Frosty mountains. "Descent" brief overview of Dragon age inquisition gears on the deep paths

On August 11, 2015, a new story addition for the Inquisition appeared. "The Descent" tells us about the events taking place on the Deep Paths and about the past of the children of stone.

It all starts when a letter from Orzamar arrives at the Inquisition asking for help. Of course, we immediately rush to help. To get to the deep paths we need to complete the task on the table on the Ferelden side:

"Descent" short review

"The Descent" overview

As soon as we arrive at the scene of events, we meet the chronicler Valta, who asked for help with strange earthquakes. And together with a new friend we go down to the Deep Paths, where a group is waiting for us Legion of the Dead.

Who can we meet underground? Naturally creatures of darkness. In addition to the usual genlocks and garlocks, we will again meet with screamers. Gradually cutting out the creatures in the company of the leader of the Legion of the Dead and Valta, we will descend deeper and deeper. In total we have to go down 6 levels:

"The Descent" overview


"The Descent" overview

"The Descent" overview


"The Descent" overview

"The Descent" overview


"The Descent" overview

"The Descent" overview


"The Descent" overview

"The Descent" overview


"The Descent" overview

"The Descent" overview


"The Descent" overview

Some levels have their own initially hidden places, which can only be reached by completing tasks on the expedition table. We will have this table on the first level, there will also be a store with resources, a stand for making and improving weapons and armor. In general, this is a small camp that has everything. You can return here at any time to heal, sell, replenish your supplies of potions/bombs, if you need to change your squad and go back to the dark depths.

You need to move carefully and cautiously. There are cliffs and abysses everywhere. So you have to jump and fight carefully so as not to fall down.

In addition to the usual killing of enemies, we are offered to collect rusty gears. Along the paths there are a number of mechanical gates, behind which are hidden artifacts that need to be returned to Orzamar. The gears are lying around in different nooks and crannies. To collect them all, and to open all the doors, you need to complete several tasks on the table. In the meantime, we will collect rusty trash, along the way we will come across collectible mugs.

There will also be two logical riddles, although they are so primitive that they are simply funny.

In one room you need to extinguish the correct torches to open the sarcophagus: the two distant ones are lit, the two central ones are extinguished.

"The Descent" overview


"The Descent" overview

And the game rearrange the pyramid for children three years old:

"The Descent" overview


"The Descent" overview

Descending lower and lower, killing the creatures of darkness, simultaneously removing unique items from them (more on them below), we will get to the old lyrium mine. This is where the story begins to become clearer. Valta will tell you about the titans. But in the depths of the mine we will meet strange gnomes - shabritolls. How they survive here is a mystery. And they themselves are a complete mystery. The armor forms a single whole with the body. In addition to strange gnomes, you will also encounter creatals that were considered extinct.

"The Descent" overview


"The Descent" overview

As a result, we will descend into an amazing place, where it is not just light, but where there is real sunlight.

"The Descent" overview


"The Descent" overview

Here is the source of all troubles - the heart of the titan. As it turns out, titans are living beings. Essentially mountains, and lyrium is their blood. As soon as we get close to the heart, the Defender will attack us. The final boss stands in one place. A huge accumulation of stones reminiscent of the familiar stone spirit. With his “hands” he strikes the outer circle. Inside, he kicks with his shoots. Also, from time to time, stone spikes crawl out of the ground in the outer circle, so it’s better to stay close to the tentacle-legs.

"The Descent" overview


"The Descent" overview

After defeating the Defender, watch the final video. How it all ended is not clear in essence, whether another “luminary” is waiting for us, or who the hell knows.

Unique things we came across:

"The Descent" overview


"The Descent" overview

"The Descent" overview


"The Descent" overview

"The Descent" overview


"The Descent" overview

"The Descent" overview


"The Descent" overview

"The Descent" overview


"The Descent" overview

The addition is activated by performing a reconnaissance operation on the command headquarters table “Misfortune on the Deep Paths” for 16 influence points. After opening a new territory, you can hit the road. Before we had time to move away from the battle with the enraged Avvar god and to heal our wounds from frostbite, a new attack befell us. We quickly grab our emergency suitcase and rush headlong to help, in search of new adventures and troubles, on the hunt for ancient mysteries and secrets, forgotten and hidden for centuries.

