Dragon age 2 quest guide. Walkthrough - Act I: Storyline (end)

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

Death of Lothering.

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

Long way home.

We speak with the guard at the gates of the castle. He directs us to Captain Ewald. We get to it, guided by the mini-map. We deal with the raging deserters. After this act, the captain agrees to help us. Three days later, Gamelin appears. He reports that in order to get into the city you need to get acquainted with some personalities. We find Atenril and Miiran in the courtyard. First, it's best to take the task from Miiran to kill. But instead, cash in on gold and let go of the target. The guard will still have to be destroyed. Then we speak with Atenril and get the task. We intimidate the merchant on the square with the help of Aveline, open the chest and return to the employer. We speak with Gamelin and watch the video.
To go on an expedition to the Deep Roads, we must accumulate 50 gold. To do this, you can perform additional quests.

Friend on guard.

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

New house?

We leave for the Lower City to Hamelin's house. We approach the desk and read the news from Atenril. We speak with Mom, then with Bethany. We leave the house, select the Cloaca on the map and move there. On the way we kill thugs and mercenaries. Through the basement door we get into the estate. Even stronger opponents await us in the cellar, as well as a mini-boss. We get into the room and inspect the chests. We take some gold and a will. We return to the mother.

Business conversation.

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

pacification.

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

Long way home.

We leave for the Shattered Mountain to transfer the amulet to Flemeth. A certain elf reports that with the help of this amulet it is necessary to perform a ritual. With us, she sends Merril, who will help to perform the ritual. We advance to the altar, clearing the path from the corpses. Then we pass through the caves, where spiders are waiting for us. From there we get to the cemetery. We remove the barrier and in front of the altar we repel the attack. Do not forget to inspect the corpses, one of them must contain gold coins. We carry out the ritual and return to the camp.

That's all, there is very little left before the expedition. We're saving up required amount gold by completing additional quests, and get a card by completing the quest "Pacify".

Expedition to the Deep Roads.

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

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

Prime suspect.

We leave for the Casemates. On the square we find Emerik and communicate with him. We switch to the night and get to the estate of Gascar Dupuis, which is located in the Upper City. Inside, several ghosts and one demon await us. We agree to help Gaskar. We return to Emeric to tell about his innocence. A woman in the square informs that Emeric has left recently. We switch back to the night and go to the alley next to the Cloaca. It will no longer be possible to save Emeric, so we simply clean the area from ghosts.

Explosive service.

In the port we go to the Qunari camp and speak with the Arishok. We receive the task and go in search of Javaris. In the cesspool we communicate with a local barker who sells his goods. Right around the corner we penetrate into the tunnels, through the Pit of smugglers. Along the way, we deal with numerous thugs, and when we go out into the wilderness, we kill the mercenaries. We speak with Javaris and release him. There was a leak of poisonous fumes in an alley near the Lower City. Cleaning the area from mercenaries, we select the keys and block the barrels with the source of poisoning. We kill the elf and a few more mercenaries. We inform the Arishok about what happened and about those involved in the theft of poisonous gas. We return to the governor and report on the work done.

Find and lose again.

In the governor's fortress we communicate with Bran. At night we go to the Hanged Man. We find Orvald, get the truth out of him and deal with him and his friends. We get to the Church to find out the truth. There we meet Petris. She invites us to an afternoon gathering to confirm her suspicions about the Qunari. Our fears were confirmed: Varnell kidnapped the Qunari and executed them. We destroy the fanatics and Varnell. Opponents are mostly weak, but they take the number. The main thing is not to let mages and robbers using small arms be surrounded. Also, do not forget to treat them in time. When the governor arrives, we advise him to burn the corpses of the Qunari.

All that remains.

We learn from our uncle that our mother is missing. At night we go out to the streets of the Lower City in search of her. We speak with the tramp and find out details from him, giving some silver. We follow the trail of blood. They lead us to the Foundry. We continue to follow the tracks until we come across a secret hatch in the corner of the mini-map. We move along the basement, destroying ghosts and corpses. At the end, we hold several waves of attacks and kill Quentin.

Following Kun.

In the estate we read a letter from the governor Dumar. Let's go talk to him. He asks for the return of his son, who migrated to the side of the Qunari. In the Qunari Camp we communicate with Arishok. Seamus was lured into the church, so we'll sneak in at night to see him. As it turns out, he was killed. We deal with the fanatics, and when the Lady appears, we tell her about the bad plans of Petris.

