Dragon age origins precious. Orzammar. Side quests. Morrigan: witchcraft beauty

Dragon Age: Origins. Perhaps the best Dragon Age in the world.

Dragon Age: Origins (also Dragon Age: the beginning) is a role-playing game by the Canadian studio Bioware, released in 2009. Players will take on the role of a Gray Guardian - a member of an ancient order fighting evil spirits.

Plot.

Once upon a time, the ancient masters wanted to go to heaven, but it turned out that they themselves destroyed them. They turned into the first creatures of darkness - distorted reflections of themselves and were swept by the Pestilence - a natural disaster that destroys and infects all living things. 930 years have passed since then, during which time Thedas managed to survive 3 more such Blights. And now signs of a fifth are brewing. It begins in the wilds of Ferelden - the southeastern tip of Thedas.

The Gray Wardens, an ancient order that protects the world from the Spawn, gather initiates and initiates to join the king's forces. However, at the most crucial moment, the king's loyal general sounded the trumpet of retreat, dooming the king to death. Almost all the Guardians die along with him. Only two remain alive. Now they need to gather allies to put an end to the Blight, as well as opposition to the self-proclaimed king to depose him.

Classes.

  1. A warrior is capable of launching a frontal attack on the enemy and staying there for a long time. Usually wears heavy or massive armor and can fight two-handed weapon, using a shield or two full-length swords.
  2. Rogue - attacks from the back with twin blades or from a distance, shooting from a bow. Usually wears light or medium armor, can make and disarm traps, make poisons and bombs.
  3. Mage – attacks from a distance with magic, supporting his partners. Armed with either a magical staff or a special sword. Most often he uses robes or occasionally light armor.

Characteristics.

The game contains several characteristics that can be developed by increasing the level, or by wearing things that increase characteristics.

  1. Strength – determines direct damage with slashing and impact weapons (for example, a hammer). Also allows you to wear heavy armor. Warriors need it most.
  2. Dexterity - determines the defense indicator, the probability of dodging a blow, and also allows you to use the most powerful archery attacks. Essential for robber archers. Also allows you to use high-level daggers and use the most powerful dagger attacks.
  3. Willpower – this parameter determines the character’s endurance, that is, the number of special attacks that he can make in a row. Required for all classes.
  4. Magic – determines magical damage and allows you to use the most powerful spells. Only needed by magicians.
  5. Cunning - determines the damage from daggers, as well as additional damage when attacking. Allows you to study specialization abilities. Useful for robbers with daggers.
  6. Constitution - determines health, stability and the ability to carry heavy shields. Needed by warriors holding back the enemy.

Satellites.

  1. Alistair is a newly initiated Gray Warden. The first companion he meets main character. Potential love interest for a female character.
  2. Morrigan is a young witch from the Wild Lands. A very cynical person, she is pragmatic and approves when the hero acts from a position of pragmatism and strength. Doesn't approve when a hero tries to help everyone. Potential love interest for a male character. Loves gold jewelry.
  3. Leliana is a former spy, now a novice of the Lotherring Church. Responsive and sophisticated. Approves when the hero helps everyone he can. Potential love interest for a male character. Loves shoes, as well as things that contain at least some reminder of Andraste.
  4. Sten is a member of the Qunari people who was captured in Lotherring. Disapproves of a character helping someone unselfishly.
  5. Wynn is a sorceress of the Circle of Mages. Kind and sympathetic, approves of any attempts to help others. Loves old and rare wines as gifts.
  6. Zevran Arannay is an elf assassin sent to kill the main character, but failed the task. He is neutral towards attempts to help, but does not approve if the hero decides to abandon someone in trouble. Potential love interest for a female character. Loves gifts related to elves or Antiva, as well as precious metals.
  7. Oghren is a berserker dwarf. Almost constantly drunk. He prefers ale and other non-collectible alcohol as gifts.
  8. Sheila is a golem. Included in the add-on " Stone prisoner" He likes to destroy everything, so he will not approve if the hero decides to start negotiations. She loves when people give her precious stones.
  9. Dog - appears at the beginning of the game. Can join at the very beginning, at the end of the prologue, when moving to Lottering, or in the Return to Ostagar expansion. Loves bones as a gift.
  10. Secret companion - joins according to the plot after the appropriate decision. He loves Thedas cards as gifts.

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Completing companion quests in Dragon Age: Origins

Companions will join you in different places and at different levels of the game. In order for the character to want to join you, and also for you to get along a good relationship, you need to choose the right tone when talking to him. I advise you to save before starting a conversation, otherwise you risk losing your companion if you choose the wrong answer. Also, if the conversation is successful, the companion receives a bonus to his characteristics.

First to join you Alistair in Ostagar, at the beginning of the game. He is happy to join the Gray Wardens, as he is bored with the quiet life, and is not at all happy with the prospect of joining the ranks of the Templars, and the latter also find little pleasure in this.

A key character, you need to talk to him often, during long conversations he will give a personal task: visiting his sister in Denerim. During the quest, you can and should toughen the character of your companion. After talking with Alistair's sister, Goldanna, choose the answer option "Every man for himself" and during a conversation in the camp later, confirm your words. If after the conversation you console Alistair, this will not have a positive effect on his fate in the end.

Alistair is a human warrior, specialization Templar. He will make a good tank if you manage your skill leveling correctly. To put on armor, upgrade your strength. Upgrade your warrior skills and shield. You also need dexterity. You shouldn't upgrade your templar skills.

A character may die or leave you during the Landsmeet. If he falls in love, he gives the object of his affection a rose. This is only possible in relation to a female character.

Special gifts. In Dragon Age: Origins, you need to give gifts to your companions to improve your relationship with them. Each companion has his own preferences, Alistair, for example, prefers figurines of magical creatures and rune stones, and special gifts for him will be the “Amulet of Alistair’s mother,” which can be found in Earl Eamon’s office in Redcliffe Castle, and “Duncan’s Shield,” which will be possible to obtain before Using the Land Assembly, free the Gray Guardian Riordan from Howe Prison, then talk to him in Eamon's mansion about the Guardians' warehouse. Riordan will give you the key to the cache that has now appeared there. You will find the warehouse in the shopping district.

