf smugglers. The mercenaries will ask you to finish off the merchant, and the smugglers will ask you to collect the debt. Your choices will determine some of the quests you receive in the future.

I present to your attention the passage of the quests of the 1st act. As always, do not forget about numerous spoilers.

Walkthrough: Act 1

Walkthrough: Act 1

Main quests

Death of Lothering
When issued: at the very beginning of the game.
  • This is the first quest. You just need to escape the pestilence and get to Kirkwall. Of the bosses, the only one worth noting is the ogre at the end of the pestilent lands.
  • Upon arrival in Kirkwall, you need to approach the guard.
  • The only fork in the road will be choosing who to work for: mercenaries or smugglers. In the future, the difference is small: if you chose mercenaries, then Miiran will give you several quests in the 1st act, and if you chose smugglers, Athenril will give you.
When issued: at the beginning of Act 1.
  • Key quest of the 1st chapter. The dwarf Bartrand from the trade guild, in search of treasure, organizes an expedition to the deep paths. For Hawk, this is the only chance to get a lot of money at once. To take part in the expedition, you need to give Bartrand 50 gold and get a map of the deep paths.
  • Money is collected by completing other quests. If at the time of completing the other main quests you do not have 50 gold, you can take out money on credit in the quest “Friends in Scarce Lands”. The map is given by Anders after the quest “Pacification”. After handing over the money and completing all the main quests, you can go on an expedition
  • At the beginning of the expedition we come across a rubble. Therefore, we have to look for another path, bumping into the creatures of darkness.
  • Having discovered the path, we report to Bartrand. In a few minutes he will betray us by locking the door of the teig.
  • Let's go look for another way out. Along the way we will meet a bunch of ghosts and spirits of the stone. One of the spirits will offer us a deal. You can accept it or refuse, there will still be an opportunity to kill him.
  • At the end of the location we meet an ancient stone spirit - one of the most difficult bosses in the game. After defeating him, another stone spirit will appear (if, of course, he has not yet been killed), we kill him too. We take the treasures we found and return to Kirkwall. This quest completes Act 1.

Walkthrough: Act 1


Walkthrough: Act 1
Friend on guard
When issued: at the beginning of Act 1.
  • Talk to Aveline at the Governor's Fortress in the Upper City. By talking with her, you can take the quest The way it should.
New house?
When issued: at the beginning of Act 1.
  • You need to visit Gamlen's house in the Lower Town. After talking with the family, a quest is given Family affairs.
Business conversation
When issued: at the beginning of Act 1.
  • Talk to Varric at the Hangman Tavern in Lower Town. He will give out the quest “Pacification” and tell the latest rumors (which will later go into the main quests).
  • After the conversation, a letter arrives home, starting the quest Free cheese(after completing it, you can attach Fenris).

Walkthrough: Act 1


Walkthrough: Act 1
Long way home
When issued: after leaving the pestilent lands in the prologue.
  • You promised Flemeth to take the amulet to the top of the Broken Mountain. We go there and find the Dalish clan (the same one that was in the DAO in the prehistory for the Dalish elf).
  • After talking with the keeper Maretani, we learn that we need to take the amulet to the top of the mountain and perform a ritual over it. The first Merril is sent along with us, who for some unknown reason decided to leave the clan.
  • On the way to the top of the mountain there are many undead and spiders. Among the dangerous monsters, it is worth noting the witchcraft horror.
  • Having risen to the top, we perform the ritual and then return to the guardian. We take Merril from the clan and bring her to Kirkwall, to the elvenage. After this, the quest ends.
Pacification
When issued: Varric in Gallows after completing the quest Business conversation.
  • First you need to find the gray guard Anders, who has maps of the deep paths in his hands. We begin our search by asking shopkeeper Liren in the Lower City (Ferelden goods). She will tell you that Anders opened a hospital in the sewer.
  • At the exit from the shop, a crowd of thugs is waiting for us, interested in our questions about the gray guard. If Bethany/Carver is in your group, then you can settle the matter peacefully, otherwise the thugs will attack.
  • Anders agrees to give up the cards after we fulfill his request. You need to go to the church in the Lower Town at night and help Anders kidnap his friend Karl from the circle.
  • However, upon arriving at the church, we find that Karl was pacified and handed Anders over to the templars. The Templars will have to kill everyone (the battle, by the way, will not be easy). After the battle, you need to decide what to do with Karl: kill him or leave him alive.
  • Then we go to Cloaca and hand over the quest to Anders. Anders hands over the maps of the deep paths and joins the team. After this, Isabella appears in the Gallows at night.

Walkthrough: Act 1


Walkthrough: Act 1
Enemies Among Us
When issued: in the Upper Town after completing the quest Pacification.
  • We go to the Casemates and talk with the templar recruits.
  • The recruits say that Knight-Captain Cullen recently went after the novice Wilmod.
  • We go after them and discover that the novice was possessed. Naturally, we kill him. After talking with the knight-captain, we find out that further searches should be carried out in the “Blooming Rose” (Upper City).
  • We speak in the brothel with Viveca, then with Iduna. The latter in the conversation will try to take control of Hawk using blood magic. If there is a magician in the group (or Hawk himself is a magician), you can interfere with her and then interrogate her. If not, then Hawk, resisting, will kill Idunna (in this case, take the documents in the room on the table). It turns out that a group of blood mages is trying to cause chaos in the ranks of the templars.
  • We go to the lair of magicians in Cloaca. In addition to blood mages, crowds of ghosts and possessed people, as well as several demons, await us there. Having cleared them, we free the templar Keran.
  • We return to the Casemates and report to Cullen about the successful completion. In this case, you can advise the templars to leave Keran in the service or remove him. In the second case, a quest will appear in the next chapter Family in debt.
Prodigal son
When issued: in the Elfinage (Lower Town) after completing the quest Long way home.
  • We approach Arianni in the elfage. We watch a picture of Ariani asking the templar to find his son. After talking with Trask, we learn that renegade magicians are often helped by the former templar Simon. You can find him in the Lower Town at night.
  • After questioning Simon, we learn that he sent Feinriel to a certain Reiner. You can find this Reiner at night in the port on the Arturis private pier. Keep in mind that at the pier there will be a difficult fight with two elite opponents: the killer and the possessed.
  • It turns out that Rayner was selling renegade magicians to slave traders. Feinriel was sold to the slave trader Danzik, who can be found in Cloaca.
  • We come to Danzik. Naturally, he’s not going to tell anything, so we’ll have to kill him. After searching the corpses, it turns out that Feinriel was sent to a cave on the Ragged Coast.
  • We go there and find the kidnapped Feinriel. You can fight with the kidnappers or persuade them to release the hostage (Varrick will help you). After his release, Feinriel will ask where he should go. You can send him to the circle of magicians or the Dalish clan.
  • We return to Arianni in the elfinage and report on the successful liberation.

Walkthrough: Act 1


Walkthrough: Act 1
A merciful act
When issued: letter in Gamlen's house (Lower Town) after completing the quest Prodigal son.
  • We go to the approaches to the Ragged Coast and find our friend there: the templar Trask. He says that the circle of magicians from Starkhaven burned down, and all the magicians had to be transferred to Kirkwall. However, they escaped and took refuge in the cave near which we are standing. The templar offers to help him settle the matter peacefully, preventing bloodshed.
  • In the cave, the magicians revived the dead, with whom you will have to fight. At the end of the cave there will be the magicians themselves, and Decimus, the main one, will attack you. Several other magicians and the walking dead will help him.
  • Having dealt with them, we talk with Grace, who offers to help the magicians escape by killing the templar at the entrance. If we agree, then, making our way to the exit, we fight with the templars, if not, with the dead.
  • At the exit we meet a group of templars led by Sir Karras. If in the dialogue with Grace you chose to distract the templars, then the matter will be settled peacefully, if not, there will be a battle. Trask will be on our side.

    After further conversation with Trask, the quest ends.