Kuhn requirements.

Arriving at the estate, we meet Aveline and agree to help her. But before doing this, it is necessary to complete all your affairs, as in the case before the expedition. Aveline will be waiting in front of the Qunari Camp gates. Arishok reacts aggressively to the proposal to arrest the criminals and the battle begins. We move along the streets of the Lower City, cracking down on karashoks and ashhaads. We break through to the Upper City and continue the battle until Meredith appears. We get to the Governor's Fortress, destroying the robbers, who also show aggression against the qunari, and the karashoks. Occasionally, stans appear, distinguished by good armor, but weak attacks. We unite with Meredith and another elf - a sorcerer. Having settled the dispute, we lead the team and order the elf to distract the Qunari standing at the entrance. The main battle with the Arishok should be started by first destroying the rest of the Qunari. The Arishok has a large supply of health, in addition to this, his counter-attacks deal quite serious damage. But these attacks are easy to predict and dodge or retreat in time. Even if all partners die and we remain 1 on 1, then the chances of winning are high. We save the city and get the status "Defender of Kirkwall".

Three years later.

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

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

On the loose.

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

Serve cold.

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

Last straw.

We receive another letter and go to the Casemates. From there we are sent to the square, where the final and irrevocable battle between the magicians and the templars unfolded. We have to choose which side we are on. Choosing mages. Our goal is the templars, we move along the streets, destroying them. In Porto, the demon of pride awaits us. He is strong when paired with a blood mage. Therefore, it is desirable to first destroy the magician and ghosts, only then proceed to the demon. We get to the Casemate and speak with Orsin to join the battle against the templars led by Meredith. We hold a wave of multiple, but not very strong opponents. Orsin is furious, so he uses blood magic and turns into a huge creature. It is able to drain the life force from allies to replenish its health. We attack from all sides until it is freed from the body. We do these steps several times. Then we try to leave the Casemates. Ahead of the last fight with Meredith. She has extremely strong armor, but also lacks special abilities. Meredith also periodically sends large iron statues that are not dangerous. Let's watch the final video.

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

Walkthrough: Act 1

Walkthrough: Act 1

Main quests

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

Walkthrough: Act 1


Walkthrough: Act 1
friend on guard
When issued: at the beginning of act 1.
  • Speak with Aveline at the Viceroy's Keep in the Upper City. By talking with her, you can take the quest The way it should.
New house?
When issued: at the beginning of act 1.
  • You need to visit Hamelin's house in the Lower City. After talking with the family, a quest is issued family affairs.
business conversation
When issued: at the beginning of act 1.
  • Speak with Varric at The Hangman Inn in the Lower City. He will issue the quest "Pacify" and tell the latest rumors (which will later go into the main quests).
  • After the conversation, a letter arrives home, starting the quest free cheese(after completing it, you can attach Fenris).

Walkthrough: Act 1


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

Walkthrough: Act 1


Walkthrough: Act 1
Enemies Among Us
When issued: in the Upper City after completing the quest appeasement.
  • We leave for the Casemates and talk with the templar recruits.
  • Recruits say that Knight-Captain Cullen went after acolyte Wilmod recently.
  • We go after them and find that the novice was possessed. Naturally, we kill him. After talking with the knight-captain, we find out that further searches should be carried out in the Blooming Rose (Upper City).
  • We speak in a brothel with Viveka, then with Iduna. The latter in the conversation will try to take control of Hawke with the help of blood magic. If there is a magician in the group (or Hawk himself is a magician), you can interfere with her, and then interrogate her. If not, then Hawk, resisting, will kill Idunna (in this case, we take the documents in the room on the table). It turns out that a group of blood mages is trying to bring chaos to the ranks of the templars.
  • We leave for the lair of magicians in the Cloaca. In addition to blood magicians, crowds of ghosts and possessed, as well as several demons, await us there. After cleaning them, we free the templar Keran.
  • We return to the Casemates and report to Cullen about the successful completion. At the same time, you can advise the templars to leave Keran in the service or remove him. In the second case, a quest will appear in the next chapter family in debt.
Prodigal son
When issued: in the elfinage (Lower City) after completing the quest long way home.
  • We approach in elfinage to Arianni. We observe the picture of how Ariani begs the templar to find his son. After talking with Trask, we learn that the former templar Simon often helps the renegade magicians. You can find him in the Lower City at night.
  • After asking Simon, we learn that he sent Feinriel to a certain Rayner. You can find this Rayner at night in the port on Arturis's private pier. Keep in mind that there will be a difficult fight on the pier with two elite opponents: an assassin and a possessed one.
  • It turns out that Rayner sold renegade magicians to slave traders. Feinriel was sold to the slave trader Danzik, who can be found in the Underbelly.
  • We come to Danzik. He, of course, is not going to tell anything, so you have to kill him. After searching the corpses, it turns out that Feinriel was sent to a cave on the Ragged Shore.
  • We go there and find the kidnapped Feinriel. You can fight with the kidnappers or persuade them to let the hostage go (Varrik will help you). After being released, Feinriel will ask where he should go. You can send him to the circle of magicians or the Dalish clan.
  • We return to Arianni in the alienage and report on the successful release.