Your second companion, or rather companion, will be Morrigan, who will join you after the Battle of Ostagar. Also a key character, he will remain with you until the end of the game. Human, werewolf mage, herbalist, knows how to brew potions. It is useful to pump up her cold magic; the “Cone of Ice” spell affects all bosses. Morrigan is not a gift, she has a quarrelsome character, and does not like to do good deeds. You need to give her gifts to calm her temper a little. She will give a personal quest when she receives a special gift: “Black Grimoire”, you will find it during the passage of the Tower of Magicians in Irving’s office.

If he falls in love, he gives him a ring. Falls in love exclusively with male characters. Will be in an intimate relationship with the hero only until the moment this relationship reaches the “love” mark.

Gifts for her will be Jewelry, you can buy them from the gnome in the camp. Special gifts will be the same Grimoire, the “Grimoire of Flemeth” and the “Golden Mirror”, which the merchant Givin has in Orzammar. Morrigan will leave before the final battle if her proposal made after the Landsmeet is refused.

The next companion in Dragon Age: Origins will be Dog. If you are a human noble, you simply pick up the dog from the kitchen, the rest need to do the quest with the hound in Ostagar. He prefers bones as gifts, although this is not necessary, he loves you anyway, and bones can be given to the most harmful of companions. If you talk to your dog and ask him if he sees anything interesting, there is a chance that he will bring back something really valuable. From time to time, send him on a search, he can bring wine, give it to Ogren, give the pie and tattered trousers to whoever you want. If there was a conversation between Winn and Stan about the Ferelden frosts, then the skein of woolen thread brought by the dog will be useful to Winn to knit something warm for Stan. There is a chance to find a unique item - boots from ancient elven armor. This part of the kit can no longer be obtained.

If the dog marks the territory (I think you understand what I mean), then its fighting qualities in this area will increase.

Next satellite - Lillian. The person, a robber, needs a developed Cunning, since her specialization is picking locks and carrying wallets. Bard. She will join you during a skirmish with Loghain's soldiers at the Dane's Hideout Tavern in Lothering. You need to be as careful as possible with her, save before talking to her, because one wrong word said will forever discourage her from talking and giving you any task. Talk to her more often, otherwise you might miss the point. the right conversation, which will lead to the same consequences.

To receive a personal task, you must have at least +25 approval. Ask her about her reasons for going to church and about minstrelsy. She will tell you about Marjoline, and when you move between locations with Liliana in the group, you will be attacked by robbers, whom she recognizes as those who came after her. Interrogate the robbers and deal with Marjoline. As a result, you will receive a bow that only Liliana can use. Talk to Liliana about the church, that being a Bard is not bad, that you need to be yourself and live the way you like. In the process it turns out that she still wants to live life to the fullest, and she was bored in church.

Liliana is gay, her last love was a woman, and if you get to know her better, you will find out that she does not have very good memories of relationships with men. But if your hero is a man, and you have enough patience and desire, then you can win her heart. Compliment her on her appearance, and talk to her about what someone like her did at church. If you have patience and talk with her about such feminine things as hairstyles, shoes, etc., then in the future Liliana will talk interesting legends, to sing songs. If your hero is a woman, then Liliana herself will start a conversation about relationships. She will start with a phrase about how glad she is to see you. Having asked her whether she often enjoys female company so much, she will answer with the phrase “What if I say that it happens sometimes? What will you answer? If you want to romance her, this is where you should giggle. If you already had an affair with her, which ended in a break, then after completing the personal quest you will be able to resume it. Liliana will turn out to be a faithful companion, and if she has an affair with the hero, then she will stay with you until the end. But this is only until the hero (heroine) gets married, even if this happens solely for the sake of profit. She will leave immediately.

Gifts for her will be jewelry, blue shoes and the Silver Sword of Mercy, which can be bought from the gnome encountered when moving between locations, as well as Symbols of Andraste. Special gifts for Liliana: Grace of Andraste, these flowers can be found in the Bressilian Forest, in Redcliffe at the Mill and in Elfinage. Tame Nag: If you don't have love or friendship, she won't ask for it. If she asked, then when you are in Orzamar with Liliana in the group, take the task of capturing nagas from the driver, and then hire the Idle Dwarf in the Dust City to find a clean and well-fed wild naga.

If you did not talk to Liliana during the personal quest about the church and did not convince her not to fall into fanaticism, then she will become your enemy if you desecrate the remains of the Ashes of the Sacred Urn of Andraste with the blood of a dragon. If they “sobered up” her, then even after that she will remain with the hero.

The next satellite will be Stan. Specializes in two-handed weapons, the main parameter is strength. But don’t pump everything into strength, pump up your agility as well, otherwise there will be a lot of misses on target.

Doesn't like magicians, won't approve of the desire to preserve the circle of magicians. I don’t recommend taking him to clear the Mage Tower. He will only be glad if all the magicians are destroyed, and will do everything possible for this, but getting rid of the magicians is unprofitable; they will play a very large role in the final battle and in many quests.

You will find the wall in a cage in Lothering. You can open it either with a master key, or go with Liliana to the church, and after she vouches for you, the priestess will give you the key. He will give you a personal task if you have enough approval points. Talk to him about the past, about why he did not return with a report after collecting information for the Qunari. Or about the reasons why he killed the peasants, then about the sword. He lost his sword at the entrance to the Lake Calenhad location. Interrogate the marauder, go to Frosty Mountains, and there you will find out the name of the buyer of the sword. It will be Dvin from Redcliffe. Go to him and demand the sword back. If Sten is with you, then Dvin will not say anything about compensation for losses, but if Sten is not there, then you will have to pay a large sum.

Doesn't start romantic relationships. If you earn respect, he will invite you to travel with him to the lands of the Qunari.

Paintings will be gifts for him.

Wynn.

