Dragon Age 2 first victim. Walkthrough - Act II: Storyline. Conversation with Anders

Walkthrough Dragon Age 2

Before you start walkthrough dragon age 2, you need to select the gender and class of the character. We watch the introductory video and repel the attack of the Gorlocs. Our partner will help us with this. We use various skills, and finally kill the ogre mini-boss. We don’t give him the opportunity to hit us, but we attack from behind. In conversations, you should give preference only to positive options that are marked with the appropriate icons. Let's watch the video. We never stop customizing our character. We are selecting an attractive appearance, giving the hero a name, then we should choose the original Dragon Age.

Dragon Age 2: The Death of Lothering

We take the family as our assistants, gradually move forward and kill a lot of gorlocs. Don't forget to examine the corpses, as they hide a lot of interesting objects. After each level increase, you should definitely improve your characteristics. Each character can develop in their own way. For example, Sister Bethany is better at magical abilities. It will be useful to develop them and not be distracted by combat skills. The couple who don't treat us very well should be saved. As long as everyone is plagued by a common problem, they will be our allies. We kill the next ogre, however, it will be a little more difficult. If health is at a critical level, then you should use a healing potion. We avoid his very powerful blows and rams by all means. Unfortunately, our brother Carver dies. The fight continues, and then, out of nowhere, a dragon appears, kills a huge horde and successfully turns into a man. The witch Flemeth provided assistance. She also intends to help further, but we must deliver the package to its destination. Aveline's husband is seriously wounded and is now suffering from a bad illness. In order to save him from suffering, we entrust his wife to take care of him.

We start a conversation with the guard who stands at the gate. After this, you should go to Captain Ewald. The path to it is easy to find using the mini-map. We kill the deserters who went on a rampage. It is after this that the captain intends to help us. Suddenly Gamelin appears, not even three days have passed. Information comes from him that getting to know some subjects can give you a ticket to the city. In the courtyard you should find Miiran and Athenril. To begin with, there will be nothing better than a task from Miiran, which you should fail and acquire extra gold. The security must be destroyed. Next we receive a task from Athenril. The merchant should be intimidated by Aveline, open the chest and return to the employer. We watch the video after the conversation with Gamlen.

To begin an expedition along the Deep Roads, you must accumulate a fortune of 50 gold coins. Secondary quests will help us with this perfectly.

Dragon Age 2: Friend in Watch

A task arrives from Aveline. We must clear the pirate ambush site on Broken Mountain. We easily complete the task and return back to Aveline. The duty schedule will appear after the video. We leave the location and turn on night mode. We reach the Lower Town. There Donnik must be saved from the robbers. Let's go back to the barracks.

Dragon Age 2: New Home?

We go to Gamlen's dwelling, which is located in the Lower City. News from Athenril awaits us on the desk. We start a conversation with mom, and then with Bethany. We leave the house and go to Cloaca by selecting the appropriate place on the map. On the way we deal with mercenaries and thugs. We enter the estate using the basement door. More powerful enemies and one mini-boss were already waiting for us in the cellar. We go into the room and examine the chests. We appropriate a small amount of gold coins and a will. Let's go back to mother.

Dragon Age 2: Business Conversation

We go to the Lower City and find the “Hangman” there. A thorough study of the area map will help us with this. In the tavern you should talk to Varric, who needs to be lured to our side.

Dragon Age 2: Pacification

We head to Liren's shop. She will be the one who can help you establish contact with Gray Warden. We finish the conversation with her, leave the shop and immediately bump into some people. Bethany should speak for us, which will lead to the disappearance of strangers. We are transported to Cloaca, and there we go to the hospital. We start a conversation with the Guardian. He agrees to help only after we perform a small favor. We leave the location, turn on night mode and head to the Upper Town. We come across Anders near the church and the two of us go inside. We follow to Karl, who is meeting on the second floor. We kill the templars who suddenly appeared. In a conversation with Karl, you should make a choice in favor of preventing murder (“Do not kill”).

Dragon Age 2: The Long Way Home

We go to the Broken Mountain and give Flemeth the amulet there. Some elf says that you need to perform a certain ritual in which this amulet will be useful. Merrill will help us with this. We head directly to the altar. Next we go straight into the caves, where we will have to disturb the spiders. This is the direct path to the cemetery. We get rid of the barrier and fight the enemy right next to the altar. We should not forget about searching corpses that may contain gold. We perform the ritual and head back to camp.