Gunpowder hopes
When issued: random encounter on the map after completing the quest Long way home.
  • Javaris wants to get the recipe for Qunari explosives, but the Arishok refused him. The dwarf hopes that if he does the Qunari a great favor by killing the Tal-Vashgoths, then Arishok will change his decision.
  • We go to the Torn Coast and kill the robbers located there - the Tal-Vasgoths. There shouldn't be any particular difficulties.
  • We return to Javaris, who is already waiting for us in the Qunari camp (it will be useful to take Fenris with us). We talk with Arishok and Javaris. The Qunari still refuse to give the recipe to the dwarf, but force him to pay us for the work done. The quest is over.

Walkthrough: Act 1


Walkthrough: Act 1
Wolves in sheep's clothing
When issued: at night in the Lower Town after completing the quest Gunpowder hopes.
  • We go to the Lower City at night and save sister Petris from the thugs. Then she offers him a job. For details, go to the Petris shelter (also in the Lower City).
  • The sister invites us to lead sairabaz (the Qunari magician) out of the city through the catacombs. Let's go down there.
  • Spiders await us in the catacombs, and at the very end, bandits.

    At the exit from the city, a detachment of Qunari is already waiting for us. No matter what you say, they will still attack in the end. It turns out we were set up

  • Having dealt with them, we return to Petris for payment and leave.
Friends in poor lands
When issued: after completing all main quests (except Expedition to the Deep Paths)
  • In the lower city, a certain Dougal offers you to take money for the expedition on credit (he gives you 50 gold, after the expedition you return 100 to him). Useful if all the money has been spent somewhere.
  • Keep in mind that if you take out a loan, there will be an order of magnitude less money in your wallet at the beginning of Act 2.

Walkthrough: Act 1


Walkthrough: Act 1

Additional quests

Madmen will not take a detour
When issued: Isabella in the Gallows after completing the quest Pacification.
  • Meet Isabella in the Upper Town after sunset. She is going to settle scores with Haider.
  • When we meet, we discover that they were already waiting for us. Having sorted it out, we search the bodies and find out Haider’s location.
  • We go to the Church to meet with Haider.
  • After Haider is killed, Isabella will join the party. This completes the quest.
Free cheese
When issued: Business conversation.
  • We meet with Anso at night at the market in the Lower City.
  • After talking with him, we visit the smugglers’ lair at night in the elfage of the Lower City to take back his goods.
  • Having dealt with the smugglers, we look into the chest and find out that if they had Anso’s goods, they took it from there.
  • On the way out we discover that we have fallen into a trap. We fight our way through and leave the elfinage.
  • It turns out that the trap was set for Fenris, a runaway elf slave. He asks us to help him. Therefore, we go to the estate in the Upper City at night and meet Fenris there.
  • We search the estate, trying to find Master Danarius.
  • Having cleared the estate of ghosts and demons of anger, we find out that Master Danarius has escaped. We take the valuables from the estate and leave.
  • After talking with Fenris, the quest ends.

Walkthrough: Act 1


Walkthrough: Act 1
bone pit
When issued: letter in Gamlen's house after completing the quest Family affairs.
  • We go to the Upper Town market to talk with Hubert about work.
  • After this, we go to the Bone Pit to look for the missing workers.
  • Upon arrival, we find marauders prowling there. Having dealt with them, we go to the mines of the Bone Pit.
  • Several ordinary dragons, as well as many cubs, await us inside.
  • In the end, we meet a worker fleeing from a large dragon. Let's move on and deal with the dragon.
  • After this, we return to the Upper City and report to Hubert. As a reward, he offers to become a co-owner of the mine, and he also issues a task Return to work. The quest is completed.
Return to work
When issued: Hubert in the Upper Town after completing the quest bone pit.
  • Convince the remaining miners to return to work. They can be found during the day in the Lower Town, next to the Gallows.
  • After talking with the workers, the quest ends.

Walkthrough: Act 1


Walkthrough: Act 1
What fell from the cart
When issued: Isabella after completing the quest Understanding Isabella.
  • Talk to Martin about working in his room at the Gallows Tavern.
  • Find Martin's stolen cargo during the day in the port of the Lower City.
  • Port workers claim they know nothing about the cargo needed. Go to the port and ask the port master, Liam, about Martin's cargo.
  • The assistant chief will demand money for information about the cargo. There are three options: give money, intimidate (will only work if you have an evil alignment), or return to the port at night and steal the necessary information (then you will have to fight the mabari).
  • Make sure Martin's cargo is located in the Woodrow warehouse near the pier. You can come to the warehouse during the day, but then there will be guards near the entrance (you can try to deceive them or simply kill them); or you can do it at night (then there will be only one sleeping guard guarding the entrance).
  • A group of pirates is waiting in the warehouse. Having dealt with them, find the cargo.
  • Then return to Martin in Gallows to report the cargo you found.
  • After talking with him the quest ends.
First victim
When issued: Free cheese.
  • Talk to Ghislain about his missing wife. During the day he is located in the Upper Town market.
  • Ask Gitanna about Ninette. This elf works at night in the Blooming Rose, in the Upper Town.
  • Find Templar Emeric in Cloaca and find out what he knows about Ninette.
  • Arriving at the meeting place, we save Emerik from the thugs. He will tell us that not only Ninette has disappeared lately and gives us the evidence he found.
  • After dark, explore the foundry in the Lower City, where the trace of Maren (another missing woman) ended.
  • In the foundry we find some magician who is running away from us. Let's move on and fight a bunch of ghosts and a demon of desire. We find a bag of bones.
  • Find Emeric in the Casemates and show him the human remains. Also visit Ghyslain in the High City and see if he recognizes the ring. After this the quest will end.

Walkthrough: Act 1


Walkthrough: Act 1
Unrequested Rescue
When issued: announcement in the Upper Town after completing the quest Long way home.
  • Talk to Seneschal Bran about the governor's son.
  • After this, go to the Ragged Coast and find the governor's son, Seamus Dumar, there.
  • Upon arrival, we discover that the Winters, led by Ginnis, are still ahead of us. We deal with her and talk with Seimus.
  • Then you will have to fight off two more attacks from the Zims.
  • After this, talk to Seimus about returning to the governor's fortress.
  • After the governor gives you the reward, the quest will end.
Judge's orders
When issued: judge in the Upper Town after completing the quest Free cheese.
  • Go to the old ruins outside the city and arrest the fugitive at the request of Judge Vanard.
  • Before entering the ruins, the elf Elren runs up to us and asks us to kill the fugitive for kidnapping his daughter. We decide what to do with the fugitive and move on.
  • There will be a lot of pows ​​in the ruins, and in one of the rooms you can find pirates hiding. In addition to numerous spiders and skeletons, the large room is home to witchcraft horror, so be careful.
  • Next we meet Leah, who, as it turns out, is safe and sound. She asks us to spare Kelder.
  • In the last room we find Kelder, who will ask you to kill him. If you fulfill his request, we leave the ruins immediately; if not, we head to the exit, simultaneously dealing with spiders and undead.
  • On the way out we talk with Elren and the guards. After that, we go to report everything to the judge (he stands during the day in the Upper Town near the church). This completes the quest.

Walkthrough: Act 1


Walkthrough: Act 1
Unfinished business
When issued: Miiran (Lower Town, night) or Athenriel (Upper Town, day) after completing the quest Free cheese.
  • The content of this quest depends on who gave it to you.
  • If Miiran:
    • We go to the port in the afternoon to help Miiran’s henchmen deal with Lord Harimann.
    • Upon arrival, we will be attacked by Harimann's guards, and there is nothing else to do but kill them.
    • Then we talk with Gustav, Miiran's man. A little later Lord Harimann will appear. We decide whether to kill him or leave him alive.
    • After this, we return at night to the Lower City to Miiran and report on our successes. The quest is completed.
  • If Athenriel:
    • We leave for the port at night to help Athenriel’s assistants.
    • Upon arrival, we discover that thugs from the Society want to attack the boy. We save the boy and, after that, talk to him. We decide whether to give him Athenriel’s goods or not.
    • Then we return in the afternoon to the Upper City to Athenriel and report on our successes. After this the quest will end.