Another mage companion in Dragon Age: Origins. Specialization: spiritual healer. Its purpose is to heal the group, resurrect in battle, and buff the group.

An integral, non-conflict personality, who will support in difficult times, knits warm clothes for Wall. She is a little biased towards elves, and this is most likely due to Zevran, who turned all conversations into attempts to cry on her chest, which could not leave Wynn indifferent. In this regard, she approves of the hero by as much as +7 points when he seduces an elf in the Dalish camp.

She will join you while clearing the Circle Tower, offer her help, and after completing the quest, invite her to go with you to fight the Pestilence. She will give a personal quest if the approval is more than 25. There are many dialogues available with Wynn, but to get the quest, you need to talk to her about her past, about whether she regrets anything. If you find out that her student has disappeared, ask about him in the Dalish camp. You will find him in the cleared location of the Bressilian Forest, where the hermit's stump stands. Talk to him, receive a reward and Winn's gratitude.

Gifts for her will be books and scrolls. The merchant in Lothering has a bottle of wine for Wynn. All other alcoholic drinks are for Ogren.

You will lose Wynn if you decide to destroy all the mages during the quest in the Mage Tower. She also won’t like it very much if you desecrate the remains of the Ashes of Andraste’s Sacred Urn with the blood of a dragon. There were cases when the hero quarreled with her after becoming a blood mage, but in my case everything was fine, she did not react to these spells in any way.

Zevran.

Poison specialist, killer, elf. Upgrade his killer skills and skill in handling weapons in both hands. You need dexterity and a little strength. It is optimal to place it behind the enemy’s back, and do not forget about poisons. Works great together with Morrigan. Doesn't like it when vows are broken. Advice: when you leave the ruins, in a conversation with Zatrian, promise him protection only if he does not attack first; if you promise it just like that, and then talk to him about lifting the curse, Zevran will not like it very much. Doesn't like it when elves are offended.

He is very partial to females; everyone, including Winn, came under his attention. His reasoning and advice regarding romantic relationships should not reach children's ears. Joins you after completing the first story quest. Your actions attract the attention of the authorities and when you move to another location you will see a video in which Loghain hires a representative of the assassins’ guild. Now, during the next transitions from location to location, you can expect ambushes with traps and archers. After destroying the enemies, decide for yourself - you can kill Zevran, or you can take him into your service.

After receiving the quest to save Queen Anora, when moving to another location, you will meet a group of Ravens. You need to fight with them, always in a group with Zevran. If your relationship with him is bad, then he will go over to their side, although at this point in the game the relationship can with great difficulty remain bad, because even simple chatter improves his attitude towards you. After the Ravens are beaten, Zevran says he could leave, but you don't see any strong desire to do so. At the camp he will thank you for getting rid of the Ravens. If you are having an affair, then his attitude towards you will increase to “love”, and he will give you an earring. If there was no romance, now there will be an opportunity to start one.

Zevran gives preference to women, but does not disdain relationships with men due to his former profession. But still, without hints from the male protagonist, he will not show initiative. After completing the personal quest, when you saved him from the Ravens, he will change a lot, he will stop pestering women.

If the hero or heroine becomes king (queen), then Zevran remains with the hero. If you have an affair, and the hero dies, then Zevran goes to the Ravens, destroys everything and everyone there, becomes the head of the organization and is sad for the rest of his life, and does not start new novels.

Gifts for him will be bars of precious metals. Special gifts: Dalish deerskin gloves, can be found in the Bressilian forest, in the trap camp, Antivan leather boots, they are in a chest in the Vault. Don't let his attitude towards you drop to its lowest point. In this case, he will either turn against you in the battle against the Ravens, or he will simply want to leave.

Another satellite - Oghren.

A dwarf warrior who carries a two-handed weapon. Unlike Sten, he has a bonus not to strength, but to physique, and otherwise level him up the same way as Sten. It is worth listening to the dialogues with Ogren during the obligatory chat in some areas.

She will join you when you go looking for the Perfect One, in Orzamar, when you meet at the exit to the Deep Paths.

To receive a personal quest, you need to talk to him about a woman named Felsi. Talk to her at the tavern at Lake Calenhad Marina. Now go to her with Orgen. You can help him establish a relationship with her by telling him the right phrases during a conversation.

He likes to drink and will be glad to have a drink as a gift. Watch his attitude towards you; if his approval drops, he will leave. In this case, you can persuade him to stay, challenge him to a fight, and in the end either kill him, or force him to stay, or drive him away.

Sheila, a companion from the additional content of Dragon Age: Origins.

Joins after completing the Stone Prisoner quest. To receive a personal quest, talk to her about Karidin after completing the quest in Orzamar. Now go with her to the Deep Paths, a new lock has opened there, clear it and talk to Sheila again.

Gifts for her are precious stones.

Will also leave the party if approval drops too low. In addition, if the character decides to keep the Anvil of the Void, the golem will also leave the party, and it does not matter whether he is in the group at the moment or remains in the camp.

Loghain.

If you don’t kill him after the “Gathering of the Lands,” you can force him to become a Gray Warden. True, Alistair will not like this very much, so he will leave. If you toughened him up, as advised above, he will marry Anora, remove himself from the board, but still leave the party. If you haven't toughened it up, he'll just get drunk. Gifts for Loghain will be maps and historical documents.

Interesting Facts

All are described here side quests Orzammar. That is, the passage of the main story quest and the Deep Paths are almost not affected here.

So, let's begin.

Pass in the Frosty Mountains.

In front of the steps leading to the square near the entrance to Orzammar, an ambush will await us. Inconspicuous at first glance, travelers will attack you as soon as you get close enough to them. Fight medium difficulty, I advise you to knock out the magician first (however, I think everyone already knows this).

Completing optional quests in Orzammar.


Completing optional quests in Orzammar.