Mugs from the Deep Paths

  • Part 2 – 5:09
  • Part 6 – 5:12
  • Part 7 – 4:25
  • Part 8 – 9:20
  • Part 9 – 20:08 (after the completion of Operation “Bridge at the Bastion of the Unsullied”)
  • Part 10 – 16:37
  • Part 13 – 5:45 (after the completion of the operation “Excavation at the Bastion of the Unsullied”)
  • Part 13 – 9:10 (after the completion of Operation “Bridge in the Underground Sea”)
  • Part 15 - 21:35, 21:55

Gears in the Deep Roads

For ease of reference, part of the video walkthrough and approximate time are indicated:

Habitats of the creatures of darkness - 8 pieces

  • Part 2 – 16:56, 17:09, 17:23, 17:33
  • Part 3 – 2:27, 14:01
  • Part 6 – 20:50 (after completion of the operation “Expedition: Upper Bridge of the Heydrun Teig”), 23:25 (after completion of the operation “Expedition: Upper Bridge of the Heydrun Teig”)

Ruins of the Heydrun teig - 22 pieces(some gears are buggy, there are more of them in the location than necessary, but the “extra” ones are not counted)

  • Part 3 – 16:50, 17:37, 19:06, 21:15, 21:24, 22:02
  • Part 4 – 00:09, 7:35, 10:45, 13:29, 14:35, 14:42, 14:50
  • Part 6 – 1:10, 4:55, 5:12, 7:32, 7:50
  • Part 7 – 9:00 (4 pieces), 15:20 (after completion of the operation “Expedition: Central Bridge of the Heydrun Teig”), 19:00 (after completion of the operation “Expedition: Lower Bridge of the Heydrun Teig”)
  • Part 9 – 11:14, 13:10, 16:09

Forgotten caves - 12 pieces

  • Part 8 – 23:45
  • Part 9 – 1:40, 5:14, 5:25, 5:45, 6:15, 6:30, 6:40
  • Part 10 – 1:00, 1:30, 17:10, 17:19

Bastion of the Unsullied - 12 pieces

  • Part 10 – 7:30, 15:25, 16:07
  • Part 11 – 11:10, 18:25, 23:45, 24:35
  • Part 12 – 3:35, 13:10
  • Part 13 – 4:15 (after completing Operation Unsullied Bastion Bridge), 4:30 (after completing Operation Immaculate Bastion Bridge), 7:30 (after completing Operation Unsullied Bastion Excavation)

Chronicles of Forgotten Wars

For ease of reference, part of the video walkthrough and approximate time are indicated:

  • Part 8 – 24:15
  • Part 10 – 1:18
  • Part 10 - 16:22
  • Part 11 - 17:49
  • Part 13 – 5:53 (after the completion of the operation “Excavation at the Bastion of the Unsullied”)

Underground

The quest is activated automatically upon arrival at the rift on Stormy Coast. And as usual, scout Harding meets us there, we listen to her report, learn the details and begin the long descent into the fault on the built lift. The chronicler Valta is waiting for us below, we get to know each other and have a nice conversation about pressing problems. During the conversation, we find out that besides us, simply no one is able to help Orzammar with a disaster of this magnitude, and it turns out that this is also vital for us ourselves. There is nothing to do, we follow Valta to the camp of the Legion of the Dead, located next to the seal split by the earthquake, which once locked the creatures of darkness on the deep paths. Having reached the camp, we find that the Legion is besieged and with difficulty holding back the onslaught of pestilent creatures. Headlong, we recklessly rush into the thick of the battle and help the soldiers of the Legion of the Dead repel the attack, then at the entrance to the tunnel we activate lyrium charges and rush as fast as we can for cover so that the blown up tunnel does not collapse on our heads.

And now, with a sense of accomplishment, you can set up camp, set up tents, light a fire and, by the fire, over a glass of tea in a casual conversation, get to know new comrades who will accompany us on our further journey to the deep paths. After an entertaining conversation about unknown wonders and secrets, having quickly cleaned ourselves up and patched up our armor, we gather our team and, grabbing a couple of miner’s flashlights and self-rescuers, we head towards the lift to descend even deeper into the stone abyss. After descending on the dwarven elevator through the darkness of the stone bag, having slightly restored our mental balance and calmed our stomachs, we set off in search of the next troubles on our bad head in the form of creatures of darkness and their habitats. Moving forward along the paths, we come across a sealed gate. That's bad luck, now you still need to contrive to open them. (Quest "The Gates of Segrummar").

And now the gates are finally open, and we, pleased with ourselves and guided by the heightened sense of the Stone of the Chronicler Valta, joyfully rush forward to the place of origin of earthquakes through the dwellings of the creatures of darkness, while deftly dodging and fighting off their fangs and claws. Having cleared the next lair and discovered the desecrated bodies of warriors of the Legion of the Dead in its center, we show them our final honors. After this, with slight sadness and thoughts about the frailty of this world, we hurry further to another lift to go down to the ruins of the Heydrun teig. Moving through the majestic ruins of this long-abandoned taiga, we come to the central nest of pestilent creatures. (Quest "The Second Sealed Gate"). However, we will be able to continue our journey further only after carrying out a general cleaning, started in order to sweep away all this dirt and evil spirits. Burning with righteous anger and headlong, we rush into battle for the possession of these territories.