Now the expedition is just around the corner. We gradually accumulate gold coins by completing minor quests, then we receive a map as a reward for completing the “Pacification” task.

Dragon Age 2: Expedition to the Deep Roads

Now you should find on the map the trade guild, which is located in the Upper City. We start a conversation with Bartrand. We hear from him that the expedition has been delayed, so we will have to complete all business in Kirkwall. If the list of “Rumors” contains uncompleted tasks, then the expedition will be postponed. We arrive at our destination and notice that the path is blocked. A certain gnome Bodan asks for help in finding the boy. The only enemies that will interfere with us will be the Garlocks. We free Sandal, he will get to the camp on his own, and we should continue to search for a way around. A series of garlocks will follow, and after them an Ogre will appear, killing whom will not be difficult. After him, the Dragon will appear, which will create the bulk of problems even with a fairly pumped up character. The key is to use the terrain wisely and allow the mage and rogue to use their skills to maximum effect. We find the long-awaited detour and head back to camp. Once again we talk with Bartrand. We don't stop moving forward. We kill several ghosts and a stone golem. We find ourselves in a new location where a surprise awaits us. We find ourselves locked in by Bartrand, and it becomes necessary to find another way. Now the opponents will be Savages, who are not weak opponents. We meet another golem and start a conversation with him. Bethany will help you communicate correctly and with pleasure. He agrees to help, but we will have to kill someone in the crypt. To destroy the Stone Spirit, you need to attack and heal as soon as the need arises. After teleporting him to the center, you should find shelter behind a column. After this, we deal with the enemies or ask our partners to do so. Next, we attack the spirit until it is revived. Immediately after the victory, a golem will appear. His request will be the inviolability of the treasure, and we will have to be content with only the key. This doesn’t suit us; we’ll have to kill him in cold blood. We take all the contents of the chests. Along the way, Bethany begins to suffer from evil and urgently asks for relief from her torment. Let's go back home and report bad news. We watch the video and start a conversation with Dumar.

We leave the fortress and meet with Bodan. He says we are really needed at home. We carefully look at the mini-map and reach the estate.

Dragon Age 2: Prime Suspect

We go to the Casemates. You should talk to Emirik, who is located in the square. We turn on night mode and arrive at the estate of Gascard Dupuis, which is located in the Upper Town. A couple of ghosts and a demon are already tired of waiting for us inside. We accept Gaskar's request and help him. We go to Emerik and say that he is innocent, but a certain woman in the square will say that he recently left. Once again we turn on the night and reach an alley not far from Cloaca. Emeric cannot be saved, so we just deal with all the ghosts.

Dragon Age 2: Explosive Service

Next you should talk to Arishok, who is located at the port in the Qunari camp. We listen to all the details of the task and go look for Javaris. In Cloaca we have to communicate with a barker who successfully sells his goods. Around the corner you should enter the tunnels, which are located near the Smugglers' Pit. Along the way, we kill a lot of thugs, and then deal with the mercenaries in the wilderness. We talk with Javaris, after which we free him. There was a leak of poison vapors in an alley near the Lower City. By killing the mercenaries who are there, we collect all the necessary keys that will help in blocking the barrels of poison. We deal with the next mercenaries and the elf. We report to Arishok about what happened and who is guilty of it. We go back to the governor and report on the work done.

Dragon Age 2: Find and Lose Again

Bran is waiting for us in the fortress, with whom we should talk. At nightfall we go to the “Hangman”. We find Orvald, knock out the truthful information from him and kill his accomplices and himself. We go to the Church in order to establish the truth. There we will meet Patrice. She invites us to an afternoon gathering to confirm all suspicions about the Qunari. Everything that we so actively feared has come true. The Qunari were kidnapped by Varnell, and he killed them. We deal with Varnell and the fanatics in cold blood. The number of opponents is large, but they are not very strong. First of all, we prevent the encirclement of robbers and magicians. Also, one should not forget about timely treatment. Upon the arrival of the governor, we give him advice so that he burns all the corpses of the Qunari.

Dragon Age 2: All That Remains

Uncle tells us that mom is missing. We go to look for her in the Lower City at night. We start a conversation with some tramp, who, after a certain amount of silver, happily provides some details. We follow the trail of blood. Thus we get to Liteinaya. We never stop tracking the tracks that will lead us to a secret hatch in the very corner of the mini-map. We go through the basement, killing corpses and ghosts. At the very end, we repel a number of attacks, and then successfully deal with Quentin.