The area in front of the entrance underground city an interesting place in itself. You should visit this place on the quest for the Community of Magicians Notices of dismissal(magician's apprentice on the left side of the square), quests from the series Services for those interested False witnesses(sneaky Brian will be hiding behind one of the columns in the center of the square) and Caches(the transfer will be on the left side of the square in the cart to the left of the gnome Arena), the Blackstone Volunteers quest Dereliction of duty(deserters will be on the right). Also in this area concentrated on quests lives the merchant-moroder Farin, in addition to the fact that he sells good things, he will also be needed in the quest of comrade Sten - Sword of Beresad.

Completing optional quests in Orzammar.


Completing optional quests in Orzammar.

Near the gate there will be Loghain's people who really want to get inside. Of course, we don’t need this; accordingly, we can either convince the warriors to retreat or challenge them to battle (killing Loghain’s minions will especially please the gate guard).

Hall of Heroes of Orzammar.

Here you can get a note in the codex and 50 experience for activating statues. Don't miss the scroll next to the transition to the Community Halls - when you activate it, we will receive one of the notes necessary to activate the quest Key to the city. The condition for activating the quest is to collect 5 notes about Orzammr in the Codex. Hold Tab to the rescue!) The remaining 4 notes can be found in the following places– on the bridge leading to the Orzammar Trials (document), in the eastern part of the Orzammar Trials halls (a conviction and access to this part of the halls will be obtained only by taking one of the first quests in the main story line), next to the entrance to the Dusty City (council resolution ), after entering the Diamond Halls, immediately run back up the stairs (council order). The key itself can be found after entering the Orzammar Council. (Push:

a man with a key on his finger as a ring must look funny)

Completing optional quests in Orzammar.

Completing optional quests in Orzammar.

Community halls.

After watching the scene of the “squabbling of contenders for the throne,” we get control back into our hands. This is also quite a remarkable place, as here you can get the following quests:

Mother's hope.

Heartbroken, Filda asks to find her son Ryuk (or what’s left of him), who was lost in the Deep Paths. Ryuk himself can be found in the Ortan taiga during the main quest. Three options for the outcome - 1) Tell Filda where her son is (she will thank and run off to look for him and then nothing will be heard about her) 2) Lie that her son died and receive a mediocre shield as a reward (by the way, Ryuk himself will ask for this, since in his current state, he is not able to return to society, and his mother will remain in the city) 3) Kill Ryuk and tell his mother that her son died (we get a shield) or that we killed him, they say we saved the guy from suffering (we get curses addressed to us from a grief-stricken mother).

Song on the Deep Roads.

Brother Berkel wants to open a church in Orzommar and bring the voice of the Creator to the ignorant dwarves. We can refuse Berkel and he will no longer be able to open the church, or we can convince the Chronicler in the Hall of the Guardians to give permission. The quest will not bring any significant reward, however, if the church is open, we will gain access to an unremarkable location (a small room - the Church of the Creator in Orzammar) and in the end credits we learn that Brother Berkel will be accidentally killed during one of the processions.

An incredible scientist.

Dagna the gnome really wants to get into the Circle of Magicians. Do not be shy and ask her for a reward for this matter. You can, of course, tell dad Jannar about the thoughts of his young talent, but then you won’t get anything, or you can tell him about your daughter’s escape after the fact, then he will refuse to sell us anything at all. If the Tower of the Circle of Magicians has already been completed, then you just need to ask the First Sorcerer Irving for permission. If the magicians were destroyed, then Dagna, having heard this, will immediately run to restore the Tower (again, we will not receive a reward). You will need to choose a reward - a good rune (I had a dweomer master rune) or a portion of lyrium.

Lost Naga

All his nagas have fled from the naga beater Bemor and he is in danger of ruin. Well, how can you not help here? Nagas can be found in the Community Halls - they took one and another appeared in another place. In total, I found 5 nagas, although there are rumors that there may be more (well, at least I didn’t find more). Nagas are easy to find by their characteristic squeaking sound and using the Tab button. For each naga we get 25 silver coins. This task also opens up the opportunity for us to give Leliana a naga. We start a conversation with Leliana in Orzomar so that she says that she would like to get such an animal. Then we go to the Dusty City to the Idle Dwarf and say that we want to get one. For a modest fee of 25 or 40 silver coins, the dwarf will bring the naga (you will need to leave the location and return). It will appear in the inventory as a gift - we give it to Leliana. The Naga will live in the Camp next to Leliana. (Push:

How could you want such a monster as a gift?)

Completing optional quests in Orzammar.


Completing optional quests in Orzammar.

There are also two wonderful Merchants in the community halls - Garin and Legnar. In addition to various things, I want to note that you can buy from Garin - the Golden Mirror (a personal gift for Morrigan), the Thorn of the Rose (the best dagger in the game), the Life Giver (a very good ring with healing and protective effects), and towards the end of the game he gets good crystals for Sheila (you could even buy exceptional ones from me);

Completing optional quests in Orzammar.

Completing optional quests in Orzammar.

Completing optional quests in Orzammar.

Completing optional quests in Orzammar.

Legnar has a more affordable product - Shadow of the Empire (the second most useful in the game light armor) and not bad gifts for some companions.

Completing optional quests in Orzammar.

Completing optional quests in Orzammar.

Having received the first task from one of the henchmen of the pretenders to the throne (Dulin Forinder in the Haroumont estate and Wartog Gavorn in the Council Chamber) and leaving the Diamond Halls for the first time, you will see a scene of Jarvia's thugs threatening the merchant Figor. If we follow them into the shop, we can either scare off the bandits (then the merchant will thank us and stay) or kill them (then the merchant will give us a couple of “kind words” and we will not see him again).

Completing optional quests in Orzammar.


Completing optional quests in Orzammar.

You can meet the Restless Adventurer in the Tavern Tavern. The guy is clearly not himself and after talking with him we will get a note in the codex for the quest Breaking free. The bodies of two more adventurers can be found in the ruins of the Brecilian forest (a room with fire traps) and not far from the entrance to the Ruined Temple in the corridor on the right (we get to the temple through the main story quest Urn of Sacred Ashes). Gaxaang himself can be found in Denerim in the Dirty Nook behind the door of the Wonderful Barn. I recommend going to Gasaanga starting from level 20. The reward for killing will be the sword Cleaving Blade and with a 1/5 chance the shield Shadow Wall.