After a rather grueling battle, fairly rumpled and grimy, we make a fire and set up our camp in order to take a breath, get ourselves in order and rest a little before further descent into the abyss, and also while away the evening by the fire with a glass of strong ale and relaxed social life chatter. But the holiday is coming to an end, but the problem of earthquakes has not gone away and we need to move on. We gather our squad, fill our backpack to the brim with medicines and various supplies and head towards the ancient lift with the thoughts: “What awaits us there?” Having completed the next descent, we find ourselves in the Forgotten Caves in complete darkness and uncertainty. Carefully moving forward, we come across yet another trouble in the form of an unknown silent enemy. We try our best to save our skin and get out of trouble with minimal injuries. After the brawl, we pay our last respects to the dead and hobble further through unknown caves.

Having passed the bridge and a network of caves, we come to another bridge over the gorge. But bad luck - some people who like to play with explosive materials are bringing it down right in front of our very noses. You will have to look for a workaround around the gorge and at the same time try not to fall off the narrow path into the abyss. After a short ordeal, our path leads us to the bastion of the Unsullied, only to again get into another brawl, and then be surprised to discover that some bad representatives of intelligent life here have built an unknown barrier with one sole purpose - not to let us in further. All that remains is to pause and look around to find a way to destroy this barrier. Literally two steps away we find a very interesting object, with the help of which we smash the obstacle into small pieces. We continue our way forward, simultaneously fighting off the attacks of the silent enemy and picking up strange artifacts that destroy barriers on our already difficult path.

The closer we get to the goal of our expedition, the more furious the enemy attacks become, and now we can see the last barrier blocking our path, to destroy which we must first break through the crowd of defenders, and then, seizing the moment, use five earthquakes. Finally, the path is clear, behind the opened gates we have the last opportunity to rest by the fire before the final leap to our soul-stirring secret. What awaits us next, what ancient secrets will we discover, will we find answers to our questions or will there be even more of these questions? So, having collected the last supplies and had a quick snack, we set off into the unknown. And now an incredible picture opens up to our eyes, and in the center we see the goal of our entire long descent into these uncharted depths. But we still have to fight our way to this “Something” through the ranks of fanatical Sha-Britols. The last push and the goal is close. The heart of it all, the Sanctuary, is here. However, that was not the case, this place is guarded and secure. There is no turning back, there is only one thing left - to fight for your life, and after a mortal duel, find out everything that is possible. During the battle, we try not to get hit by stone shoots from both below and above, and also avoid lyrium mines, which will be periodically placed by the guard.

Warm welcome

Just when we decide to politely knock on the door and ask permission to enter the Deep Roads, the crazy rug with the inscription "Welcome" turns into a horned Ogre. In order to move forward, we need to somehow calm him down and put him in his place, and then, after wiping our shoes on him, we need to move further in the given direction.

Exploring the Deep Paths

Activates automatically immediately after installation base camp Legion of the Dead in the Deep Roads. To complete this quest, it is necessary to carry out a special strategic operation at the expedition table in the camp - an expedition to improve the base camp. After improvement, it will have additional features.

Gate of Segrummar

Activates automatically when a locked gate is detected. Some joker took some spare parts from the lock on the door, probably sold them for scrap metal. You'll have to run around and look for the missing parts to open the sealed gate and move forward. After finding the missing parts, we return back to the door and install the gears in place. Now we can look behind the door: what interesting things await us in Papa Carlo’s closet?

Builder Towers

The quest is activated automatically when reading a book in one of the surveyed rooms. The book contains hints for solving the puzzle. After we have completed this task, we can, with a clear conscience, take the reward from the nearby chest and proudly move on. (For those who don’t want to strain their brains, the solution to the riddle can be seen at about 11 minutes).

Kill me Softly

The quest is activated automatically when you find a page from the diary of a distraught gnome who loves experimenting with raw, unprocessed lyrium. To complete this quest, you simply need to collect the remaining pages of the diary, which are scattered throughout the dwellings of the creatures of darkness and the ruins of the Heydrun teig.

Segrummar's Sacrificial Gate

The quest is activated automatically when a locked gate is detected. Although, as Valta says, we don’t need to go there, curiosity killed the cat. And we are very curious by nature and love to climb into all unfamiliar doors. But again, some crazy mechanic dismantled the locking mechanism and scattered the gears wherever possible. And if we want to satisfy our idle curiosity, then we will have to run around a lot to collect the missing parts. So, we arm ourselves with a metal detector, take a powerful magnet with us and go ahead to search and collect scrap metal. By the way, don’t forget to take a cart as well, because there will be a lot of doors, and even more gears. You can’t carry them all the way. After opening the last door the quest will be completed.

On broken legs

The quest activates itself the moment we discover the diary of the female Guardian Ailsa on the deep paths. On her last trip, she scouted the area and drew a map. Once this location is found, the quest will be completed. (Searched as treasure using the letter V).