Dragon Age 2: Following Kun

A letter from Dumar, the governor, awaits us at the estate. Let's go to him to talk. His son defected to the Qunari, and Dumar asks him to return. On Qunari territory, you should talk to Arishok. Seamus is in the church. We wait for the night and get there. We talk to him there. Suddenly it turns out that he was killed. We kill all fanatics. As soon as the Lady appears, we immediately tell her what Petris is up to.

Dragon Age 2: Kun's Requirements

We arrive at the estate, where Aveline is already waiting for us. She asks for help, and we kindly accept her request. Before this, you should complete all the tasks that you have not previously gotten around to. Aveline is located near the gate of the Qunari Camp. After a proposal is made to arrest the criminals, Arishok changes his mood and begins to attack. We walk through the Lower City, calmly killing all the Ashaads and Karashoks. We reach the Upper City and fight until Meredith appears. We head to the Governor's Fortress. Along the way we kill karashoks and robbers, who also do not like the Qunari. In rare cases, you will have to fight off stans, who have excellent armor but low-power attacks. You should team up with the elf sorcerer and Meredith. We resolve any disagreements that arise and guide the team forward. We ask the elf to distract the Qunari who are located at the entrance. The battle with the Arishok must begin after all the Qunari have been killed. Arishok has a lot of health, and his attacks take away a lot of valuable health from us. However, these attacks are very predictable, so dodging them won't be a problem. You can win even if all your teammates die. We preserve the city with honor and become the “Defender of Kirkwall.”

Dragon Age 2: Three Years Later

In the square we see a quarrel between Orsino and Meredith. We take the position of a sorcerer.

We reach our estates and carefully read the letter sent by Commander Meredith.

Dragon Age 2: Unleashed

We go to the Casemates, where Meredith is waiting for us. It is located in the Hall of Templars. We gladly agree to complete the task. We start a conversation with Elsa, her assistant. Let's find out all the necessary information about magicians. In the first two cases, you should talk to the witness, find the renegade and kill him. Evelina is located in Cloaca, and Khion is located in the Lower City. In the third case, you should ask the parents of Emile de Copières. After this, we know where he is hiding. We arrive at the “Hangman” and happily provide Emila with an escort to the templars.

Dragon Age 2: Serve cold

We go to the Casemates after we read the letter sent by the sorcerer Orsino. We are tasked with finding out for what purpose the templars and magicians constantly make appointments in the Upper City at nightfall. We kill the conspirators, after which we go to the Port and the Torn Coast. We kill Grace and her accomplices and save Aveline. We go back to Orsino and report the news.

Dragon Age 2: The Last Straw

We read the next letter and head to the Casemates. Then you should go to the square, where the last and uncompromising battle between the templars and magicians takes place. You have to choose who to fight for. Let's focus on magicians. From now on, our goal is the templars, who are full of them on the streets. The demon of pride is hiding in the port. His strength increases near a blood mage. Therefore, we deal with him and the ghosts, and only then proceed to the demon. We go to the Casemates, there we talk with Orsin. After this, we enter into battle with Meredith. We repel attacks large number weak opponents. Orsin is furious, so he uses blood magic to transform the huge creature. It can drain life from allies, replenishing its health. We carry out an attack from various sides until it becomes free from the body. We perform these actions several times. Then we make an attempt to penetrate into the Casemates. We have a final showdown with Meredith. Her armor is very strong, but she has no special abilities. Meredith also uses large iron statues, which do not create any problems. Article Dragon Age 2 walkthrough ended, watch the last video.

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 Dragon Age Origins here.

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.


Three years have passed since your return from the Deep Paths; the booty you found brought you wealth, and this, in turn, brought you respect in high society. Even the governor noticed you - in fact, the second act begins precisely with the fact that he calls you to him on some matter.

Demands of the Qun

You receive this quest immediately after talking with the governor, but its immediate completion will begin at the end of the second act.

Explosive Service/Blackpowder Curtesy

The Viceroy is alarmed not so much by the growing confrontation between the Templars and the Circle, but by the fact that the Qunari have not left the city. He tells us that we must come to the Arishok. Why is unknown, but the Qunari leader demands us. By name.