Walkthrough: Act 1


Walkthrough: Act 1
Herbalist Quests
When issued: by the herbalist Solvitus in the Casemates at the beginning of Act 1.
  • Find Spider Gland, Dragon Fang, and Pure Ironbark for Solvitus.
  • Locations of required ingredients:
    • Gland of the Giant Spider – Abandoned Ruins (quest Judge's orders).
    • Dragon's Fang – Bone Pit (quest bone pit).
    • Ironbark – Edge with iron trees (opens on the map after talking with Master Ailen in the Dalish camp on Broken Mountain).
  • Once you give all the ingredients to the herbalist, the quest will be completed.
Undelivered letter
When issued: letter from the corpse of a possessed man on Arturis's private dock during the quest Prodigal son.
  • Take the letter found from the transformed Magess to Templar Trask in the Casemates.
  • Alternatively, you can demand payment from the templar for silence. One way or another, after talking with him the quest ends.

Walkthrough: Act 1


Walkthrough: Act 1

Companion quests

Duty
Satellite: Sebastian.

When issued: at the beginning of Act 1 in the Upper City on the preacher's board.

This quest is only available with the Exiled Prince DLC installed.

  • We approach the preacher's board in the Upper City and observe the dialogue between the Lady of the Church Eltina and Sebastian. After that, we take the task from the board.
  • Prince Sebastian Vel offered a reward for killing the Flint mercenaries who killed his family.
  • Kill Team Locations:
    • At Kirkwall Pier at night.
    • On the Broken Mountain (near the entrance to the location).
    • On the Ragged Bank (slightly north of the entrance to the location).
  • After all the mercenaries from the Flints are dealt with, return to the Church and tell Sebastian Vel that you have avenged his family. After this the quest will end.

So, you have installed the game Dragon Age 2, launched it, watched the introductory video and are ready to start playing Dragon Age 2... First, you will have to watch a video in which you will know that all the events of the game have already happened. And you just have to tell how they happened. And your gnome friend, whom you will meet later, will lead the story. So, for starters, you won't be able to choose your character's appearance or skills - you'll only choose your class and gender. To complete Dragon Age 2, mage, robber and warrior of both genders are available. Well, I prefer the rogue... Once the choice is made, you will be thrown into the thick of battle along with your battle friend. Or a friend. It depends on the class and gender you choose. Having killed the first gang, you will be given the opportunity to either fight again, or let your companion finish everything for you. I decided to fight a little more and improve my control skills in the game. It’s not entirely familiar, but you can see more about it in the review. Therefore, it would be better for you to get a little familiar with the controls while you have such a fearless opportunity - this will come in handy during the passage of Dragon Age 2.

When the small change is finished, a mini-boss, the Ogre, will come to you. Killing him takes a long time, but now it’s not difficult. Just learn all your skills and use them in battle correctly and one by one. In any case, they will manage to cure you. Therefore, don’t be afraid, just learn to play... And now the Ogre is finished. Your companion will tell you that the spawn of darkness never ends. But the dragon will scare them away... This will end the prologue of Dragon Age 2. You will again witness the communication between the dwarf Varrick and the inquisitor Cassandra. And you will hear a very promising phrase from Varric - “Then you’ll have to listen to everything from the very beginning.” Now you need to choose the appearance of your future hero. You can play around and experiment with the settings, creating a complete copy of yourself - personally, I find it more pleasant to feel like a direct participant in the passage. In the game version, of course. Created? Then start the passage of Dragon Age 2. And you will have to start by escaping from the creatures of darkness. You, renowned warrior, are running away?! But when your mother stumbles, you won’t be able to run any further. And you will automatically protect it by killing the creatures. Talk to her respectfully... During the conversation, a decision will be made to run away. And you will act as a guide. Who else? Move forward, there is only one road. Just remember to press Tab periodically to highlight available items. And in the first clearing you will have a fight. Elementary, I must say. Pick up loot from the creatures of darkness and simply from corpses and move on through the passage of Dragon Age 2.

As soon as you leave the clearing, you will immediately have to talk with your family about where you will be going. And almost unanimously it will be decided to go to Kirkwall. Kill the next batch of Garlocks and go rescue the two spouses. Now decide what to do with these two - either try to make friends, or simply enter into a forced alliance. In any case, ask them in detail about everything - the information will not hurt. Remember this principle throughout your entire playthrough of Dragon Age 2. As a result, you have one person as a burden and one warrior in the group. And great, it won’t hurt. So you have to go, constantly repelling the attacks of the creatures of darkness. Until you reach the next clearing. Be sure to open the chest and search all the corpses after the death of all opponents. Now you can go to the next clearing, where you will meet with the ogre.

It is this creature that will kill your beloved brother. True, this will happen in the video, and you will not be able to help him. By the way, if you choose to play Dragon Age 2 as a mage, the ogre will kill your sister. Therefore, all that remains is to finish off the ogre and the creatures of darkness and console the mother. The rescued templar guides his soul to another world. True, because of the prayers you will have to fight more... Until the very dragon you saw in the introductory video appears. The dragon will kill all the creatures of darkness and turn out to be... A woman! Moreover, it is familiar to us from the first part of the game. Flemeth. It's good that I killed her in the first part. Just as she was a bitch, she still is. But she offers help... Why not accept it, after asking Flemeth about everything possible? There is only one But. The Templar will be infected with corruption and will soon turn into a spawn of Darkness. In any case, it is better to finish him off. Do it yourself, without touching the girl... Now you will be taken to the city, from which you will take a ship to Kirkwall and begin the main part of the passage of Dragon Age 2.

Kirkwall

So, you have arrived, after two weeks of sitting in a dark hold. Wild storms prevented you from reaching your goal, but you managed. And, approaching the gates of the city, you find out that no one is allowed into the city. But mom will say that you really need to find your relatives in the person of Hamlen Amell, because your family has always enjoyed great respect in the city. Go to the crowd and start a dialogue with the guard Wright, who is standing without a helmet - he will tell you a lot of interesting things. Among other things, Knight Commander Meridith has great power in the city. And it is precisely this that prevents all refugees from being sent far away. Suddenly someone has a serious business in the city. We will be directed to Captain Ewald in the courtyard. True, they will do this very incorrectly. Oh, if it were up to me, I would kill this arrogant puppy! But there is no such opportunity in the passage of Dragon Age 2, unfortunately. So just go through the gate...

Near the quest mark you can find a merchant. Talk to him and you will see a heartbreaking scene of him robbing refugees. Unfortunately, it is not in our power to teach him a lesson now. It's time to go to Captain Ewald according to the mark on the map. There you will witness an armed attack by people who want to go to security. Yes, Dragon Age 2 can be brutal. True, this will happen if the dialogue is structured correctly. Just find out how much it costs to pass... And there will be a massacre. Kill all enemies who are envious. And thanks to this, Captain Ewald will find your uncle and send him to you. How sweet... Unfortunately, he won't be able to take us into the city. But he got some work for us. We should be allowed into the city, but for this we will have to work for a year. An excellent offer from a loving uncle! You have a choice - go to work for smugglers or mercenaries. First, go to Miiran and take from him the task of destroying Friedrich. Well, this arrogant bastard must die! Go to the lower left corner of the map and kill him. Just be careful - the guards, although weak, can cause a lot of inconvenience due to their numbers. Now it’s time to go submit the task to our employer Miiran. He will be happy for you and say that you have been accepted into the Brotherhood of Bloody Blades. Amazing. The passage of Dragon Age 2 has entered a new phase. Now you should talk to your uncle and enter the city.

A year has passed...