Second sealed gate

In the ruins of the Heydrun teig, our only path to the goal is blocked by a second sealed gate with a dismantled locking mechanism. The task is clear - collect the missing gears, repair the mechanism and open these gates. The quest will be completed automatically.

Chronicles of Forgotten Wars

The quest is activated automatically when you find the first ancient battle report. To complete the quest, you simply need to collect all the reports scattered throughout this section of the Deep Roads.

Video walkthrough

Like Hell I Will!

Since I and my wallet were enslaved by EA, I wanted it, and out of habit, I bought a new DLC for “Inquisition.” Hope dies last, as they say. Well, what if something good came out of this?
Besides, my gnome might well be interested in the deep paths.

So, something strange happened in Orzammar: an earthquake, the lyrium mines closed, and then the creatures of darkness crawled out to see what was happening. Inquisitor comrades, since you are roaming all over the map and sticking your banners everywhere, then go and figure it out! There is no one else anyway. My GG Kadash (in the end they said a couple of sentences about her house), Dorian (so that she had something to tell her dad), Blackwall (in case she suddenly decides to become a real Guardian) and Varrick (more, more dwarves! ). Dorian is angry about the slow descent and lack of music. Are there any flutes there?
Blackwall: I wondered if I would end my life underground.
Kadash: Not finished yet.
Blackwall: It's not evening yet.
Next, a group of unsuccessful adventurers meets two local gnome researchers: the chronicler Valta (she has a very keen sense of stone) and the commander of the Legion of the Dead - Renn (a nice gnome with whom my GG could get to know better).
Well, the whole company went deep down to find out what kind of bastard was causing these earthquakes. Along the way, we collected trophies, gears (needed to open doors in the quest and replace fragments) and dwarven mugs (quite a hobby). The creatures of darkness were replaced by local gnome-dwellers in lyrium armor (sha-britol earthshakers, oh how!), fused to the skin, (also evil) who killed Renn (bastards!), and local fauna. From the indecent pictures on the rocks and the inscriptions in ancient dwarven language, we slowly learn about some kind of Leviathan Titan, who sculpted this world. The defenders drink his blood, that is, lyrium. After this, a plot-calibrated something begins. We eventually find the Titan (in wondrous, wondrous places), and defeat a certain defender of it.
In battle, Valta is exposed to raw lyrium, which causes her to develop some magical abilities(my Kadash with templar specialization is very wary of this). But in general, she felt so good there that she stayed there, convincing the Inquisitor that the Titan had called her (for permanent residence, presumably).
So it goes. Nuff said.

IMHO: In the previous DLC about the long-eared Inquisitor there was a piece of history that was of no interest to anyone except Orlesian scientists. Here we got something closer to the real thing (although it’s unclear why? There’s still no direct impact on the plot), seasoned with rather complex battles.
Maybe this will somehow affect the next DLC (rumored to be the last one)?

Notes:
* Dialogues are bad. New gnomes chatter about the plot, and old party members sometimes give meaningless remarks. It felt like the voice actors were just running by, so they were harnessed to voice a couple of lines.
* Easter egg from Biobeasts. King of the Nagas.
* Lots of new "purple" stuff if anyone else needs it.
* The enemies are evil. Biting. There are a lot of them!
* Towers of Hanoi type puzzle! This hasn't happened in the YES series yet
* My Kadash was raised by the Qunari! Otherwise, why can she ask such questions about gnomish customs?!

Clickable photos.

Story quests

It is to this territory that you need to go to gain access to the dwarven city of Orzammar, where you will have to persuade the dwarves to come to your aid in the battle against the Spawn of Darkness. A group of bounty hunters, which will include a magician, will attack you along the way if you come to this map for the first time, but they are unlikely to pose a danger to you.

In fact, you don’t have to do anything to gain access to Orzammar - go to the gate, listen to the guard’s bickering with Loghain’s envoy Imrek, declare your desire to enter the city, then either kill Imrek or drive him away - and the guard will let you into Orzammar .

Non-plot quests

At the entrance to Orzamar, not far from the merchants, one of the magician’s students is walking, to whom you need to present a letter of dismissal.

The Frost Mountains are home to one of the caches you need to visit as part of the Denerim quest line “Services for Interested Persons.”


ORZAMMAR

Story quests

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

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

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

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

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

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

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

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

Once you finish all the fights and are declared champion, you can finally meet Lord Harrowmont face to face. Unfortunately, winning the Arena is not enough to convince the Assembly of Harrowmont's right to the throne, so you still have a lot of work to do.


If you decide to support Prince Belen, then you can find his representative Vartag either in the palace or in the House of Assembly. As proof of your loyalty, you will be asked to deliver two letters, from which it follows that Lord Harrowmont promised the same reward for support to two different individuals. It is to these persons - Lord Helmy and Lady Days - that you will have to take the letters. Lord Helmy is at the local tavern, and all you have to do is give him the letter. Lady Days, although she will be very upset by the news, nevertheless does not have the right to make such decisions herself, and therefore, after talking with her, you must find her father, Lord Days, who is located on the Deep Paths. Lady Days will give you a map so that you can get to the desired tag, namely the Educan tag.