Go to the Port during daylight hours and talk to Arishok. He reveals that someone stole a recipe that was supposed to be a recipe for their special explosive, gaathog, but is actually a recipe for a poisonous gas planted to distract would-be kidnappers. If you inhale it for a long time, it ends in madness and death.
Suspicion fell on the gnome Javaris, who had previously been hunting for an explosive recipe. You probably remember him from the time before the expedition to the Deep Roads.

Varric tells us that the Society is now selling Javaris' things in Cloaca, which means that, most likely, he managed to escape from the city. We go to the Cloaca (Varrick’s tip is not necessary - you will find everyone you need there anyway) - and next to the entrance to the Society’s dungeons we talk with their representative, who is selling things. You can choose any dialogues - we will still be told that Javaris left the city in a hurry, leaving a lot of debts. And he could leave it, bypassing the guards, only in one way - using an underground passage with the poetic name "Smugglers' Pit."

We turn the corner and run up to the “Pit”, dive into the dungeon and go to its opposite exit. Be careful - the dungeons are full of dark personalities of all kinds, including Assassins who love to go stealth and stab you in the back. Keep a close eye on all your teammates who are low on health. In addition to bandits, there are poisonous spiders in the side tunnels.
Before leaving the "Pit", do not miss the chest, which contains a gift for Isabella - a Ship in a Bottle.

We leave the dungeon and almost immediately enter into battle with the gnome’s guards. Also watch the backs of your companions!
After the guard is dead, talk to the gnome.
After lamenting about his difficult fate, Javaris will tell us that the culprit of the theft is currently in one of the alleys of Kirkwall.

We release or kill the gnome - your choice. Varric and Aveline will not approve of the murder (they will give points to Rivalry).
We run to the dungeon and, when the map of Kirkwall opens in front of us, we see a new image - a fallen bottle, indicating the alley of the city where the elf is now located.
We go there and meet with a detachment of city guards under the command of Sir Macon. We find out that something happened in the alley - apparently, someone used the stolen Qunari recipe, and the guards are currently blocking this part of the streets.
Having convinced Macon that we will figure everything out, we go to the scene.
If you have Aveline on your team, she will conduct the conversation with the guards, after which you will have a dialogue with her. If you answer her with a joke, you will receive Rivalry points; if you choose other options, you will receive Friendship points.

Having descended into the alley, our team begins to lose health from the poisonous fog that spreads throughout the area. Our task is to quickly find four levers on the ground and use them to lock four open gas barrels. But not everything is so simple: after each locked barrel we will repel enemy attacks. The first one is the weakest, the rest will be stronger. You can run to one of the side dead ends and hold the defense there to deal with the approaching enemies one by one, but this depends on your group and favorite tactics.
The sequence in which the barrels are closed is not important. Levers will appear on the ground under the corpses of enemies after each fight - with the exception of the first one, which lies there right away. With each barrel you close, the damage you constantly receive while in the gas cloud will weaken. Keep in mind that you cannot close the barrels while the fight is ongoing, even if you pick up the lever before it ends.
As soon as you close the fourth barrel of gas and it does not pose a danger to you, a fanatical elf will appear.
A conversation with her always ends in a battle. There is no alternative to resolve the issue peacefully.

Having defeated her, we return to the Qunari Camp, where we tell the Arishok what really happened.
We listen to the subsequent speech of the main Qunari and go with a report to the Viceroy.
This will complete this quest and automatically give you the next one.

Profit and Loss

You receive this quest only if you accepted Dougal's financial help in the first act when equipping an expedition to the Deep Roads. Dougal will appear at your house and demand additional payment (even though you have already repaid him with the required interest a long time ago). If you refuse, he will attack you when traveling from one part of Kirwall to another.