You will not be taken on the expedition. Bad, but not fatal. You will walk through the city and some boy will steal your wallet. And Varrick, already familiar to us, will stop him and return our money. Great, thanks to him. This is how we will get to know him in the passage of Dragon Age 2. And he will say that he needs us for the expedition, even if his brother does not understand this. And Varric will invite us to invest 50 gold in the expedition. Amazing. Only we don’t have that kind of money yet... In general, we’ll have to earn money somewhere. Agree to his proposal - this is your chance to break out among the people. Now it's time to explore the city. In the upper right corner of the map there is a gnome merchant who will constantly accompany your expedition. But let's get back to the tasks. Go to Aveline following the mark on the map to complete the quest “Friend of the Guardian”. She will tell you that she felt like she had crossed someone’s path. And he will offer us a worthwhile task - to deal with the robbers who decided to steal something. Well, now any work will be useful to us - completing Dragon Age 2 forces us to earn money. Get down to business after asking her about everything. She will join you, but for now you can wait to complete the task...

Mark the task "New House?", leave the building and go to the Lower City. Immediately go down the stairs and take the task from Lady Eleganta. Or rather, not really a task. She will offer to create different potions from unusual reagents. Well, let's remember this... Then search the city, picking up interesting cobblestones and collecting flowers. Don't rush to run to your uncle - first explore the Lower City. The plot of Dragon Age 2 is such that throughout the entire passage we will need a lot of money. Well, when you're done with this, you can safely enter Gamlen's house on the mission "New House?" This is the place that will become your home. Letters will appear on the table here - a quite useful function, considering how sometimes there are not enough good assignments. Read the letter from Miiran - he will say that sometimes he will give you tasks. Well, that's very useful. Then go to your mother and ask her about strange will. And ask your uncle to show you the will. There is only one problem - the will was left on the previous estate, and the estate has already been abandoned. Now talk to your sister about the will - you will learn a lot of new things... Including about the key that should go to the back door of the estate. Well, let's keep this in mind...

Or will we do it right away? It’s better this way - let the passage of Dragon Age 2 develop in the way we need. Leave the house and go to Cloaca, where we will complete the task “Family Matters.” As always, let's explore the location first. For example, next to the slave trader Danzik there are the remains of a nun, which can be returned for a reward. And a certain Tomwise can also prepare poisons for us. And share his signature recipe. When you finish exploring, go to the entrance to the Amell estate for the quest “Family Matters.” Move forward, picking up valuables and reading the pages of the Codex. On the first platform you will meet three guards. Kill them - there is no need to stand on ceremony. There are two exits from this room, and we'll head north first. Here, and everywhere else, the passage of Dragon Age 2 forces us to competently lay out our routes. After turning, you will find yourself in another room where 4 guards are waiting for you. Kill them, go down to the room below and pick up everything from the chests, including the portrait of your mother. Have you collected everything? Let's move on. You will end up in the same room you would have ended up in if you had gone west at the first fork.

Kill the guards there - this is not difficult in the passage of Dragon Age 2, search the chests and bags. In general, as always. Here you will meet the first enemy magician in your life. He should be hit when his shield has fallen off - at other times no damage will occur to him at all. Therefore, while he is sitting in the shield, just finish off his comrades. Having passed further, you will immediately turn left and find yourself in a room with a chest. It is there that the will, a decent amount of money and a couple of interesting things lie. Now the time has come to take the will to Gamelin in order to demand an answer for his actions. It turns out that the estate was left to us, and not to this scoundrel! Yes, the mother needs to regain influence in the city. But this is all a matter of gain. In the meantime, talk to your sister. And as friendly as possible - a good attitude towards you will not hurt. And in general, do not spoil the relationship in the passage of Dragon Age 2.

Now leave the house and go to the Upper Town to give the remains of the nun on the quest “The Remains of Sister Plint.” To do this, mark the task on the map and go to the Church. To the left of the main stairs, talk to Judge Vanard and take the "Judge's Orders" quest from him. Now it's time to climb the main stairs to the church. To the north, go up the church stairs and pick up the Golden Fool's Locks. This will add a task to us - the main pastime in the passage of Dragon Age 2. And then go south and turn in the task. Passed it? Great.

It's time to complete Judge Vanard's "Judge's Orders" quest. Make it active and get out of the church building. Travel to the Abandoned Ruins. Walk forward a little and talk to the guard Nabil. And during the conversation, an elf will approach you, who will speak very impartially about the order to take the refugee alive. And he will tell you that this bastard killed elven children. And I decided that he had no place among the living, because the passage of Dragon Age 2 obliges you to make your choice. After talking with the guard, it was time to go to the Collapsed Passage, which is in the southwest of the location. Come in there.

First, go east. There you will encounter pirates who are easy to kill. Pick up the loot and move back to go north. There are a lot of spiders waiting for you in the hall, so be careful. In addition to everything else, there are spiders that spit venom, which are best killed first. There is no road to the west, the door is blocked, so we go north again. By the way, there are a lot of blocked passages in the passage of Dragon Age 2, so don’t despair - this is the developers’ idea. The corridor will turn east and you will find yourself at a fork. First go further west to explore the room. Have you picked up everything from the chest? Go back and go down into the round hall to the south. Carefully! A serious fight awaits you here! There is a magician, and strong skeletons, and spiders... And all this at once. Therefore, keep in mind that you should plan your actions. Now go further south and turn east. There you will meet Leah, who, according to the elf, was allegedly killed. But not everything in the passage of Dragon Age 2 can be trusted. She will tell you that Kelder, the same killer, is allegedly controlled by demons. Have you talked? Then we move on... Go through two more turns and you will find yourself in the last room. Such a surprise. It turns out that Kelder is the son of a judge. Great, that's what I suspected. Talk to him and find out that he turned to the Circle of Magicians, and there they told him that there are no demons. And he just went crazy. I decided it would be easier to kill him. Yes, I already promised. Therefore, may he rest in peace - completing Dragon Age 2 will rest in peace to him.

Leave the ruins and talk to the elf who asked to kill Kelder. You will receive one gold reward and head to Kirkwall High Town. But the judge did not understand that I saved his son and swore revenge on me. Well, it's his right. Now I decided to go on the quest Locks of the Golden Fool to get rid of the side quests. Following the mark on the map, go to the radical elf and hand over the book to him. Get 50 silver for this and the task will be completed. The developers put a lot of such finds into the plot of Dragon Age 2.

The time has come in Dragon Age 2 for the “As It Should” quest, which Aveline gave us. Mark it on the map and leave the location. Go to the place of the intended ambush and move forward through the location. At the fork where there will be opponents, go south first. This trail will bend sharply as it heads north. It is at the bend that the opponents will sit. Then go to the crossroads, go north, explore the dead end there and, returning to the crossroads, go west. There will be a final ambush here, after which you will be credited with the next stage of the task. Leave the location and go to the Governor's Fortress. Only the captain will yell at Aveline and kick her out of the office. Talk to her and calm her down. And then try to find out whose tail Aveline stepped on - after all, in Dragon Age 2, nothing happens for nothing. Go immediately and look at the schedule, which is hanging right there. A friend will come up to Aveline and say that we saved her, since she was sent to that ambush on solo patrol. This is the situation. And this friend had another task - to deliver a bag with orders to distant outposts. True, the bag this time was heavier than usual. Maybe there is a connection here? And Donnik, to whom this bag was given, may also be in danger. This definitely needs to be checked. And in general, in the passage of Dragon Age 2 you need to keep everything under control.

We leave at night for the Lower City. There you need to talk to Aveline and follow the mark on the map. First you will have to fight with the robbers from the Needles, but this will not be a problem. Killed? We follow the mark again. There you will help Donnik fight back and look through the bag he was supposed to deliver. The governor's seal will be there! This is a fairy tale, excellent prey for robbers. It's good that we saved her. But Jiven, the chief of the guard, must be punished for such an act! We leave the location and go during the day to the governor’s fortress. You have to save it with him a good relationship, because in the second part of the passage of Dragon Age 2 it will be very useful to us. As soon as you approach the corridor, a cutscene will begin showing Jiven being arrested and sent to prison. And Aveline has been appointed as the new leader of the Kirkwall guard. Or rather, it will be appointed in a couple of months, when he has completed the necessary training and finished all his business. So for now she is in our squad. Leave the office and witness a funny scene between Varric and Aveline. Varric will want to take over the Hangman bar, and Aveline will refuse to help him. The passage of Dragon Age 2 develops cheerfully, however.