Lord Days is located in the southwestern part of the thaig. To get to it, you have to fight your way through a significant number of Spawns of Darkness, Deep Pursuers (small animals with very sharp teeth that love to ambush you in indecent quantities) and other dungeon inhabitants. When you reach Lord Days and help him deal with the monsters attacking his group, you can finally give him the letter and receive assurances that from now on he will support Belen.

After this, return to Vartag and you will receive an audience with the prince in the palace. Unfortunately, your efforts only won Belen two supporters - which is not enough to convince the entire Assembly, and therefore you must take a few more steps to ensure his throne...

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

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

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

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

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

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

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

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

Non-plot quests

Information about the city is scattered throughout Orzammar - collect it and the location of the treasure in the Chamber of Assembly will be revealed to you. Each area of ​​the city contains some of the information you need, that is, you need to visit: Hall of Heroes (near the entrance to Orzammar), Trial Arena (in the room south of the main hall), Dusty Town (near Alimar's shop), Diamond District (sign above the entrance) and the Unknown District (document on the bridge leading to the Arena). After that, go to the Assembly and in the niche next to Vartag you will find a chest with a reward - a ring that adds 2 to all characteristics.

This quest is given to you by Orta in the Archives in the Diamond District. You need to go to the Deep Roads and find evidence there that her family belongs to a noble family. You can find evidence in a chest in the Ortan taiga in front of the bridges, near which spirits and golems are found. (He will be there even if you did not receive the quest.) As a reward, you will receive 5 gold from Orta when you visit her in the Assembly Chamber. If you refuse the reward and return to it later (you need to leave Orzammar and the Frost Mountains), you will receive 10 gold from it.

This quest is only available if your PC is a male gnome of noble birth and if he spent the night with Mardi in the prologue. Now she has a son (yours), but since you were declared an outcast and you lost your caste, then her child is also out of caste. You can ask Belen or Harrowmont (depending on who you supported) to accept your son into their family. Do this before you leave Orzammar after the king is elected (it's best to talk to him immediately after the coronation), otherwise the child will remain Out of Caste.

You will receive this quest from Rogek in Dusty Town. He will instruct you to deliver the contraband lyrium to Godwin in the Tower of Magicians (if you have already completed the Tower, you may remember him - this is the frightened gentleman who was hiding in the closet on the second floor). To get lyrium you must pay Rogek 50 gold (40 with high Conviction) and you must have the money on hand. If you talk to Rogek without the required amount, he will wander away and the quest will be lost. Also, if you have already completed the quest for the Tower of Mages and took the side of the templars, you, of course, will not be able to deliver contraband to the recipient.

If you delivered the lyrium to Godwin, then you can receive from 50 to 65 gold plus a dagger from him, depending on how high your Conviction is. Report to Rogek that the task has been completed and you will receive 10 to 25 gold as a reward.
If you are unable to complete the quest (for example, if Godwin is dead), you can sell the lyrium to traders (although this will not fully reimburse you for your losses).

You can also kill Rodek. If you say that you cannot deliver the goods to their destination because there are simply no magicians left in the Tower, he will decide that you are going to cheat him and will attack you. He will also attack if you threaten to turn him over to the authorities for smuggling. (Rodek can be killed immediately without bothering with the quest, but in this case you will only receive 20 gold from his corpse.)
If you feel a moral obligation to stop lyrium smuggling, another way to do this is to report it to Gregor in the Wizards' Tower (And this can be done after you have received the money from Godwin.)

In the Archives, one of the Guardians Milldrath will complain to you that a valuable book was stolen from them. Travel to Dusty Town and talk to Korebit. He will attack you. You won’t find the book on him, but you will find a receipt on his body, from which we can conclude that he has already sold the goods to someone in the Test Arena. Go to the Arena and talk to Gredin. He will attack you. After getting the book back from his corpse, you can either return it to Milldrath, or sell the person named Jerthrin right there in the Arena for a couple of gold pieces.

This quest is given to you by Naga Trapper Boermor in the Unknown Region. Once you receive it, nagas will appear throughout the city - a curious cross between a rat and a pig. You need to deliver them to Bohermore. The quest will be considered completed after delivering the very first naga, but you will be given money for each subsequent one, and if you find all ten, you will receive an additional reward.

In Dusty Town, a beggar named Zerlinda will tell you her sad story, and if you want, you can help her. You can advise her to try her luck on the surface or talk to her father, who is at the local tavern, and convince him to take his daughter and grandson back. If you have completed Brother Berkel's quest and a branch of the Church has opened in Orzamarr, you can send her there (or talk to Brother Berkel yourself and ask for help for Zerlinda). You can also convince her to abandon the child in the Deep Roads, as her family demands.