Completing optional quests in Orzammar.

Completing optional quests in Orzammar.

Completing optional quests in Orzammar.

Completing optional quests in Orzammar.

Orzamar tests.

In the western part of the halls, in a small room, there is a Test Gunsmith where you can take part in unofficial battles. For each victory we receive 12 silver coins and having won 4 victories we get the Bloody Ring. Now GG is so afraid that not a single junior house will want to fight with him.

Completing optional quests in Orzammar.

Completing optional quests in Orzammar.

Dusty city.

Precious metals.

This is my favorite quest as it has the highest net cash reward in the entire game. After the entrance there will be Rogek and a couple of his thugs.

Completing optional quests in Orzammar.


Completing optional quests in Orzammar.

I’ll say right away that before you talk to him, you need to meet two conditions - 1) you must have 40-50 gold coins with you, otherwise Rogek will simply leave and the quest will be lost, 2) the persuasion skill must be pumped up as much as possible (it’s better to maximum). So Rogek needs to send the lyrium to the Tower of Mages, but he himself, bad luck, cannot do this. We buy the lyrium for 40 gold coins, although the dwarf will initially ask for 50, and go to the Circle Tower. This quest can be combined well with the quest Unprecedented scientist(see above) so as not to run around to the Tower again. In the tower we need to go to the second floor (I repeat, if the Tower has already been cleared, then the walk will be easy) to the Senior Magicians’ Rooms to see the magician Godwin (initially he is holed up in the closet).

Completing optional quests in Orzammar.


Completing optional quests in Orzammar.

You need to ask him for the maximum value of 75 gold, but he won’t be able to give that much in any case - we get 65 and a raven dagger in addition. BUT we don’t end the conversation and ask why he needs lyrium, having learned what he does with it, under the threat of discovery, we force him to give him another 8 gold on top. We return to Rogek and convince the old smuggler to give not 20, but 30 gold for the work. Total: 63 gold coins of net profit and not a bad dagger.

Mother's hopes.

Zerlinda and her child were kicked out of the family and she is forced to lead a miserable existence among the dregs of society, begging for anything. You see, she gave birth to a boy, not a girl, which is why her husband could not enter the miner caste. You can go to the Tavern's tavern and convince her husband to return his wife and son to the family. You can also convince her to get rid of her son (from herself:

brrr... never chose this option)

This way we won’t get anything.

Diamond halls.Royal Palace.

Locked in stone.

We go into the throne room and by clicking on the throne we get a note in the codex. We set the mode The squad stands still. Then we leave one character at the throne, place two in the southwestern part of the throne room on the arrows in the floor (a characteristic sound is heard when advancing), and the fourth one runs into the next hall closer to the exit and places it on the square (in the center of this hall next to the entrance).

Completing optional quests in Orzammar.


Completing optional quests in Orzammar.

When all the characters are placed at the throne, click on the throne and a dragon appears; when you kill it, you get the two-handed sword Ageless.
Completing optional quests in Orzammar.

Hall of Guardians.

A thief in a learned house.

Assistant Chronicler Mildreith wants us to find a thief who stole a very valuable book. Phantom Corbit (that's the name of our thief) can be found in Dusty Town. He will attack us and there will be no choice but to kill him. From the corpse we take a receipt for the Orzammran Trials. As the song says, “So we are on our way there!” There we find bandits who have received the book and the merchant Jerthrin to whom they want to sell it.

Completing optional quests in Orzammar.


Completing optional quests in Orzammar.

Bandits for cabbage, and a book for yourself. Now the kiga can either be sold to Jerthrin or given to Mildraith for free.

Lost records.

The dwarf Orta believes that she comes from the noble house of Orthein, but the records confirming this, if they have survived, are located on the Deep Paths in the abandoned Teig Orthein, so she will gladly agree to our help in this matter. The records themselves can be found in the center of the teig (very close to Ryuk’s cave). If you give the notes to Orta and then return, you will receive 10 gold.

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Main plot
As soon as we approach the gate to Orzammar at the pass, we will immediately witness how Tairn Loghain’s henchmen are trying to persuade the gatekeeper to let them into the city. The funny thing is that the gatekeeper, as soon as he heard that we are a gray guard, will immediately let us inside. Loghain's ambassador will not like this and he will get into a fight, you can kill him, for which you will receive verbal gratitude from the gatekeeper.
Life is even more fun inside Orzammar. We have only just crossed the threshold of their city, and representatives of two groups fighting for power have already managed to organize a bloody massacre right before our eyes. Having asked the first gnome we come across about what is happening here, we get useful advice, find out everything from Chief Bandelor in the council chamber.

Search for Chief Bandelor
Having run usefully through the communal halls (the part of the city where commoners live), we go to the nobility quarter (diamond halls) straight to the council building. There we will witness a brief debate between the deshirs (dwarf representatives of the nobility), after which we will be able to talk with Sergeant Major Bandelor.
He will tell you that the gnomes have no time for pestilence now, because... The king of Orzammar recently died, and to fulfill the treaties gray guards only the ruler of a dwarf kingdom can. This warm place is claimed by: Prince Belen, the youngest son of the late king, and Lord Harrowmont, the latter’s cousin.
You can support any of them, because for us it is only important that the new elected king gives troops to confront the pestilence.

Quests for Belen
Vartag Gavorn
This is the representative of Prince Belen. He will meet you in the hallway of the council building immediately after talking with Bandelor and will tell you that in order to get an audience with Belen, we need to prove our loyalty to him. We agree.

The Prince's Respect: First Task
We need to deliver two notes: one to Lord Helmy (in the Tavern Tavern in the Common Halls), the other to Lady Days (outside in the Diamond Halls). The essence of the matter is to expose Harrowmont as a swindler (he allegedly promised one mansion to two nobles at once). We go to Helmy, after reading the note he will immediately refuse to support Harrowmont. With Lady Days it will be a little more difficult. She will say that her father is engaged in such matters, but now he is on the deep paths in the Edukan taiga. We go there, find the old man and help him fight off the invasion of deep hunters. After the battle, we give Dace the papers and return to Gavorn in the council room. Now we can meet with Belen.