But let's go home, there should be a letter there already. There are already two quests hanging there: “The Bone Pit” and “Unfinished Business.” First, go to the Lower City at night for the quest “Unfinished Business.” Have you arrived? Then find Miiran there according to the mark on the map. He will offer to kill Lord Harimann for money. Why not? We need to earn money to complete Dragon Age 2. Go to the port during the day, that’s where you need to go on Miiran’s instructions. Explore this location before you take on the task - you need to navigate the area. After that, go to the port according to the mark on the map. The battle will begin immediately there. And he will be hot - the captain of the guard is quite strong. Yes, and the archers will catch up. Therefore, it is better to immediately take down the small change, and then take on the captain. After they are dead, you will talk to the wounded man and Lord Harimann will approach you. Ask him why they want to kill him - it turns out that he sent money to help our homeland, Denerim. Will you kill him for this? I didn't kill. In response, he promised me that he would deal with the employers and make sure that they would not take revenge on me. Go to Miiran again in the lower city at night and turn in the quest to him. He will, of course, be angry, but your people are above all in the passage of Dragon Age 2.

Now let's get down to the task "Bone Pit". Go to the upper town during the day and find Hubert there. This can be done simply by using the mark on the map. By the way, these notes in Dragon Age 2 make the passage easier to the point of disgrace. Talk to him, ask for all the information and get to work. Now it’s time to leave the location and go to that very bone pit that they talk about so much... There is only one road here, at least until the first mark on the map. Just don’t go there right away - first go through the location. You won’t find anything particularly valuable there, but you can make a little profit. When you finish your examination, go down to the Bone Pit Mines. Here you will immediately meet dragons that you will need to kill. Be careful, among them there is an adult dragon, which is somewhat more difficult to kill than the others. But it's still possible. Go south, there is only one way.

There will really be a lot of weaving and fighting, but there are no forks there. And almost at the very end you will meet a man running away. Ask him everything and let him go in peace. Just don't forget that he will tell you about the huge dragon ahead. Go to the edge of the bone pit, after searching two more dead ends. And at the edge of the location you will see an adult dragon. Great, we should kill him! This is difficult to do and it is better to send a tank ahead. And in general, when playing through Dragon Age 2, it’s better to drive tanks into the crowd. If there is none, just constantly switch between characters and use all their skills. When the dragon is defeated, search it, the cobblestones are nearby and return to the Upper City during the day. Agree to Hubert's proposal to divide the proceeds from the mine in half and go to the lower city to see the workers. Convince them to return to work in the mines and the "Bone Pit" quest will be completed. That's great! The passage of Dragon Age 2 goes on as usual.

Go to the port and hand over the remains you picked up in the mines. 50 silver will not be superfluous. Then move to the Steward's Fortress on the quest "The Head of the Sword of Eustis." There, get the gold and complete this task. Well, let's go on the main quest? We must continue the passage of Dragon Age 2. Then make the “Business Conversation” task active and go to the lower city, where you need to go to the Hangman tavern. Here you will have to talk to Varric. He will tell you what he learned about Gray Warden located in the city. They say that only he will help find the passage to the Deep Paths. It’s strange that the gnomes didn’t prepare their way down in advance...

It turns out that a certain Liren from the lower city communicated with the guard. You need to talk to her in order to continue the task. Now make active the task “Pacification” and go to the Lower City, where you need to find the merchant Liren. The entrance to her is marked on the map - so do not delay the passage of Dragon Age 2. Go into the building and talk to her. Just look at the products first - you might like some of them. True, for some reason she is not eager to give us the opportunity to meet the Gray Guardian, because she fears for his life. It turns out that he is a magician, and the templars can take him. Although it’s still easy to convince her to tell us where he lives. This place is located in Cloaca. Again we have to climb through the sewers... but nothing can be done - the passage of Dragon Age 2 takes us to different places. Leave the house and go to the Cloaca on the task "Pacification". But as soon as you leave the hospital, an armed man will approach you, who does not want us to get to the Guardian. Tell Bethany to explain everything and you won't have any problems. Now definitely to the Cloaca... When you enter the door of the hospital, you will see the Guardian healing a patient. But he reacted too sharply to our appearance. We don't want him harm, do we? Ask him about everything. It turns out that he will ask for a favor for a favor. Namely, to help him guide his mage friend past the templars so that they would not be grabbed. Yes, and we will need a magician in the passage of Dragon Age 2.

After the conversation, it will become clear that you need to appear at night at the Church in the Upper City. Well, let's go there. Go up the stairs to the church and talk to Anders. You will have to stand on the skirmish while Anders talks to Karl and make sure that the Templars do not get to them. Go north, go up the stairs and talk to Karl. Only Karl’s brain has already been cleared, and he brought the Templars with him! It's time to fight back! It won't be difficult to kill them if you don't immediately rush at the Lieutenant. It’s better to break the little things around and then get to the main thing. And after the victory you will have a conversation... During which, unfortunately, Karl will die. It's a pity, it would be a good companion. Then you will find yourself at Anders' house and talk to him. A demon lives in his head, which was once Justice. But you can find out what happened to him by asking Anders in more detail. As a result, he will join your expedition - a useful acquisition in the passage of Dragon Age 2.

Now make the side quest "The Shawl of the Daughter of the Valleys" active and go to the Upper Town during the day. Here talk to Masha near the entrance to the church - there will be a new task. It turns out that her brother was taken into the Templars and he disappeared. Ask more about Meridith and the rumors, and then agree to help. With this you will close one rumor - “Enemies are among us” and receive a task with the same name. And for now, go do the task about Shali. Everything is marked on the map, so getting the legitimate 50 silver is not a problem in completing Dragon Age 2. Now go to the Casemates for the quest “Enemies Among Us.” Immediately to the left of the entrance is Templar Hugh. He decides to ignore the order not to communicate with anyone and look for help on the side. I think it's clear who he means. Question him and agree to help. First, we need to catch up with Wilmond, who seems to have returned from initiation. Great, let's go to Wilmond's Camp. It is marked on the map and is not difficult to find. We should go left first, and not where we need to go on the quest, because reconnaissance won’t hurt. When you collect everything lying around, follow the mark on the map and you will witness the beating of Wilmond. He must be protected! Only he doesn’t really need protection! As soon as you start talking to his companion, he will turn into a demon and summon a bunch of assistants. Kill them immediately. It's not difficult to do, it just takes a long time. Then talk to the remaining templar and it turns out that Wilmond was possessed. Eventually we will be hired to investigate further. Well, collect your trophies and get out of there. The passage of the game Dragon Age 2 takes us further.

And we will head to the Upper Town at night. We are interested in the Blooming Rose brothel on the assignment of Enemies Among Us. Well, go inside and explore the brothel. For example, in the northeast room I found a stone toe. One more task has been added, which we will complete later. So only after research go to the woman we need. Viveca stands in the central room. As you will find out, both friends went to see the same woman, Iduna the Wonder of the East. This name alarms me in the passage of Dragon Age 2. Finish the conversation and go to her. True, she will try to charm you and you will have to kill her. Well, what a nuisance? Then read the documents from the table and go to Cloaca. Go to the Vault marked on the map. However, they have a big shelter! First, go north, scouting the dead-end room to the west. Just be careful! As soon as you enter, a crowd of enemies will attack you. There are a lot of them, so be careful.

Further there is only one path, albeit a winding one. Be careful, there are quite a lot of enemies. At the very end, near the mark, you will begin a dialogue with the blood mages. Unfortunately, it is impossible to reach an agreement and they will have to be killed. Well, this is not a problem - in Dragon Age 2, the passage gives us the opportunity to get away with any trouble. Collect all the trophies and talk to Keran. It’s better to let him go and not say a word to the Templars. Therefore, go to the Casemates and complete the quest Enemies Among Us. Say that Keran is not possessed and you will receive 4 gold as a reward. Amazing. And the quest “Enemies Among Us” is now over. Next, mark the side quest “Grimoire of the Apprentice” and go to the Lower City during the day. You can also take the Finger of the Perfect there. All this is for rent on the market and you can easily find two the right people. Amazing. Now go to the Gallows and talk to Varric. Or rather, watch the video first and go chat with Isabella - here is another companion in our playthrough of Dragon Age 2. She scattered the opponents so wonderfully that she deserves to be on our team. If, of course, he wants to. First, talk to her and agree to cover her rear during the duel. You will receive the task "Mad Men Will Not Detour." Amazing. But now talk to Varric for the Questions and Answers quest. Ask him about everything in the world, find out more about him. This will improve your attitude and complete the task.