This quest is given to you by Dagna in the Unknown Region. She dreams of studying at the Tower of Magicians, but for some reason all her letters asking for acceptance remain unanswered. Head to the Tower. If you have already completed the quest “Broken Circle” and sided with the templars, then Gregor will refuse Dagne’s request. If you took the side of the magicians, then Irving will agree to accept her as a student, and all that remains for you is to tell Dagna the news. Another option is that you can persuade Dagna to stay in Orzammar, as her father wishes. If you help Dagna go to study in the Tower, her father, the owner of a weapons shop, will be so upset that he will refuse to sell his goods to you.

You may receive this quest earlier or later depending on whether you sided with Bhelen or Harrowmont. If you decide to support Belen, then you can go to the desired part of the palace immediately after the first conversation with him, and if you supported Harrowmont, then you can do this only after his coronation.

In one of the bedrooms in the western part of the royal palace you will find a sick woman, and the doctor nearby will explain that she is poisoned and only a very strong antidote can save her life. He will give you a recipe for an antidote (which requires the most highest level Potions). All you need to do is prepare an antidote and give it to the patient. You will not receive any reward other than the antidote recipe itself (which can cure Paralysis and Sleep).

You will receive this quest from Brother Berkel in the Unknown Region. Brother Berkel dreams of opening the Church of the Creator in Orzammar, which is somewhat difficult, since conservative gnomes revere their Paragon ancestors and are not too enthusiastic about the prospect of some new religion. If you decide to help Brother Berkel, then talk to the Chief Guardian in the Archives and convince him to allow Berkel to open a branch of the Church in Orzammar. (You can also refuse to help Brother Berkel, stating that he should not interfere in the religious affairs of the dwarves.)

This quest is given to you by Fielda in the Unknown Region. Several years later, her son went on an expedition to the Deep Paths and disappeared there without a trace. He can be found in the Ortan teig, but over the past years and the trials that befell him, poor Ruk has changed so much that he does not want to come back. You can lie to Fylda that he is dead (this option is only available if you talked to Rook about his mother and he asked you to lie to her) or tell the truth. If Filda finds out that Rook is alive, he will decide to go to him on the Deep Paths, but in any case, the quest will be completed. You can also kill Rook if you want. If you leave him alive, he will act as a merchant for you.

You will receive this quest in Jarvia's Lair. Almost at the very beginning of the map you will find Jammer's diary, from which you will learn that he hid a treasure here. There are three chests scattered throughout the dungeon, and from each you need to take one - the cheapest - item (an iron envelope opener, a silver ring, a garnet trinket). If you pick up the wrong object, you will get injured. Once you have all three items, you can open the treasure chest in the northern part of the map.

If you talk to Bohermore with Leliana in the group, she will notice that she doesn't really like his nakeds. Talk to her after this - she will say that she would like to have her own naga. If you talk to the Idle Dwarf in Dusty Town after this, he will snag you a "cute naga" for a few silver coins, which you can present to Leliana as a special gift. After this, the naga will be found in your camp.


In the throne room of the royal palace, you can solve a small riddle. Place your two companions on the arrow-shaped tiles in the southwest corner and place the third on the central tile in the previous room, then activate the throne with the fourth (get ready for battle). Deal with the monster that appears and you will receive a two-handed sword as a reward. This quest must be resolved before any of the applicants are crowned.

In the royal palace in one of the eastern rooms you will find a black bottle. This is one of the vials that will summon a revenant if you break it.

In the royal palace in the northeastern part, when you first enter there, a group of robber dwarves will appear in front of you, who appeared in this corridor by mistake. You will have no other option but to kill them because they will immediately attack you.

In the Trials Arena, you can take part in unofficial competitions (unlike competitions for the honor of Harramont, here you will not fight alone, but as a group). If you win all four, you will be rewarded with a ring for the Blood Mage.

If you activate the Memory Wall in the Archives and then find and activate three rune slabs scattered throughout Orzammar and the Deep Roads, then when you return to the Memory Wall and activate it again, you will receive experience as a reward. (Rune Plates - next to the miner chief at the exit from Orzammar to the Deep Roads, in the southeastern cave at Caridin Crossing and in the west-central hall in the Dead Moats.)

After you choose the side of Belen or Harramont, you will be attacked several times by groups of supporters of the opposing party.

After you deal with Jarvia, if you return to Dusty Town, you will be attacked by Jarvia's supporters.

In a chest in one of the rooms of the royal palace you will find a Love Letter, which you need to complete the quest “Intercepted Correspondence”.


DEEP TRAILS

Story quests

In order to find Branka, you need to go through a whole series of tags and dungeons. First, head to Caridin's Crossroads, which should appear on your map after talking to Harrowmont/Belen. You will enter it at the northernmost point, and your goal is to reach the exit at the southernmost point. The direct path is blocked by rubble, so you can bypass it either through the western caves or through the eastern ones. The western caves are filled with Fiends of Darkness, and the eastern ones are filled mainly with Deep Pursuers.