Quests for Harrowmont
Dulin Foringer
This is Lord Harrowmont's representative. He will meet you on the street immediately after talking with Bandelor and will tell you that in order to get an audience with Harrowmont, we need to prove our loyalty to him. We agree.

Lord's trust. First task.
We need to enter the testing arena as a Harrowmont fighter. At the same time, you need to find out why the lord’s best fighters refused to perform: Baizil and Guidon. We go to the arena and first talk with Bayzil. He will tell us one short love story, in the end of which it turns out that he is being blackmailed with certain letters. Behind the blackmail is the gladiator Miaji and her twin brother Lucian (they can be found here in the fighters’ training rooms). We open Miaji's chest with the help of Leliana and steal the letters, after which we give them to Bayzil. Now he will fight in the arena.
Let's go to Guidon. Here the situation is simpler: from the conversation it turns out that he was misinformed that supposedly Lord Harrowmont, after tests in the arena, would renounce his claims to the throne. And if so, then Guidon has no reason to shed his own or someone else’s blood. We convince him that he was vilely deceived and force him to return to duty. Now you can go to the manager and start participating in battles. Having won all of them, return to Dulin Foringer (at the Innkeepers' Tavern) with a report on the test you completed.

Lord's trust. Second task or Respect of the Prince: second task. Jarvia's Lair
We have received the right of audience with Harrowmont (Belen). The lord (prince) will say that he agrees to fulfill the terms of the agreements of the gray guards if we bring him to the throne. We have no choice, so we take the second task. We have to deal with a gang of a certain Jarvia, who controls the dusty city and regularly attacks citizens of community halls. We go to the dusty city and ask the beggar Nadezhda about Jarvia for a donation. She will tell us about the original keys that open the door to the gang's lair. Unfortunately, she won't have the key itself. It doesn’t matter, we go to the abandoned house nearby and deal with a handful of bandits. We take the key from their leader. Now another door has become active in the dusty city. We open it with the key and go in search of Jarvia. She will be in the depths of the caves. Having dealt with her, return to Harrowmont (Belen). He will have one last task for you.

Betrayal from within
Additional quest. You can get it if you fought in the arena for Harrowmont, and then returned to Gavorn and again offered your services, under the pretext that Harrowmont now trusts you and you can spy on him without hindrance. Having learned that Harrowmont sent you to kill Jarvia, Gavorn will give you papers indicating the connection of one of the lord’s relatives with the charter. These papers will need to be placed in Jarvia's chest in her hideout after dealing with her. Once you do this you will be able to turn in quests for both Harrowmont and Gavorn. In addition, both contenders for the throne will give you a task to search for Branka (read the description below).

Perfect, Perfection itself And Void Anvil
We have to go into the deep paths in search of the perfect Branca in order to convince her to vote for Harrowmont (for Belen) in the council. 2 years ago, she took her entire clan and went in search of the legendary anvil of the void. According to legend, it was invented by another perfect one - the blacksmith Karidin, and with its help it was possible to create golems. Let's go searching.
At the very entrance to the deep paths, Ogren, Branka’s husband, will join us. And although he is a drunkard who constantly stares at the beautiful Morrigan, he can help in the search for his wife, since he knows the deep paths well and is excellent with two-handed weapons. First, we have to find the Ortan tag. There we will find Branka's diary (for it we will have to fight with the spider queen), from which we learn that she went to the Dead Ditch - an area that is the border between the kingdom of the gnomes and the shelters of the creatures of darkness. Only the most desperate dwarves from the dead legion fight in this area. By the end of the passage of this location, it turns out that many gnomes died and became creatures of darkness, and one of them became a uterus (the creature that gives birth to all this abomination). We kill the queen, after which the path opens to us in the last location of the deep paths - the Anvil of the Void. As soon as we get into it, Branka comes out to meet us. She is alive and well, but... completely crazy. Having blocked the entrance so that we don’t run back, she wants to avoid the traps in the corridors leading to the anvil at our expense. There is no choice, so we agree. There will be three dangerous rooms in total. In the first one, you will need to turn off the gas by pulling 4 levers on the walls, and also kill the gradually reviving golems. In the second, you will need to disarm 2 floor traps with blades (Leliana does an excellent job with this) and get rid of several more golems. In the third room the test will be more serious. A strange setup will generate the souls of gnomes (very strong ones, by the way). This will go on forever if you don't do the following. As soon as you kill one of the souls, immediately click on the anvil (there are only 4 of them) that begins to glow. Then a fireball will shoot out of it, causing damage to the installation itself. About 6-7 such shots and the battle will be won. Now we go to the anvil hall. There we will meet Karidin himself in the guise of an iron golem. He will tell us about the second side of the coin of creating an army of golems on an anvil. It turns out that in order to breathe life into a stone, you need to take life from a living creature. Many dwarves were killed at one time to fill the army of golems to protect Orzammar. Caridin will ask us to destroy the anvil and free him from the thousand-year burden of responsibility. At this moment, the weak-willed Branka will come running and suggest that we not destroy the anvil, saying that this is the key to victory over the creatures of darkness. The choice is ours. Personally, I ultimately chose Caridin’s side and killed Branca. After the battle, Caridin forges a crown for the future king of Orzamar and commits suicide.
Note: if you choose Branka's side, the battle will be a little more difficult, because... Caridin is almost immune to magic, and hits much harder than Branka. In this case, Branka will forge the crown for the king of Orzammar, and in the final battle golems will fight for you, not ordinary gnomes.

Returning to Orzammar, at the next meeting of the council, we ourselves will name the future king and give him the crown forged by the Perfect One. If you choose Lord Harrowmont, Belen will start a fight right in the council chamber. We send him to a meeting with the stone, after which we speak with Harrowmont. He rewards you with a staff, fulfills his promise and begins to gather troops to fight the Pestilence.
Note: if you crown Belen, the first thing he will do is execute Harrowmont, then give you his brother’s hammer and send troops to fight the Blight.
In any case, Orzammar's support will be received.