Now it's time to go to the Upper City at night to help Isabella. Have you forgotten about the task “Mad Men Will Not Detour”? Then let's go. As soon as you arrive at the place and talk to her, you will be attacked. Help the girl! When everyone is killed, pick up the letter, from which it turns out that the summoner himself is hiding in the church. Let's run there! In front of the church you will be attacked again, however, this happens often in the passage of Dragon Age 2. Kill everyone and go inside. There you will have to fight again. If you kill the main one, the smaller characters will stop interfering. After this, ask Isabella about the relic that needs to be returned to Castillon. In general, now you have another good companion. Go to Gallows and talk to Isabella for the quest "Understanding Isabella". She will offer you a job with the help of a friend. Well, okay, agree and go to the far room for a new task. Ask him about everything and agree. The task "What's in the bag?" will be updated. We need to go to the Port to complete a task in Dragon Age 2. And during the day. Have you arrived? Then move to the mark on the map and talk to the Dock Worker. True, they won’t tell us anything, they’ll just send us to the port inspector. Well, let's go there.

By marking on the map you will find Liam, the port master. True, he will give us his assistant and leave. And this damned assistant will refuse to talk without payment. Okay, pay him money and go to the new mark. There will be guards there who can be killed and still get to the warehouse. Although there is another way to complete Dragon Age 2, this one is the most successful. Well, after you get inside, all that remains is to search the entire warehouse. There is something to profit from, someone to kill and where to complete the quest. The cargo we need is at the very end of the building, but there is only one way there. When the cargo falls into your hands, go back. There will be another ambush waiting for you, but this is a minor matter. Head back to Gallows and turn in the quest. The reward is 2 gold and Isabella's respect, which is very useful, because she is the best candidate for a lover during the entire passage of Dragon Age 2.

It's time to talk with another of our companions - Anders. He lives, as you know, in Cloaca. That's where we'll go on the mission "Talk to Anders." Just chat with him there. Just keep in mind that you can develop a love affair with him, so choose your lines carefully. Especially if you play as a man.

Go home and receive another letter from Miiran. Well, the task is good, it will not be superfluous in the passage of Dragon Age 2. Travel at night on the mission "Free Cheese" to the Lower City. There you need to get to the market where the gnome Anso lives. Take his task and agree to return the goods. To do this, you will have to go to Elfinage and... Return the goods. At any cost. Since this is an area in the Lower City, you don't have to go anywhere - just follow the mark on the map and enter the abandoned house. But here’s the problem - the chest at the end of the house is empty! We return to Anso for the report... True, upon leaving the house there will be an ambush waiting for you, but this is not the point. When you interrupt them, a self-confident idiot will come out to you and try to threaten you. Only he will be killed by a newly appeared elf, with whom you need to talk. It turns out that our whole enterprise was just a distraction. Well, since they helped the elf, they didn’t resurrect the dead. Agree to help him intercept his owner, since you are already involved in this matter, and an excellent warrior will not be superfluous in the passage of Dragon Age 2. Run at night near Miiran's habitat and you will have to kill him. Well, it's a dog's death for a dog! Then run at night to the Upper Town for the same task “Free Cheese”. Now follow the mark on the map. There you will meet Fenris, that same elf. You will have to go through the mansion with him.

Keep in mind, the house is very winding, so it’s better to explore everything on your way, killing all the enemies and collecting all the trophies. And in the first room an ambush awaits you. First 8 small demons, then 4 stronger ones. Kill and move on. You need to explore the entire mansion. In the Northeast room you will kill the Demon of Wrath (that same creature in the passage of Dragon Age 2) and pick up the key from it. That's exactly what we were missing. As soon as you open the locked door on the stairs, opponents will appear behind you. True, after their death it will turn out that the owner made his feet... Therefore, pick up all the valuables and get out of there. Talk to your elf and take him to your team. An extremely useful warrior. Then complete the task "Fenris was accepted into the squad." Just chat with him. True, be careful - you can also have an affair with him! After the chat, the task is completed and you can move forward in the passage of Dragon Age 2.

Now it's time to complete the task "The Long Way Home". Leave the city and go to the Broken Mountain. Move forward, killing spiders. Just be careful - there are plenty of strong spiders. This way you will reach the Dalish elves - the very ones you need to turn to. Ask him about everything and tell him that you don't want any trouble. You will be taken to Meretari. Have a heart-to-heart chat with her. As you might have guessed, you have a new task. You will have to go to the top of the mountain to perform the ritual there. Well, what kind of savagery, they are civilized lu...elves. And settle for a companion. Before you go to the elf on the path, examine another branch of the path. Have you been examined? Then it's time to visit the elf. She talks a lot. I don’t like it anymore... Although this is another companion in the passage of Dragon Age 2. And right away you will have to fight with corpses. Well, it's simple. Move on, there is only one way. True, a landslide will block your path, so you will have to go through the cave

Oh, this is not good... Well, okay, dive into the cave. And in the first hall spiders are waiting for us. Proceed further, not forgetting to explore the spur in the west of the hall. There's a pile of cobblestones with a couple of trophies. When you look around, move further to the southeast. There you will find another pack of spiders and an exit to the old cemetery. Just go upstairs first, kill the Shadow Warrior and search the chest - excellent trophies. After that you can leave. The cemetery is surrounded by a barrier, which the elf will destroy with the help of blood magic. An original plot twist for Dragon Age 2, isn't it? Then make your way forward and use the altar. So that's the meeting! Flemeth came here too. However, she will go her way, rewarding us. Now go back. You don’t have to walk along the remaining road for now - there’s nothing interesting there. Actually, this is where our task ends. You will watch a video about coming to Elfinage... Finish and immediately talk to Arianny, receiving another task. Then enter Merril's shack and talk to her, which will complete another point in passing Dragon Age 2.

Go to the Casemates and give the Map of Occupied Kirkwall to the Archivist there. The side quest will be completed and you will receive 50 silver. Talk to Solvitus and receive the Herbalist quest from him. Great, there will be something to collect. I already had the Dragon Fang and the Spider Iron. Therefore, all that remains is to find the Iron Bark. Now return to the center and talk to Trask for the quest Prodigal Son. We will be redirected again... this time to the Lower City at night. Place a mark on the map and head there. Approach Samson and ask about the boy Feinriel. Run away again to another location. This time - to the port. The mark will lead us to the piers, to the house. Enter there and a real labyrinth will open to you. Although this will not interfere with our passage of Dragon Age 2. When you reach the marked point, after searching all the corners, you will see how the woman will become a demon. Fight again... After everyone dies, you will get a good dagger and two documents - a letter from Trask’s daughter and the location of the lair. It's in the cesspool. First, go to the Casemates and give Trask a letter from his daughter. Then - to Cloaca. There, make the slave trader speak and kill him - there is too much profit from his corpse, which will not be superfluous in the passage of Dragon Age 2.

Leave the location and go to the Torn Shore on the quest “Prodigal Son”. True, along the way you will meet a gnome who is attacked by spiders. Save him and he will ask for help in pacifying the Qunari. Why not? Assignments will always come in handy. Explore the area and get out of there. Continue your way to the Ragged Shore, especially since we have added one more task in the passage of Dragon Age 2. First go clearly to the west, exploring the path to the north along the way. You will reach a dead end, but there will be a camp there where you can make some money. Next, go down south and, having reached the fork, go east for the task. I decided to let the werewolf go. Then go to the place where you started your journey through this location and go back to the fork. From there - south. Enter the Slaver's Cave and go first to the south, into the spur of the cave, and then to the east. It will take a lot of meandering, but there is only one way. The main thing is not to forget to pick up trophies. When you come to the main cave, the boy will be threatened with death if we get close. Tell him that you don’t need to get closer and then you will be able to finish him off right away without wasting your strength on him in battle. And in the end the battle will be much easier. Try to help the boy, because your sister could be in his place, and the choice in passing Dragon Age 2 is very difficult...