Walkthrough: Act 1


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

    After further conversation with Trask, the quest ends.

Powder hopes
When issued: random encounter on the map after completing the quest long way home.
  • Javaris wants a recipe for Qunari explosives, but the Arishok has turned him down. The dwarf hopes that if he renders the Qunari a great service by killing the Tal-Vashoths, the Arishok will change his mind.
  • We leave for the Torn Shore and kill the robbers located there - Tal-Vagoths. There shouldn't be any particular difficulty.
  • We return to Javaris, who is already waiting for us in the Qunari camp (it will be useful to take Fenris with you). We talk with Arishok and Javaris. The Qunari still refuse to give the recipe to the dwarf, but make him pay us for the work done. Quest completed.

Walkthrough: Act 1


Walkthrough: Act 1
Wolves in sheep's clothing
When issued: at night in the Lower City after completing the quest Powder hopes.
  • We leave for the Lower City at night and save Sister Petris from thugs. Then she offers a job. For details, we go to the shelter of Petris (also in the Lower City).
  • The sister suggests that we take the sairabaza (Qunari mage) out of the city through the catacombs. We go down there.
  • In the catacombs, spiders await us, and at the very end, bandits.

    At the exit from the city, a detachment of qunari is already waiting for us. No matter what you say, they will still attack in the end. Turns out we've been set up

  • Having dealt with them, we return to Petris for a fee and leave.
Friends in poor places
When issued: after completing all main quests (except Expedition to the deep trails)
  • In the lower city, a certain Dugal offers you to borrow money for the expedition (he gives you 50 gold, you return 100 to him after the expedition). Useful if all the money is spent somewhere.
  • Keep in mind that if you take a loan, then there will be an order of magnitude less money in your wallet at the beginning of the 2nd act.

Walkthrough: Act 1


Walkthrough: Act 1

Additional quests

The madmen won't go around
When issued: Isabella in Hangman after completing the quest appeasement.
  • Meet Isabella in the Upper City after sunset. She's going to settle the score with Hyder.
  • Upon meeting, we find that they were already waiting for us. Having figured it out, we search the bodies and find out the location of Hyder.
  • We leave for the Church, so that with Hyder.
  • After Hyder is killed, Isabella will join the squad. This completes the quest.
free cheese
When issued: business conversation.
  • Meet Anso at night at the market in the Lower City.
  • After talking with him, we visit the smugglers' lair in the Lower City's elfinage at night to take back his goods.
  • Having dealt with the smugglers, we look into the chest and find out that if Anso's goods were with them, they took them from there.
  • At the exit, we find that we have fallen into a trap. We break through with a fight and leave the elfinage.
  • It turns out that the trap was set for Fenris, a runaway slave elf. He asks us to help him. Therefore, we set off at night to the estate in the Upper City and meet Fenris there.
  • We search the estate, trying to find Master Danarius.
  • Having cleared the estate from ghosts and demons of anger, we find out that Master Danarius has escaped. We take valuables from the estate and leave.
  • After talking with Fenris, the quest ends.