Minor quests
Mother's Hope
Filda, a woman from the common halls, asked to find her son Rook, who disappeared 5 years ago in the deep paths. And although it’s almost incredible, the guy survived. You will find him in the Ortan tag according to the plot of the game. Whether you tell Filda the truth about Rook’s fate or not is up to you; it will not affect the completion of the quest or the reward.

Song of the Deep Paths
You need to put in a good word for Brother Burkem with the Chronicler of the Chronicles. A gnome priest wants to open Andraste's church in Orzammar, but this goes against the 2000-year-old canons of the gnome religion. So, let's go to the diamond halls and the house of the guardians. With his persuasion skill up to 3, he can be persuaded that opening a church will benefit the untouchables by providing them with medicine and work. You can also simply scare the great chronicler that soon an army of people will come and forcibly convert all the gnomes to their faith. One way or another, he will give Brother Burkem permission to open the church.

Unprecedented scientist
In the community halls you will meet the girl Dagna, the daughter of the gunsmith Janar. She is very interested in magic and although she has no ability for it, she still wants to study the theory in the tower on Lake Calenhad. We agree to help her. We go to the tower of magicians and talk with Irving (naturally after saving the circle from the possessed). He will be very happy about this desire for magic from a dwarf child and will give the owl his consent. Then it's up to you. You can persuade Dagna to stay to help her parents in the forge, or you can convey Irving’s words to her, after which she will leave Orzammar. One way or another, the quest will close.

Precious metals
The bandit Rogek in the dusty city will offer you a deal. You can, of course, be rude to him and kill him, but if your conviction level is up to level 3, or even better, level 4, then you still need to make a deal. So, we buy lyrium from him for 40 gold (don’t be afraid to lose such huge money, you will get 1.5 times more in the end). By the way, initially lyrium is sold for 50 gold, but we know how to convince.
Now we go to the tower of magicians to see Godwin (this is the eccentric who, during the invasion of the possessed, was holed up in a closet on the second floor). We sell him lyrium. He offers 50 gold, naturally we do not agree to this and again use eloquence. If you have a level 3 persuasion skill, then you will receive 60 gold for lyrium, if 4, then 75. After the deal, do not be lazy to ask Godwin about the details of why he needs so much Lyrium. Very interesting details will be revealed about the relationship between magicians and templars. We blackmail Godwin, threatening to tell everything to the chief templar Gregor, as a result of which we receive a ransom for silence of 8 gold. Now we return to Orzammar to Rogek and receive money for working as an intermediary. Initially, you agreed on 20 gold, but the dwarf will want to deceive you and offer only 10. We turn on persuasion or intimidation and get the promised money. Total: -40+60 (75)+8+20=48(63) gold in the black.
Note: The quest can only be taken if you have 50 gold in your wallet.

Zerlinda's grief
A poor woman from the dusty city of Zerlinda, after donating 5 silvers, will tell you her story. Her child is untouchable and her parents set a condition for her: either she gets rid of the child, and then she is left in the caste, or she is expelled along with her offspring. She chose the second option and is now forced to eat slop. We agree to help. You can try to convince her father, who drinks at the Tavern Tavern (this will require persuasion skill 3), or you can tell Zerlinda about life on the surface. In the first case, she will return home with the child, in the second, she will go to the surface with him. One way or another, the quest will be completed.

Lost records
In the archives of the chroniclers we will meet a girl named Orta, she is looking for records about the homeland of her ancestors - the Ortan teiga. We agree to help, especially since we still have to find this tag in the plot of the game. The documents will be in a chest in the middle of the desired location. Returning to Orzammar, give them to Ortha, then meet her in the council chamber to receive your reward.

Thief in the academic house
The chronicler's assistant will complain to you that a daring thief from among the untouchables stole one ancient book. We agree to help. We go to the dusty city and a little further from Rogek there will be a gnome similar to the description given to us by the chronicler's assistant (bald with a tattoo all over his face). We interrogate him, rip open his belly and find... no, not a stolen book, but evidence that will lead us to it - a receipt from the arena. Let's go to the testing arena. The gnome we need will be in the left wing. I don’t remember his name, but by the mark on the map you will understand that it is him. After a short conversation, the buyer of stolen goods will get into a fight. In vain. We take the book from his corpse. Now you have 2 options: you can sell the book yourself to the dwarf Jorthrin, standing next to the deceased, or you can honestly return it to the chroniclers. For returning the book to the chroniclers, you will receive nothing but gratitude, and you will receive several gold pieces from the gnome.

Lost Naga
There will be a naga beater standing near the entrance to the diamond halls. Talk to him, he will tell you that all his animals have fled and his business is closed. In order for him to get back into business, he needs to catch at least one naga. The nearest animal stands two steps away from the beater. We catch it and give it to him. Now he will buy all the captured nagas from us for a small amount of silver.

Glorious overlander
Traveling along the deep paths, you will find parts of a broken ancient elven sword:
Ephesus - at the crossroads of Karidina
pommel - in the Ortan teig
blade - in dead ditches
Having collected all three parts, the resting place of the owner of this sword will be revealed to you. It is located in the caves of the Ortan teig. You may have already been there in advance. It's no big deal, just go back to the sarcophagus and put all three parts of the sword in it. The weapon will become whole again and will serve you in the fight against enemies. The blade is quite powerful, with three sockets, so I highly recommend completing this quest.

In pieces!
While exploring the caves of the Karidina intersection, you will come across 3 bags with the remains of some kind of creature. Having collected all the bags, go to the Ortan teig location. There you will see an altar. Reunite all remains. The creature will come to life. Then you have two options: kill her again or demand a reward for saving her. The second option is preferable, because firstly, the creature is very strong and it is not so easy to kill it, and secondly, for killing you, alas, you will not receive anything except experience (the demon’s body cannot be searched). So take 25 gold as a reward and go get drunk at the nearest pub.