In any case, it’s time to leave the cave and go south in order to explore the territory, profit from something tasty and gain some experience. After this, return to the desired fork and move west. The path will bend and the path will lead north, where you will meet Tal-Vashoth, who is planning to betray his own. Great, let's use this. It’s just a pity that we won’t be able to persuade him to join now. But it doesn’t matter, move further north, opening chests and killing enemies along the way. Your goal is a cave. A side one, of course, because the main one is the passage of Dragon Age 2. Enter there and go down to the south. When you come to a fork, you will have three moves. The two tops will lead to a dead end, so we explore them in the hope of loot. In the very top tag we will find an excellent belt. So don't neglect the search. Then - once again to the south. There we will kill all the tal-vasgots and you can leave, going down again to the south. Don't forget to collect trophies!

Since we haven’t returned to the city yet, we’ll go to the Broken Mountain on the “Herbalist’s Quest” quest. Go to the local blacksmith and ask him about ironbark. He will tell you where you can find it. Well, thanks to him. Leave the location and go to the Edge with iron trees. You need to kill all the creatures of darkness in the location so that the iron bark becomes available. As soon as everything is done, a mark will appear on your map where the desired iron bark will lie. A useful ingredient in the passage of Dragon Age 2. Now you can safely leave the location and head to Cloaca at night on the task “Special Red Flower”. Turn it in and get your rightful 50 silver. Now we leave the location again...

You need to complete the Herbalist's Quest. To do this, we will go to the casemates during the day and give Solvitus the last ingredient. For this we will receive 3 more gold coins. We had a good run, though! Now it's time to turn in 2 more side quests in the Upper City: “The Seal of the House of Telvane” and “Treatise on Castes and Household Economics.” Take two tasks right there in the shopping area. You can start doing one of them right away - just climb the stairs and talk to the man - this is how the passage of Dragon Age 2 unfolds easily. Ninnet has disappeared and her relatives are starting to worry. And this bastard doesn’t care! If only he wasn't accused. Well, agree to find your wife. We will be sent to the Blooming Rose and go to Jithann, which is marked on the map. Ask him about everything and go to Cloaca. The place where you need to go is marked on the map. Go down the hatch and you will see Emerik, who is waiting for someone. After saving him from the bandits, he will hand over his affairs to you and you will have to go to the Lower City at night. Go up the stairs to the Dark Foundry Door. The room is small, so explore it and follow the mark last. There you will find a bag with a ring, a severed brush and something else. Take all this to Emerik in the Casemates. This will end the task in this part of the Dragon Age 2 walkthrough, you will receive a reward and no satisfaction.

Now we will go to the Lower City in the afternoon to finally pass the task “Prodigal Son”. This is done in Elfinage, in case anyone has forgotten. Receive a ring as a reward. Now go visit Merrill for the quest “What a lovely crime you have here.” After another chat, you will be credited with the task and can move on. Well, shall we complete the task “Gunpowder Expectations”? Then we'll head to the port. There, go to the Qunari area and turn in the task for 3 gold rewards and you can leave. Let's take on the task "Unrequested Rescue". But first, let's stop by home to get the mail. Have taken? Then go to the Viceroy's Office and you will witness a scene between a woman and the Viceroy's secretary. Listen to their argument, and then start asking questions yourself. Now our path lies to the Torn Shore for the poor boy in order to be ahead of our competitors in the passage of Dragon Age 2. We need to go to the very south. We've been there before, remember? When you get there, you will witness an interesting scene, after which you will have to kill your competitors. Well, experience won't hurt... But you'll have to fight off two more waves of attacks. Well, everything is fine. Take the boy to the governor, talk to him and you can consider the task completed.

Make active the task “A Merciful Deed” and go outside the city following the mark in the Approaches to the Ragged Coast location. Bah! Old acquaintances! Baby dragons are waiting for us! At the intersection, go first north, then east. The road will turn south and lead you to Trask, an old acquaintance from your previous playthrough of Dragon Age 2. Agree to help him persuade the renegade mages to retreat before the templars arrive here. Again there is only one way - to the south. Amazing. Just explore everything along the way. Along the way, you will meet a sorceress who will tell you about Decimus, who wants to use blood magic. Well, I'll have to stop him. Moreover, he will attack himself and simply leave us no choice. Well, never mind, chat with his friend and agree to help her. True, I did not agree to kill Thrax. There is no point in shedding blood just like that. When I came to him, I found that the templars had already approached. During the conversation they had to be killed... It’s a pity, I was hoping to make friends with the templars, but Dragon game Age 2 took the passage completely differently. But trophies are useful things. Therefore, collect them and you can leave from there, because the task has already been completed.

Go home and read another letter. It's addressed to Bethany, your sister. But the letter doesn’t start the quest, so it’s time to set off according to the rumor “Wolves in Sheep’s Clothing.” To do this, go to the Lower City at night. There, follow the mark on the map and you will see Sister Petris, whom one scoundrel invited to go into the alley in order to assess the quality of her money. Interesting though! We need to help her... Go left and kill all the enemies. Naturally, she will invite us to her hideout to discuss the details of the hire. You agree to earn extra money while playing Dragon Age 2, right? Enter Petris's Shelter, ask her about everything and accept a new companion into the team. Then go to the far corner of the building and go down to the Slums in the catacombs. There is only one path, but there are simply a huge number of spiders. And in the last room there are Thugs waiting for you who want to rob you. I didn’t even try to let them go - I cut them out right away. And right behind them is your freedom. There you will have a conversation with the Tal-Vashoths, who want to take our companion. I decided that I would not give him to his relatives, since they would deprive him of his free will, and in the passage of Dragon Age 2, everyone is free to choose their life. In the end, he won’t want to live, because Kun said it directly. Therefore, you will receive a reward from him and a charred corpse. Leave the location and go to the Lower City at night. After talking with your employer, it will become known that you were a pawn in her game. And you won’t be able to kill her, no matter how hard you dare. At least for now...

Well, now it's time to go on an expedition - the decisive moment of this part of the passage of Dragon Age 2. But first, sell yourself completely so that there is enough space. Just go home before going. That's news! Another letter! Well, let’s complete this task before the expedition. To do this, go to the lower city at night. A certain Douglas offers us the following - you take his money, go to the deep paths and bring him double the amount. Considering that I had already collected the required amount of money, I decided that I would not contact him. Moreover, I can take what I earned for myself. It’s better to work for yourself than for your uncle, so we work for ourselves. The mission "Expedition to the Deep Roads" begins.

We go to the Upper Town during the day and follow the mark on the map. But for this, you must have Varric on your team, otherwise the passage of Dragon Age 2 will not continue. Give him the money and cards and go on an expedition. And here you should not take your sister, otherwise you will lose her. Therefore, choose another magician on the team and that’s it. Watch the video that personally alarmed me...

Deep Paths

And they will immediately tell you that there is a collapse on the way. We'll have to look for workarounds... Plus, Sandal got lost in the corridors. We'll have to look for it again. Well, it’s okay, we’re no strangers... Go east, then the path will turn north, then east again. In general, there is only one way. And there are many creatures of darkness around the corner! And so on until the first intersection. You will come from the west. First, it’s better to go south, because there’s a dead end waiting there, and you need to scout it out. True, there are spiders there, but they are easy to kill. Everyone except the main spider - one of the bosses in the passage of Dragon Age 2. She has many lives and she calls on her children. But for me, playing as a robber, one heal was enough to kill her. So go for it. When you finish searching and collecting trophies, return to the intersection. There are two moves - to the north and to the east. But the passage to the north is not available, so go east. Immediately behind the hall in which you will have to kill the next creatures of darkness, you will meet Sandal. And he killed the crowd of enemies. Talk to him, accept the staff as a gift and move on. Around the next turn you will come out onto a deep path. There is another portion of enemies who are preventing us from finishing the passage of Dragon Age 2. The path will turn west and lead us to the hall. There, kill the enemies and take the loot from the chest under the stairs, along which we will move further west. In a large room you have to kill an ogre, but he is alone, so everything is simple. And in front of the next large hall it is worth saving - the Dragon is waiting for you there, which is tedious and time-consuming to kill, considering that it also calls on its cubs. Quite a powerful boss in the passage of Dragon Age 2.