Walkthrough: Act 1


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

Walkthrough: Act 1


Walkthrough: Act 1
What fell from the cart
When issued: Isabella after completing the quest Understanding Isabella.
  • Talk to Martin about working in his suite at the Hangman Tavern.
  • Find Martin's stolen cargo during the day in the port of the Lower City.
  • Port workers claim they don't know anything about the right cargo. Head to the port and ask Harbormaster Liam about Martin's cargo.
  • The assistant chief will demand money for information about the cargo. There are three options: give money, intimidate (only works with an evil alignment), or return to the port at night and steal the necessary information (then you have to fight mabari).
  • Make sure Martin's cargo is located in Woodrow's warehouse by the wharf. You can come to the warehouse during the day, but then there will be guards near the entrance (you can try to deceive her or just kill her); and it is possible at night (then only one sleeping guard will guard the entrance).
  • A group of pirates is waiting in the warehouse. After dealing with them, find the cargo.
  • Then return to Martin in Hangman to report the found cargo.
  • After talking to him, the quest ends.
First victim
When issued: free cheese.
  • Talk to Ghyslaine about his missing wife. During the day, he is in the market of the Upper City.
  • Ask Jitann about Ninette. This elf works at night in Rose Bloom, in the Upper City.
  • Find Templar Emeric in the Underbelly and find out what he knows about Ninette.
  • Arriving at the meeting point, we save Emeric from the thugs. He will tell us what recent times Ninette is not the only one missing and gives away the evidence he found.
  • After dark, explore the foundry in the Lower City, where the trail of Maren (another missing woman) broke off.
  • In the foundry, we find some magician who is running away from us. We go further and fight with a bunch of ghosts and a demon of desire. We find a bag of bones.
  • Find Emeric in the Casemates and show him the human remains. Also visit Ghyslaine in the Upper City and see if he recognizes the ring. After that, the quest will end.

Walkthrough: Act 1


Walkthrough: Act 1
Unsolicited salvation
When issued: announcement in the Upper City after completing the quest long way home.
  • Talk to Seneschal Bran about the viceroy's son.
  • After that, go to the Ragged Shore and look for the Steward's son, Seimus Dumar.
  • Upon arrival, we find that the Winters, led by Ginnis, are still ahead of us. We deal with her and talk with Seimus.
  • Then you have to fight off two more attacks of the Winters.
  • After that, talk to Seimus about returning to the Viceroy's Keep.
  • After the governor gives you a reward, the quest will end.
Judge's orders
When issued: judge in the Upper City after completing the quest free cheese.
  • Travel to the old ruins outside the city and arrest the fugitive at the request of Judge Vanard.
  • Before entering the ruins, the elf Elren runs up to us and asks us to kill the fugitive because he kidnapped his daughter. We decide what to do with the fugitive and move on.
  • There will be many pows ​​in the ruins, and in one of the rooms you can find hiding pirates. In a large room, in addition to numerous spiders and skeletons, witchcraft horror lives, so be careful.
  • Next, we meet Leah, who, as it turned out, is safe and sound. She asks us to spare Kelder.
  • In the last room we find Kelder, who will ask you to kill him. If you fulfill his request, then we leave the ruins immediately; if not, we head to the exit, simultaneously cracking down on spiders and undead.
  • At the exit, we talk with Elren and with the guards. After that, we go to report everything to the judge (he stands during the day in the Upper City near the church). This completes the quest.

Walkthrough: Act 1


Walkthrough: Act 1
unfinished business
When issued: Miiran (Lower city, night) or Atenriel (Upper city, day) after completing the quest free cheese.
  • The content of this quest depends on who gave it to you.
  • If Miiran:
    • We leave for the port in the afternoon to help Miiran's henchmen deal with Lord Harimann.
    • Upon arrival, Harimann's guards will attack us, and there is nothing left but to kill them.
    • Then we talk with Gustav, Miiran's man. Lord Harimann will appear in a little while. We decide whether to kill him or let him live.
    • After that, we return at night to the Lower City to Miiran and report on our successes. Quest completed.
  • If Atenriel:
    • We leave for the port at night to help Atenriel's henchmen.
    • Upon arrival, we find that thugs from the Society want to attack the boy. We save the boy and, after that, talk to him. We decide whether to give him the goods of Atenriel or not.
    • Then we return in the afternoon to the Upper City to Atenriel and report on our successes. After that, the quest will end.

Walkthrough: Act 1


Walkthrough: Act 1
Herbalist Quests
When issued: by the herbalist Solvitus in the Casemates at the beginning of the 1st act.
  • Find Spider Gland, Dragon Fang, and Pure Iron Bark for Solvitus.
  • Locations of Required Ingredients:
    • Giant Spider Gland - Abandoned Ruins (Quest Judge's orders).
    • Dragon Fang - Bone Pit (Quest bone pit).
    • Ironbark - The Edge of the Irontrees (unlocked on the map after talking to Master Ailen at the Dalish camp on Broken Mountain).
  • After you give all the ingredients to the herbalist, the quest will be completed.
Undelivered letter
When issued: a letter from the corpse of the Possessed at Arturis' Private Wharf during the quest Prodigal son.
  • Take the letter found on the transformed magess to Templar Trask in the Casemates.
  • Alternatively, the templar may be required to pay a fee for silence. One way or another, after talking with him, the quest ends.