Wanderers' treasure
Traveling along the deep paths, you will find records of certain wanderers. Having collected all the records, you will find out the place where the treasure lies. Just find it by the mark that appears on the map at the Karidina intersection.

Dead Castle
As you travel through the Dead Moats location, you will find parts of the armor of the legion of the dead. Once you have collected all the pieces, you will learn the location of the unmarked grave. Just find it using the mark that appears on the map. In the grave you will find the emblem of the caste of the dead, with which To the Legion of the Dead you can give a noble position (to do this, just read the required book in the guardian's house).

Golem records
As will become known from the plot, golems were either volunteer gnomes, criminals, or untouchables. So in the main hall of the Anvil of the Void location you will find a stone slab with a list of the names of all these unfortunate gnomes. Copy it onto a piece of paper and take it to the chroniclers in Orzammar. The chief chronicler will promise us an artifact as a reward.
Note: I had a bug here, they didn’t give me the artifact. However, the quest will be completed in any case.

Key to the city
Another task that becomes active only after you collect all the necessary records. In the city, look for information about the internal foundations and customs of Orzammar. When you have all of them, an entry will appear in your diary stating that you now know the location of the council members’ hiding place. We go to the council room, there will be a giant box in the left wing, we search it and take away a ring in the shape of a key with very, very strong parameters.

Outlandish means
In the royal palace you will find a sick dwarf woman. If you ask the doctor (he stands next to her bed) if we can help with anything, he will give a prescription and ask us to hurry up. The recipe will appear from your companion who knows the art of the herbalist (for example Morrigan):
you will need 4 elven roots, 2 concentration reagents, 2 life stones and one flask. We make a potion and give it to the patient. That's the whole quest.
Note: To complete the quest you need the maximum level of herbalist art.

Jammer's stash
Traveling through Jarvia's lair, you will find 3 chests (Kanka, Pike and Jammer himself), which seem to contain valuable items (rings, amulets, etc.). but when you try to pick them up, you will receive damage, and the trinkets themselves will not appear in your inventory. To avoid taking damage and injury from traps, take the cheapest item from each chest. As soon as you open the last chest, the location of Jammer's real treasure will be marked on the map. Go there and receive a reward for your efforts.

Encased in stone
Taken after reading the inscriptions on the throne of Orzammar in the palace (Diamond Halls). You need to switch to single mode and place your companions correctly: take one out of the hall and place it on the square in front of the entrance to the throne room. Two more need to be placed on such small arrows in the hall itself (they are located on the left on the floor near the wall with a window behind which lava flows). The latter approaches the throne and presses the "eye". The dragon comes running. We unite the party again and kill him, after which we take a good two-handed sword from the corpse.
Note: This quest can only be completed before choosing the Dwarf King, after which the throne stops lighting up and the task cannot be taken.

Leliana

Leliana can be found in a tavern in Lothering. She herself will ask you to take her into the group immediately after the battle, which will begin automatically after your meeting.

Special gifts for Leliana are the "Grace of Andraste" flowers, which grow in the Brecilian Forest, at the mill in Redcliffe and in the Elvenage in Denerim, and the naga, which the Idle Dwarf can catch for you in Dusty Town. (To do this, talk to the naga catcher Boernor in the Unknown Region with Leliana in the group, and then talk to her again - otherwise the option to ask the Idle Dwarf to catch a naga will not appear for you.) Of the rest, she will gladly accept religious symbols related to to Andraste, and beautiful shoes.

Leliana can teach you the Bard specialization.

Quest - Leliana's Past

If you've already talked to Leliana about her past, you know that she was a bard in Orlais and that her mother was from Ferelden. You must leave the camp and return to it again so that Leliana will tell you about Marjolein, her former friend and mentor. After this conversation, when you are traveling around the world map with Leliana in the group, you will be attacked by a squad of robbers. This will be a very narrow passage, and the group of attackers will include an elite archer and a mage (regular), so be careful. Of course, it all depends on the composition of your group, your level and your favorite tactics, but if you suddenly have problems with this encounter, I recommend taking out the mage first and at least immobilizing the archer leader while you deal with the rest. (As an option, immediately throw all your strength at the leader, since when you take away almost all his lives, the battle will end.) The bridge there, by the way, is protected by a fireball trap.

After you have dealt with the attackers and are almost done with the leader, Leliana will ask you not to kill him in order to interrogate him. From him you will learn that the robbers were hired specifically to kill Leliana, and you will receive an address where you can find the one who ordered the murder. After that, you can kill the mercenary or release him on all four sides - it’s up to you.

Leliana will suggest that Marjolein is behind all this and will offer to find her in Denerim. If you agree, you will earn Leliana's approval. In Denerim the right house will be marked on the map. It is located in the Shopping District. You'll have to fight two guards when you enter it, but they're unlikely to pose a problem to you. After the fight, go into the room - and Marjolein will meet you.

The conversation with Marjolein can end peacefully or not, depending on your desire. If you tell Leliana, "You know she'll haunt you as long as she lives," you'll have to fight her. Marjolein will summon two mages and two warriors to help her, but if you quickly retreat to the door to the street, she will follow you, and the rest may be left behind. Mages almost always remain in their rooms, but warriors can stay or follow Marjolein.

Marjolein is a very powerful bard. I recommend not crowding around her with the whole group - sometimes she uses a bard’s skill, which paralyzes everyone nearby (but also the bard himself), in which case she is quite easy to kill by that ally who did not fall into her sphere of influence.

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

When you kill everyone (or let Marjolein go in peace), Leliana will state that she needs to think and that she will talk to you later. (Don't forget to check the chest in one of the rooms - there is one of the best bows in the game, which only Leliana can use. You will receive the bow regardless of whether Marjolein remains alive or not.)

Talk to Leliana at the camp. In this conversation, you will have a chance to “toughen up” her character. This will not have a special impact on the game - except that in the "Pearl" in Denerim you will have a chance to persuade her to "triangle" with you and Isabella and in very rare cases - to "quadrangle" with you