Having made your way through numerous opponents and finding yourself at the southern exit, now when you enter the map of the Deep Paths, a new location will open to you - the Ortan thaig.

Thaig Ortan is filled with Fiends of Darkness and spiders, as well as spirits, golems and other equally unfriendly inhabitants of the local dungeons. Your goal is to make your way to the northeastern part of the teig, where Branka’s diary is located. Be careful - when you reach the place with the diary, you will have a boss battle - the spider queen. I recommend running away after she appears, because in this case she will follow you and you can avoid simultaneously fighting with other spiders that will appear later. The Queen will disappear a few times when you remove a certain percentage of her health, but will return to the battlefield fairly soon. After dealing with her and the rest of the spiders, read Branka's diary. Now, when you go to the Dead Paths map, a new location will open to you - the Dead Moats.

After enjoying the sight of the army of Fiends of Darkness at the entrance to the Dead Moats, you will soon come across the Legion of Death, repelling the attack of the Spawns. Since you still need to go through the bridge and the attacking enemies to continue your mission, you can help the gnomes in the battle or even run forward along the bridge and take on the entire enemy (in this case, I recommend walking carefully and with caution, because a group of advancing Fiends The darkness is quite numerous and it may not be very wise to start a fight with everyone at once - although in any case everything depends on your group and your level.)

If you clear the bridge and the area behind it, the Death Legion will follow you to hold the line on the new line, but they won't get much further than that, so you'll have to rely on your own strength. Move along the map, fighting off hordes of the Spawn of Darkness - in some places almost an entire army will be waiting for you - for example, in the south-central part you will meet the orange boss - the Forge Master - along with the elite Alpha Harlock and numerous “white” opponents. It is best to first carry out reconnaissance with your robber - there are also traps here.

Having overcome all obstacles, you will stumble upon Hespit - Captain Branka. At first, she will simply appear in front of you from time to time, reciting rather creepy poetry in a low voice, and then you will be able to talk to her in person. From a conversation with Hespit, you can find out that Branka, apparently, is still alive, and that something extremely terrible happened to the dwarves accompanying her (especially the women) - but, in general, you won’t get much intelligible information from her .

After passing through the cave with Hespit, you will come out into a fairly spacious hall, where several ogres will be waiting for you. Having cleared the hall of the enemy, you will find that one of the doors is locked and requires a key. Go through the southern door, where you will see several Legionnaire spirits, and take the Legionnaire's Key from the altar at the end of the corridor. The spirits will become hostile after this, so be prepared for a fight.

You now have the key to open the "Evil Door". Go through it and the corridor and soon enough you will come across a huge and exceptionally nasty looking boss of the area. So, now you know what the Womb of the Fiends of Darkness looks like, giving birth to them.

The queen cannot move, but her tentacles (each one is an elite) can disappear and appear wherever they want, and in addition, she can spit poison over a long distance to almost any place in the cave. If you look around, you'll notice two corridors on either side of the queen - you can move your group there so that she doesn't bother you too much with her particularly powerful spits. If you stand at the very end, then the tentacles, which for some reason can only appear at the very beginning of the corridor, will not be able to attack you directly. Several times during the battle, the Matka will call upon the Fiends of Darkness for help - fortunately, ordinary ones, not the elite.

Once you've dealt with her tentacles (and they have a habit of disappearing when you deal some damage to them and appearing a little later, so this can take a while), then the queen herself will no longer be such a dangerous enemy. You can finish her off from a distance, you can do it in close combat (cu-de-gra - blow of mercy - looks very impressive with a melee weapon), just keep in mind that, like ogres, she can grab the enemy and start cutting him to pieces pieces right in the air.

After dealing with the Matka, go to the eastern corridor. If you need to stock up on potions or sell loot to free up space in your backpack, return now - once you cross the border of the next territory, you will not be able to return whenever you want.

After you exit onto the Trails map, a new location will open to you - the Forge of the Void. When you join, Ogren will automatically join your party (if he wasn't already in it) and you'll have the option to change the rest of your party if you want.

In the Forge, you will finally meet Branka and get information from her about what happened to her and her dwarves. After talking with Branka, you will have to fend off several attacks from the Fiends of Darkness. Having dealt with them, go along the corridor to the room with the golems. It is filled with poisonous gas and to turn it off you need to turn four levers in the center of the room. Golems will come to life when you get too close to them, so it makes sense to retreat from the room as soon as the first golem is activated, deal with it, repeat the procedure until the room is completely cleared of the enemy, and only then turn off the gas and move on.

And then you will come across another room and again with golems - which, for a change, will be activated in pairs (although in this case not all golems will come to life, some will remain statues). There are also traps on the floor in this room.