Walkthrough: Act 1


Walkthrough: Act 1

Companion quests

Duty
Satellite: Sebastian.

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

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

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

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FFP o rtpdpmtseoye RETCHPK YUBUFY. ChSh ULBTSEFE, YUFP LFP FEODEOHYS Y CHUE FBL DEMBAF, LPZDB RTPPMTSEOYE YOE RTPPMTSEOYE CHPCHUE, B FIRB RP IPDH DEMB FBL OBSCCHCHBEFUUS. LBL ZPCHPTYFSHUS DMS RTYDBOYS HULPTEOYS RTY RTPDBTSBI. y UFP SUOP VSMP ULBBOP CH RPUMEDOEN BDDPOIE LHDB RPDECHBMUS ZMBCHOSHCHK ZETPK. rTBCHIMSHOP YMY/YMY. yMY HVYCH nPTTYZBO, LBOHM CH OEY’CHEUFOPUFSH, YMY OE HVYCH nPTTYZBO FPTS LBOKHM OP HTS U OEK CH FH TS UBNHA OEY’CHEUFOPUFSH. th Yue?

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YFBL, YB YUHDP!

b UYUEFUIL FYLBEF. 10 NBTFB 2011. CHEETS. rPEIBMY! tsDEN, LPZDB DPVTSCHE MADY CHUE-FBLY UDEMBAF THUULHA PJCHHYULH.

Y FEIOYUEULYI BURELFCH.
MYGHIH OHTSOP BLFICHYTPCHBFSH RTY HUFBOPCLE, RPFPN ABOUT UBKFE TBTBVPFYuILPCH PVSBFEMSHOP OBTEZYFSHUS Y OBTEZYFSH YZTH (U NSCHMPN Y RBTPMEN), RPFPN RTY RETCHPN ЪBFIHPCHBYZ BLFYCHOBULE. rPFPN RTY LBTsDPN ЪBIPDE CH YZTH, X CHBU DPMTSOP VSHCHFSH RPDLMAYUEOYE RP IOFETOEF L CHBYEK HYUEFOPC ЪBRYUY. h RTPFICHOPN UMHYUBE RPYZTBFSH CHBN OE HDBUFSHUS. UMYYLPN NOPZP OEPRTBCHDBOPK Y OERTBLFYUOPK ChPOY.

RETCHPE CHCHEYUBFMEOYE AT RETCHSHCHI UELHOD YZTSCH. NPS RBTFYS Y RMBOSH ABOUT VHDHEEE.


PUOPCHOBS RBTFYS: iPHL (NBZ), NETYMYO (NBZ), yBWEMB (TBBVPKOIL), CHBTTYL (TBBVPKOIL)

UYUFENB VPS YENEOIMBUSH. fE, LFP RTPYEM RETCHHA YUBUFSH (Dragon Age: Origins) U UPTsBMEOYEN FFP IBNEFSF. aboutBYuBMP Ch Dragon Age 2 HUFHRBEF Y RP UATSEPHH Y RP DYOBNYLE dragon age 1 . yZTB U RETCHSHCHI UELHOD OE BICHBFSCHCHBEF, LBL VSHMP CH Dragon Age. ZTBZHYLB YOFETZEKUB HRTPUFIMBUSH, RPSCHYMUS OBMEF ZBMYNPUFY, P YUEN DBCE RPNSHUMYFSH OEMSH'S VSHMP Ch Dragon Age.

eUMMY PUFBMYUSH UPITBOOEIS U RETCHPK YUBUFY, NPTsOP YI YNRPTFYTPCHBFSH.
uEKCH DP OBYUBMB YZTSCH! XCE DPMCEO OBIPDIFSHUSS H RBRLE "YNS CHBYEZP RTPJYMS\nPY DPLHNEOFSH\BioWare\Dragon Age\Characters\YNS ZETPS\Saves\YNS UMPFB UPITBOOEIS", OBRTYNET: ...\nPY DPLHNEOFSH\BioWare\Dragon Age\Characters\Hero1\Saves\ AutoSave_1.
DMS LPTTELFOPZP YNRPTFB OHTSOSCH FPMSHLP DCHB ZHBKMB: savegame.das Y savegame.das.met. about UFP LFP RPCHMYSEF RPLB OE KOBA, OP S FBL UDEMBM. tBUYTEOOBS CHETUYS DBEF RTYJPCHPK LPOFEOF, FPTTEOFSH DBAF CHUE PUFBMSHOPE.