Find and Lose Again/Offered and Lost

You automatically receive this quest from Viceroy Dumar upon completion of the Explosive Service quest.
The governor is concerned about the disappearance of the Qunari ambassadorial group that came to his fortress. Talk to Seneschal Bran and go to the “Hangman” at night, where you can ask the tipsy guard Orvald about what happened (it’s best if Aveline does this, she will easily shake out the information and give Friendship points). If Aveline is not in the group, it will end in a fight between Orwald - along with several tavern patrons - and your group, even if you choose the most “peaceful” answers.
In the end, the guard admits that the order about the Qunari was given to him by the templar, who also showed him the seal of the High Priestess Eltins.
During the day, go to the church to talk to Eltina about it. In the central hall you will be greeted by your old friend Petris, who has already been promoted to “mother”. She will quite easily hand over her former accomplice - the fanatical templar Varnell, who holds meetings of townspeople who are aggressively opposed to the Qunari - he is located somewhere in the Cloaca area.
Go to the indicated location. Whatever you say, it will not affect the outcome of the conversation (but with aggressive remarks, Aveline will give Friendship points), and it will all end in battle. There will be many enemies, but the strongest enemy there is Varnell himself; the rest of the fanatics themselves are not particularly strong and win mainly due to numbers.
After you kill them all, the Viceroy himself will appear on the scene - talk to him and this will complete this quest. You will receive Friendship points with Aveline if you advise not to hide what happened.
Note: Although it is not shown in the journal, you can talk to Arishok about what happened after completing the quest and listen to his opinion about the Steward and about you.

Prime Suspect

The quest is given at the very beginning of Act 2 of the game: Aveline comes to your mansion, dissatisfied with the importunity of the templar Emeric, who has been continuing to investigate the case of the disappearance of women for several years in a row (continuation of the story with Ninette’s ring). At the request of the guard captain, go to the casemates and talk with Emeric - he will tell you that he seemed to be on the trail of a killer who was sending white lilies to his future victims, but the Knight Commander of the Templars forbade him to continue the investigation. Now Emerick hopes to entrust this matter to you.
The main suspect in the murders was a certain Orlesian Gascard Dupuy, who had recently arrived in the city and was making inquiries about the missing women. You are required to enter the Dupuis mansion (Upper City) and find evidence of his guilt - or, on the contrary, innocence. Go there.
As soon as you enter the Dupuis estate, you are attacked by several ghosts led by the Demon of Wrath. Climb the stairs and enter the central hall, where you will be greeted by several more ghosts. Further in front of you there will be two doors: in the room to the right on the table you will see bottles of blood, indicating that the owner of the mansion knows Blood Magic; behind the door to the left there will be stairs. Climb it and read the note of apology from Meredith, the head of the templars. There are also two active doors on this site. In the room to the right you can find a suspicious chest with women's clothing, and in the room to the left is Dupuis himself next to a woman who will immediately accuse him of assault and kidnapping. Gascard Dupuy himself admits that he detained this woman, and also used MK to search for the maniac who recently killed his sister. You have two options:
    A) Do not trust Dupuis and attack him. Demons and ghosts will immediately come to the aid of the magician, and even after you kill them all, Dupuis will be able to sneak out of the bedroom. You will have to chase him from hall to hall, fighting demons, and in the end, having overtaken him, kill him.

    B) Trust Dupuis and let him go. Before leaving, he will ask you to keep him informed of events and, if necessary, to find him in Cloaca, where he intends to hide.

In one case or another, you will need to return to the Casemates during the day to report your findings. But instead of Emeric, you will be met by the templar Moira, who will state that Emeric himself recently went to a meeting that you had appointed for him in one of the alleys not far from Cloaca. Go there - the killed templar will lie on the ground, and around him you will see ghosts, after dealing with which the Demon of Desire will appear. After you deal with them, Moira will come running and ask what happened and whether Dupuis is to blame for the death of the templar. Answer her as you see fit. This will complete this quest and automatically give you the next one.

All That Remains

This quest is automatically given after completing the Prime Suspect quest. Arriving at your mansion, you learn that Liandra Hawk left home under suspicious circumstances and has not returned.

There are two ways to find out Liandra's whereabouts:

    1) Meet with Gamlen in the evening in the Lower City and ask a street boy about where Liandra went. He will tell you about a man who asked Mrs. Hawk for help, and you will have to follow the bloody stains on the ground to the old foundry.
    2) If you spared Gascard Dupuis and did not tell Moira that he was a murderer, you can find him in the Cloaca in its southern part and he, using Blood Magic, will automatically lead you to the foundry in the footsteps of the previously missing Alessa. (If you spared Dupuis, you can still question the boy; Dupuis is not necessary to complete the quest in this case.)
In the foundry, follow the trail of blood to the hatch and go down into it. Almost immediately you will be attacked by several ghosts led by the Demon of Wrath. Having dealt with them, move on. At the entrance to the next hall you will find Liandra's dropped amulet. Head down to the killer's makeshift library and take on the Demon of Wrath, Possessed, Ghosts and Reanimated Corpses. After the battle, you will notice the portrait above the fireplace - the woman depicted in it is very similar to Liandra (in fact, this is not a very successful copy from the painting of one of the Pre-Raphaelites - Beata Beatrix).