After his death, collect trophies and approach the transition to another zone - a movie awaits you. You will find yourself in a pristine teig, where they will set up camp. Go forward - there is only one way. Talk to Bartrand - he will complain that he does not understand anything about what is written on the walls of the thaig. Well, we'll figure it out... There's nothing to do. Although all this is alarming. Go down and fight the ghosts and the Stone Golem - that other creature. Then collect trophies and go to the next location. Going to the first hall you will find an idol from Lyrium. And as soon as you give it to Bartrand, he will leave, slamming the door behind him and leaving us to die. Thanks to him, because otherwise the passage of Dragon Age 2 would not have become so risky! We will have to move forward, that is, to the south. At the fork, go into the room to the east, and then go west. The passage there will turn south and lead us to a large hall. There you will meet new opponents for the first time - Savages. The creatures are evil, but killing them is no more difficult than ghosts. Walking even further down the corridor you will encounter a talking Savage. Well, you can chat with him. And he will offer a deal - fulfill his request to find out where the key to the second exit to the surface lies. I think that you shouldn’t form an alliance with a demon... I attacked him and killed him - in the passage of Dragon Age 2 we were missing only alliances with demons! True, there were two more waves of attackers, but they did not cause problems. Now move on - there is only one move. When you reach the hall with a turn to the south, you have to kill a huge Savage.

More precisely, it is a stone spirit. It's difficult to kill him. Very difficult. Several times during the battle he casts a wave, from which you have to hide in the corners. Otherwise, this wave quickly takes away your life. And you need to hit him the hardest when he lies scattered on the floor. While your allies are killing small savages, you completely switch to the Stone Spirit. This is how you can kill him. Otherwise it is very difficult. After his death, pick up the trophies and go to the treasury. It is there that you will find a key that will allow you to move to the surface. And when you leave, you find out that your sister was taken to the Circle of Magicians. A good continuation of the passage of Dragon Age 2, nothing can be said. But this chapter ends, and it’s time for us to move on to the next.


Walkthrough - Act I: Story line(ending)

Blackpowder Promise

When traveling across the world map (usually on your way to the Ragged Coast), you will come across the dwarf Javaris and his bodyguards fighting off an attack of spiders. Help them. At the end of the battle, the dwarf, impressed by your fighting abilities, will offer you a job: to get rid of the Tal-Vashot group (Qunari who rejected the Kun - you may remember them from Stan's stories if you played Inception), which settled on the Ragged Coast. Why does he need this? He needs to impress the Qunari Arishok in order to bargain with him for a special explosive powder, the recipe for which only the Qunari have. If you tell him that you agree to help because in the process you will get rid of the bandit gang, you will earn Friendship points with Aveline. You will get Rivalry points with Aveline if you say you will do it for money.
Go to the Ragged Coast and take the southern road at the first fork. The Qunari camp is located at the northernmost point of the map. When you approach it, you will be greeted by a friendly Qunari who will warn you not to go any further, as Tal-Vashoth will attack if he sees you. After this, he himself will leave, since the robber ways of Tal-Vashot did not suit his taste very much. You can offer him to hire you, but he will refuse.

Clear the path to the cave from several groups of Qunari, including Saarbas - that is, a magician in the Qunari language. In the cave itself, be careful - there are several traps there. Not to mention the numerous Qunari eager to take your head off your shoulders.
But although the Qunari groups are numerous, you won't encounter anything particularly serious until you come across the leader. In this group, in addition to the Qunari leader himself (a strong hand-to-hand fighter), there will also be a rather powerful Saarbas - a magician much stronger than the Saarbas you have met before. I highly recommend taking him out of action first, constantly hitting him with stunning, paralyzing and other techniques in the same spirit, so that he does not have time to use his spells of mass destruction.

After you have dealt with the entire group and collected the loot, head back to Kirkwall. You need to find Jarvis at the port at the Qunari headquarters during the daytime. The Qunari guard at the gate will let you in.
Isabela will temporarily leave your party if she was in it when you approach the Qunari headquarters.
Move forward and you will finally meet Arishok in person. If Fenris is in your party, you may hear and receive a few extra lines (although they will not affect the outcome of your conversation with the Qunari).
At the end of the conversation, Jarvis will leave the Qunari headquarters, and the Arishok will invite you to follow his example. This ends your quest. At least for now.

Wolves in Sheep's Clothing

This quest will first appear in your journal in the “Rumors” section. For some reason, a certain representative of the Church appears in the Lower City and asks about the Qunari. After completing several story quests, if you go to the Lower City at night, you will meet her when she tries to recruit several people (who in turn turn out to be bandits and attack her).
Deal with the bandits and talk to the lady who will introduce herself as Petris. Impressed by your fighting talents, she will offer you a job, to find out the details of which you should meet with her in one of the houses in the Lower City.

Arriving at the meeting place, you find out that the job consists of escorting a captive Qunari magician out of the city. As Petris will explain to you, he will be killed if the Qunari give him back, and the Kirkwall authorities will certainly do so if the magician falls into their hands. To avoid attracting attention on the streets, you should take him outside the city, following the secret underground passage that you can go down to directly from this house. (If you agree to help, you will earn Rivalry points from Fenris and Varrick and Friendship points from Anders and Merrill.)

In the transition, spiders await you, as well as many traps. The most serious encounter in the dungeon occurs before reaching the surface. A group of bandits will be interested in you, and especially in your Qunari companion. During a conversation with them, the leader of the bandits will try to quietly thrust a knife into your GG, but the Qunari magician will unexpectedly intervene and prevent this, after which a battle will break out.
After the battle is over, talk to Ketojan. True, you will achieve little from him, so you will have no choice but to continue on your way.
Immediately upon exiting the dungeon, you will meet a group of Qunari. From the conversation with them it clearly follows that they were deliberately pointed at you.
In principle, it doesn’t matter at all what exactly you choose to do. If you agree with the Qunari, they will perform a ceremonial act of killing on Ketojan, after which they will try to do the same to you, since you have been communicating with him for too long and could have fallen under the influence of demons. If you refuse them, you will have to fight them again, and after the battle, Ketojan will commit suicide, following the precepts of the Kun path. It is impossible to dissuade him from this, no matter what options you choose. (You will receive Friendship points with Anders and Merril if you refuse the Qunari.) In any case, you will receive a nice amulet as a reward.
If during a conversation with the Qunari you mention that you yourself are a magician or that one of your companions is a magician, they will immediately interrupt the conversation and attack.
One way or another, return to Petris - who will be quite surprised to see you alive and unharmed - and a conversation with her will end this quest. You will receive 7 gold for completing the task.

Friends in Low Places

This quest appears only if, after completing all other story quests, you still have not collected 50 gold to finance the expedition for the quest “Hike to Deep Paths" (Sometimes it may appear if you have a large amount, but this does not always happen - perhaps this is a glitch.)
The gnome Dougal Gavori, who will meet you at night in the Lower City near Liren's Shop, will offer to finance you for the expedition. In return, you will have to return this money to him twice (that is, 100 gold).
If you agree to his offer, you will receive Rivalry points with Aveline, and if you do not pay him back from the expedition, he will attack you.

ATTENTION: After completing all previous story quests, complete all remaining tasks in Kirkwall before you tell Bartrand that you are ready to go on the expedition. The expedition is an epilogue of sorts to the first act, and you will no longer be able to continue unfinished tasks if you go on it.