YZTBA NBZPN. h PUOPCHOPK RBTFYY ZOPN, TBVPKOGB Y LMSHZHYKLB. rPTSDLPN RPDOBDPEMB LMPOYTPPCHBOOBS RTYTPDB Y LMPOYTPPCHBOOSCHE RPNEEEOOIS. rPUFPSOOP CHUFTEYUBAFUS PBVPYUEOOOSCHE ZPNPUELY! NETFCHCHE CHTBZY OBRPNYOBAF CHFPTPK LCHEKL DEUSFIMEFOEK DBCHOPUFY. DEKUFCHIE RTBLFYUEULY CHUEZDB RTPYUIPDYF H PDOPN Y FPN TSE ZPTPDE, BDBOYS RPIPTSIE Y VEUPDETTSBFEMSHOP-FHRSHCHE, YOFETEU RTPRBDBEF UFTENIFEMSHOP.

CHPNPTSOPUFY RPDVYTBFSH DPUREII LPNRBOSHPOBN UEF. bTUEOOBM VTPOY, PTHTSYS, YOZTYDYEOFPC UPLTBFYMUS RPYUFY DP OHMS. CHUEI (chuei!) LCHEUFCH DEUSFLB YOUEFSCHTE OE VPMSHIE! vTPOA UPRBTFYKGBN OE RPDPVTBFSH.


about ZMHVYOOSH FTPRSCH, RPUMEDOYK LCHEUF RETCHPK YUBUFY YZTSCH


yNEOYE iPHLCH zz Y NETYMYO

eUMY EUFSH TSEMBOYE UYMPK CHPPVTBTSEOIS RPDTYIFPCHBFSH YZTPCHPK RTPGEUU Y YЪNHDTYFSHUS CHUE TSE OBUMBDYFSHUS FFYN UBNSCHN YZTPCHSCHN RTPGEUUPN. dBA URTBCHLH.

PE-RETCHSCHI OE PVTBEBEN CHOYNBOYS ABOUT LMPOYTPCHBOOSCHE RTEDNEFSHCH Y MPLBGYY. PE-CHFPTSCHI OE PVTBEBEN CHOYNEBOYS ABOUT HVYFHA UYUFENH RPG. y CH-FTEFSHYI OE PVTBEBEN CHOYNBOIS ABOUT FP, UFP CHUE CHTENS RTYIPDYFUS UIDEFSH CH PDOPN ZPTPDE.

NPTsOP RPRTPVPCHBFSH OBMBTSYCHBFSH CHBYNPPFOPIEOYS U UPRBTFYKGBNY Y UDEMBFSh FFP PUOPCHOSCHN ЪBOSFYEN CH YZTE. y EEE RPUME LBTsDPZP VPS IPDYFSH RP NBZBYOBN Y TBURTEDEMSFSH FTPZHEY NETSDH CHUENY WENSHA RETUPOBTSBNY. rPFPN RP PYUETEDY VTBFSH YI CH VPK. FP CHUE, UFP OBN PUFBMPUSh PF RPG. VKHDEN LFYN RPMShHCHBFSHUS.


obyubmp YZTSCH - RTYATBLY RTPYMPZP. zhMENEF, HVYFBS CH RETCHPK YUBUFY YZTSCH


hVYKUFCHP chshchuyezp DTBLPOB. lPUFSOBS SNB

UBNSHEE RYUEULYE Y FTHDOSHE VYFCHSHCH YZTE Dragon Age 2:
1. VYFCHB U LBNEOOSHCHN ZPMENPN CH 1-K YUBUFY (UMPTSOBS DMS 1-K YUBUFY)
2. VYFCHB U chBTFETBMPN CHP 2-K YUBUFY (UMPTSOBS DMS 2-K YUBUFY), RIPTSB ABOUT VYFCHH U oENBFETYBMSHOSHCHN ZPMENPN (3-S YUBUFSH)
3. VYFCHB U bTYYPLPN CH LPOGE 2-K YUBUFY YZTSCH (PYO ABOUT PYYOSH UMPTSOP EZP RPVEYFSH, NBZPN - OECHPNPTsOP * ynip)
4. BRYMYCHBOYE CHSHCHUYEZP DTBLPOB CH 3-K YUBUFY YZTSCH (PYUEOSH RPMEOBS, YOFETEUOBS Y UBNBS DPMZBS VYFCHB - RTPUFP REUOS)
5. VYFCHB U ZYVTYUPN H lMPBLE (FPCE OYUEZP)
b ChPF ZHYOBMSHOSHCHK VPK OE CHEYUBFMYM.