Go further and go down the stairs. The true killer, whom the late Emeric had been tracking for so long, is already waiting for you there. If Gascard Dupuy came with you, the killer will talk to him, and you will find out what exactly Dupuy wanted. By choosing the answer with an asterisk, you can convince Gaskar to abandon his intentions, in which case he will fight on your side using Blood Magic. Otherwise, the young man will take Quentin's side and attack you. Also, if Varric is in your party, Dupuis will not fight on anyone's side for some reason.
The battle will consist of several stages associated with the appearance of the Demons of Desire (“Incarnation of Ninette”, “Incarnation of Alessa”, “Incarnation of Liandra”) and their “retinue” of ghosts and the living dead. After interrupting them, finish off Quentin and talk to Liandra. After this, you will automatically find yourself at home.

At home, Uncle Gamlen will talk to you, and after that, one of the party members with whom your GG is in a romantic relationship (if he is, of course). This will complete this quest.

Following the Qun

You receive this quest automatically upon completion of the quest “All That Remains.”
After receiving Viceroy Dumar's letter, meet him at the Fortress and talk about his son Seimus.
After that, go talk to Arishok. On the way, you will be ambushed by mercenaries. Kill them and continue on your way.
The Arishok will tell you during the conversation that Seimus is currently probably in the church, where he went to meet his father.
Go to the church at night and see what exactly is happening there, then talk to Petris. Fanatic townspeople will come to the church with her - at the end of the conversation you will not avoid a fight with them (fortunately, fanatics are disgusting fighters).
Eltina herself will come out to the sound of battle, and after that you will only have to watch how this whole sad story will end. You will not be able to influence its outcome.

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. For Dragon walkthroughs Age 2 includes mage, rogue and warrior of both genders. 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 “Guardian's Friend” quest. 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 it 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 immediately begin 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, find the cobblestones 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 the Gray Warden in the city. They say that only he will help find the passage to 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 Town 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.

We select the character class and gender - warrior and man, respectively. After the introductory video, together with my partner, we repel the attacks of the garlocks. We use all kinds of skills, and in the end we deal with the ogre mini-boss. We dodge his blows and try to attack from behind. During conversations, we choose exclusively positive options, guided by the icons. Let's watch the video. We continue to customize our hero. We change the appearance to our liking, decide on a name, and most importantly, choose the events of the original Dragon Age. This will be the default story, i.e. Hero of Ferelden.

Death of Lothering.

Together with my family we move forward, destroying hordes of garlocks. On the way we also examine the corpses in search of useful items. Don't forget to improve your characteristics with each level increase. Each character has its own development branch. For example, sister Bethany has more well-developed magical abilities. It would be right to continue developing them, rather than switching to improving combat skills. We save a couple who are hostile against us. But as long as we are all united by a common problem, they will be on our team. Dealing with another ogre this time will be more difficult. When your health level drops, use a healing potion. We try not to fall under his rams and powerful blows. Unfortunately our brother Carver is killed. We continue the fight, when suddenly a dragon appears, deals with the large horde and transforms into a human. It turns out to be the witch Flemeth, who happily agrees to help us if we deliver some package. Aveline's husband was wounded and is infected with corruption. So that he does not die a long and painful death, we leave his fate in the hands of his wife.

Long way home.

We speak with the guard at the castle gate. He directs us to Captain Ewald. We get to it using the mini-map. We deal with the raging deserters. After this act, the captain agrees to help us. Three days later, Gamelin appears. He reports that in order to get into the city you need to meet some personalities. We find Athenril and Miiran in the courtyard. First, it is best to take the assassination task from Miiran. But instead, strike gold and let go of the goal. The security will still have to be destroyed. Then we talk to Athenril and receive the task. We intimidate the merchant in the square with the help of Aveline, open the chest and return to the employer. We talk to Gamlen and watch the video.
To go on an expedition to the Deep Roads we must accumulate 50 gold. To do this, you can complete additional quests.

Friend on guard.

Aveline instructs us to clear the ambush site on Broken Mountain from pirates. Having successfully completed the task, we return back to Aveline. After the video, look at the duty schedule. We leave the location and switch to night. We get to the Lower Town and save Donnik from the robbers. We return to the barracks.

New house?