Go further and you will come across a rather strange device, resembling a giant head surrounded by four altars, near each of which there is a spirit. Once you've dealt with the spirit, you need to activate its altar. You need to repeat this procedure four times, after which four slightly stronger spirits will appear, but the principle will remain the same - after the death of each of them, activate his altar. When you deal with the second four, the device will finally fail and you can proceed further.

In the final cave you will meet Karidin himself. He will explain how he was able to create golems at one time and why he now regrets it. At the end of your conversation, Branka will appear and you will have to make a decision: take the side of Caridin or Branka. If you side with Branka and Sheil is in your party, he will go over to Caridin's side and you will have to fight him. If you side with Caridin, you will - as you might expect - lose quite a lot of approval points with Oghren (although he will still remain on your side in the battle).

Regardless of whether you sided with Branka or Caridin, take note of the lyrium veins scattered around. I strongly recommend using them as often as possible - firstly, this is a free increase in your mana and health, and, secondly, if you don’t do this, your opponents can use them. Also, if you are having difficulties with the battle, I can recommend somehow temporarily immobilizing the main boss (for example, with a Force Field) and dealing with the golems first. Don't forget that golems are usually very sensitive to magic, while gnomes are the opposite.

After the battle, Branka/Caridin will create a crown for you, which you can give to the pretender to the throne. If you took Karidin's side, then after that he will ask you to destroy the Anvil of the Void and throw himself into the lava, thus ending his centuries-long existence. Alternatively, if you sided with Branka, you can convince her that her actions were wrong - in this case, after giving you the crown, she will throw herself into the lava, having first destroyed the Anvil of the Void. Now you can go back and present the crown to Harrowmont or Belen. If you give the crown to Belen, he will immediately order Harrowmont's execution. If you hand over the crown to Harrowmont, Belen and his minions will rebel right in the House of Assembly and you - with the help of the supporters of the new king - will have to kill them all. You do not have to give the crown to the claimant whose quests you completed - if you wish, you can betray him and give the crown to his opponent.

In any case, after this the new king will promise you support in the war on the surface, and your quest will be over.

Note: if you chose Branka’s side and she remained alive, then in the final battle a squad of golems will also join your army.

After you have chosen the king, upon leaving the Assembly, you will be greeted by Kardol, the commander of the Dead Legion. If you can convince him to help you on the surface, he will appear during your battle with the archdemon along with Eamon and the others.

Non-plot quests

Find three bags of demon body parts in the Deep Roads and piece it together. The first bag is located in the Edukan taiga in a small cave with the Spawn of Darkness approximately in the center of the map, the other two are at the Karidina crossroads - in the southeastern and northeastern caves. When you have collected all three bags, go to the Ortan thaig and activate the altar in its southern part in front of the bridge with spirits and golems. The demon that appears can be killed, or you can let it go in peace, having previously demanded a bribe of 25 gold from it. If you kill him, there is a chance that he will drop a magical sword or armor, but in most cases you will get nothing but mental satisfaction.

There are four pieces of Dead Legion armor scattered across the Dead Moats. If you collect them all, the location of the sarcophagus will be revealed to you, from which you can take the seal of the Dead Legion and take it to the Archive. If you do this, the Dead Legion will be recognized as a separate caste. Three pieces of armor are found in sarcophagi in the central and northern part of the Dead Moats, and the last piece is on the altar in the room with ghosts. You will find the seal in the sarcophagus in the corridor behind the Ominous Door.

Explore the four piles of rocks at Caridin's Crossing to find the hidden treasure. The piles you need are located: near the western entrance, southwest of the bridge with Alpha Harlock, in the central part, east of the cave with the Deep Pursuers. When you have examined all four, an icon will appear on your map indicating the location of the treasure in the southern part of the map. When you collect the treasure, this will complete this quest.

In the Anvil of the Void, in the cave with Caridin, you will find a wall with a list of the names of the gnomes who voluntarily agreed to sacrifice themselves and become golems. If you make a copy of this list, you can give it to the Chief Keeper in the Archives to perpetuate the memory of the valiant dwarves.

Assemble the Overlander's Sword. To do this you need to find all three of its parts. One is with the Herlock emissary in the southern part of Caridin Crossroads. One can be found in a vase in the Ruka cave in the Ortan teig. The last one drops from the Ancient Spawn of Darkness in the south-central part of the Dead Moats (It only appears there if you already have the other two parts. Sometimes - not always - for it to appear you also need to first visit the warrior's grave in the southeasternmost point of the Ortan thaig ). When you get all three, go to the grave in the Ortan tag, which will appear on your map, and when you activate it, you will receive the assembled sword (a very good one-handed sword with three slots).


If one of your party members is wearing the Dead Legion Armor (all four pieces), then when you activate the Dead Legion Relic in the room with the ghosts and the altar, a monster will attack you.