We go to the Lower City to Gamlen's house. We approach the desk and read the news from Athenril. We talk to Mom, then to Bethany. We leave the house, select Cloaca on the map and move there. On the way we kill thugs and mercenaries. Through the basement door we enter the estate. In the cellar, even stronger opponents await us, as well as a mini-boss. We get into the room and examine the chests. We take some gold and a will. We return to the mother.

Business conversation.

We get to the “Hangman”, which is located in the Lower Town. To do this, open the local map and carefully study it. In the tavern we talk with Varric (he should be on our team).

Pacification.

We go to Liren's shop, she will help us establish contact with the Gray Guardian. After talking with her, we leave the shop and immediately certain people stand in front of us. We give the floor to Bethany, after which they leave. We go to Cloaca and find a hospital there. We talk with the Guardian (healer). He will help us if we complete one task. We leave the location, switch to night and go to the Upper Town. We meet Anders at the church gate and go inside together. We go up to the second floor to see Karl. We destroy the arriving templars. Then, during the dialogue with Karl, select the “Do not kill” branch.

Long way home.

We go to the Broken Mountain to hand over the amulet to Flemeth. A certain elf informs that a ritual must be performed with the help of this amulet. She sends Merrill with us to help perform the ritual. We move towards the altar, clearing the path of corpses. Next we pass through the caves, where spiders await us. From there we get to the cemetery. We remove the barrier and repel the attack right in front of the altar. Don’t forget to examine the corpses; one of them must contain gold coins. We perform the ritual and return to camp.

That's all, there is very little left before the expedition. We accumulate the required amount of gold by completing additional quests, and get the map by completing the “Pacification” quest.

Expedition to the Deep Paths.

We go to the Upper City and get to the trade guild, guided by the map. We speak with Bartrand. He reports that the expedition will last for several weeks, so it is worth completing all your business in Kirkwall. If there are uncompleted tasks in the “Rumors” list, then you will not be able to go on the expedition. Arriving at the place, we find that the path is blocked. The gnome Bodan asks to find the boy. The only enemies we will meet on our way are Garlocks. We save Sandal and he gets to the camp on his own, and we continue to look for a workaround. After a series of garlocks, an Ogre will appear, which is quite easy to kill. Next is the Dragon, which is quite difficult to deal with, even with characters of level 10, at an average difficulty level. The main thing is to use the terrain correctly and give the robber and mage the opportunity to use their skills as efficiently as possible. We discover a detour and return to camp. We speak with Bartrand. We continue to advance. We deal with several ghosts and a stone golem. We find ourselves in a new location, where we discover something very expensive. Bartrand locks us in and we are forced to find another way. Weaker opponents were replaced by stronger ones - Savages. Having met another golem, we communicate with him, and in the dialogue we resort to the help of Bethany. He will help us get out if we kill some creature in the crypt. To destroy the Stone Spirit, we do this: we attack and, if necessary, heal. When he teleports to the center, we quickly hide behind the column and wait. Next, we go out and beat the enemies that appear, and it’s best to order our partners. Then we attack the spirit until it is reborn. After victory, a golem will arrive. He wants us to take only the key and not touch the treasures. We, of course, refuse his offer and destroy it. We take everything that is in the chests. While wandering the trails, Bethany becomes infected with corruption and asks to kill herself. We return home with bad news. After the video we speak with Governor Dumar.

We leave the governor's fortress and meet Bodan at the exit. He reports that they are waiting for us at home. Using the mini-map, we get to our estate.

Prime suspect.

We go to the Casemates. We find Emerik on the square and communicate with him. We switch to night and get to the estate of Gascard Dupuis, which is located in the Upper City. Several ghosts and one demon await us inside. We agree to help Gaskar. We return to Emerick to tell about his innocence. The woman on the square says that Emerick left recently. Switch back to night and go to the alley next to the Cloaca. It will no longer be possible to save Emerik, so we simply clear the area of ​​ghosts.

Explosive service.

At the port we go to the Qunari camp and talk to Arishok. We receive the task and go in search of Javaris. In Cloaca we communicate with a local barker who is selling his goods. Just around the corner we enter the tunnels, through the Smugglers' Pit. Along the way we deal with numerous thugs, and when we go out into the wilderness, we kill the mercenaries. We talk to Javaris and let him go. There was a leak of toxic fumes in an alley near the Lower City. While clearing the area of ​​mercenaries, we select the keys and block the barrels with the source of poisoning. We kill the elf and several more mercenaries. We inform Arishok about what happened and about those involved in the theft of poisonous gas. We return to the governor and report on the work done.

Find and lose again.

In the governor's fortress we communicate with Bran. At night we go to the “Hangman”. We find Orvald, get the truth out of him and deal with him and his friends. We get to the Church to find out the truth. There we meet Petris. She invites us to an afternoon gathering to confirm her suspicions about the Qunari. Our fears were confirmed: Varnell kidnapped the Qunari and executed them. We destroy the fanatics and Varnell. The opponents, although generally weak, prevail in numbers. The main thing is not to let magicians and robbers using small arms be surrounded. Also, do not forget to treat them on time. When the governor arrives, we advise him to burn the corpses of the Qunari.

All that remains.

We learn from my uncle that my mother has disappeared. At night we go out into the streets of the Lower City to look for her. We talk to the tramp and find out details from him, giving him some silver. We follow the bloody trail. They lead us to the Foundry. We continue to follow the tracks until we come across a secret hatch in the corner of the mini-map. We move through the basement, destroying ghosts and corpses. At the end, we hold off several waves of attacks and kill Quentin.

Following Kun.

In the estate we read a letter from Governor Dumar. We go to talk with him. He asks to return his son, who migrated to the Qunari side. In the Qunari Camp we communicate with Arishok. Seamus has been lured to the church, so we will sneak in at night to see him. As it turned out, he was killed. We deal with the fanatics, and when the Lady appears, we tell her about Petris’s evil plans.

Kuhn requirements.

Arriving at the estate, we meet Aveline and agree to help her. But before you do this, you need to complete all your business, as in the case before the expedition. Aveline will be waiting in front of the gates of the Qunari Camp. Arishok reacts aggressively to the proposal to arrest the criminals and the battle begins. We move along the streets of the Lower City, dealing with Karashoks and Ashaads. We break through to the Upper City and continue the battle until Meredith appears. We get to the Governor's Fortress, destroying the robbers, who are also showing aggression against the Qunari, and the Karashoks. Occasionally, stans appear, characterized by good armor but weak attacks. We team up with Meredith and another elf - a sorcerer. Having settled the dispute, we lead the team and order the elf to distract the Qunari standing at the entrance. The main battle with the Arishok should begin by first destroying the rest of the Qunari. The Arishok has a large supply of health, in addition to this, his counterattacks cause very serious damage. But these attacks are easy to predict and dodge or retreat in time. Even if all our partners die and we are left 1 on 1, the chances of winning are high. We save the city and receive the status “Defender of Kirkwall”.

Three years later.

On the square we witness another debate between Meredith and Orsino. We incline our choice to the side of the sorcerer.

We go to the estate and read the letter from Commander Meredith.

Free.

We go to the Casemates to meet with Meredith. We find her in the Hall of Templars and agree to the task. We speak with her assistant Elsa. Let's find out about three magicians - apostates. In two cases we act according to the same scheme: we question the witness, find the apostate and kill him. We are looking for Evelina in Cloaca, Khione in the Lower City. In the latter case, we ask the parents of Emile de Copi. They report his location. We go to the “Hangman” and kindly accompany Emile to the templars.

Serve cold.

After reading the letter from the sorcerer Orsino, we go to meet him in the Casemates. We receive the task of finding out why magicians and templars meet at night in the Upper City. We destroy the conspirators and go to the Port, then to the Torn Coast. We save Aveline, kill Grace and her followers. We return to Orsino with the news.

Last straw.

We receive another letter and go to the Casemates. From there we are sent to the square, where the final and irrevocable battle between the magicians and the templars unfolded. We have to make a choice whose side we are on. We choose magicians. Our goal is the templars, we are moving through the streets, destroying them. The demon of pride awaits us in Porto. He is strong when paired with a blood mage. Therefore, it is advisable to first destroy the magician and ghosts, only then proceed to the demon. We get to the Casemate and speak with Orsin to engage in battle against the templars led by Meredith. We hold back a wave of multiple, but not very strong opponents. Orsin is enraged, so he uses blood magic and turns into a huge creature. It is capable of sucking the life force from allies to replenish its health. We attack from all sides until it is freed from the body. We do these steps several times. Next we try to leave the Casemates. The final fight with Meredith is ahead. She has extremely strong armor, but also has no special abilities. Meredith also periodically sends large iron statues that pose no danger. Let's watch the final video.