CHPPVEE DMS UEVS ЪBNEFYM, UFP HVYFSH CHSHUYEZP DTBLPOB CH pTYZYOUE (HVYKUFP zhMENEF FPTS RPDPKDEF) YMY ЪDEUSH DMS NEOS VSCMP CHBTSOEE Y YOFETEUOEEE, YUEN TBPVTBFSHUS U ZJOBMSHOSHCHN ZBDPN. dB Y CHPPVEE DPKFY DP ZHYOBMB - OE UNSCHUM RPG FHF ZMBCHOPE CHBYNPPFOPYOYS Y YZTPCHBS BFNPUZHETB. ZMBCHOPE UATSEF Y RTPGEUU CHIBYNPDEKUFCHYS. uEZP H Dragon Age 2 OEF.

DTBLPOB, lBNEOOPZP ZPMENB Y chBTFETBMB NPTsOP ЪBVYFSH MAVSCHN UPUFBCHPN, B CHPF VPK PDYO ABOUT PDYO U bTYYPLPN NBZ (EUMY CHSHCH YZTBEFE ЪB NBZB) OE ChSCHKZTBEF OILPZDB. eDIOUFCHEOOOSCHK CHSHHIPD - PFLBBFSHUS PF RPEDYOLB Y CHBMYFSH EZP LPNBODPK. fBLBS CHPF OEUVBMBOUITCHBOOBS BTYZHNEFYLB. FP NPE NOOEOYE, OP ZPCHPTSF, UFP NBZPN RPVEYFSH bTYYPLB NPTsOP. LPNKh YOFETEUOP - RTPVKhKFE (CHPNPTSOP FHF UFPYF YURPMSHЪPCHBFSH BLMYOBOYE "ZTBCHYLPMShGP", LPFPTPZP X NEOS OB FPF NPNEOF OEVSHMP).
_________________________________
* RPVEDYM bTYYPLB NBZPN YNES RTY UEVE YNPF Y PTHTSIE Mysterious. opus Mysterious Dagger, NBZ RTPMHUBEF HNEOYS TBVPKOILB. nBZ-TBBVPKOIL - UPYEFBOYE CHEYUBFMSEF. obdpemp - NEOSEN LMYOLY ABOUT RPUPI Y ChSch UOPCHB NBZ-DBMSHOPVPKEIL.


lPUFSOBS SNB. nBZ-TBVPKOIL


nBZ-TBVPKOIL


nBZ-TBVPKOIL


nBZ


ybvemmb rybtyfus h chyuemshoyle


vPK U LHOBTY ABOUT TCBOPN VETEZH Y ybvemmb


fBCHETOB CHYUEMSHOYL Y CHBTTYL, NETYMYO, yEBWEMB

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rPMEOSCHE RTEDNEFSHCH YZTE.
nMELUYT ZETPYYNB (RPCHSCHYBEF HTPCHEOSH CHUEK RBTFYY). CHETIOYK ZPTPD (oPYUSh). RTY VYFCHE U LHOBTY, ZHYOBMSHOSHCHK LCHEUF CHFPTPK ZMBCHSHCH. pF TSCHOLB RPDOYNBENUS RP UFKHREOSN Y YDEN RTSNP ZDE DETHFUS LHOBTY Y ZOPNSCH, TBVYTBENUS U ONYY Y RPCHPTBYUYCHBEN OBRTBCHP. IDEN FHDB, ZDE UFPYF ZEOEYOB CH EMEOPN Y TSDPN FTHRSHCH. at RTBCHPK UFPTPOSCH EUFSH FTHR U RPDUCHEFLPK - TEGERF ABOUT OEN.

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BYUYUFLB dPMYKULPZP LMBOB. tBULPMPFBS ZPTB


chBTTYL TBVPFBEF RP nBZBN LTPCHY CH LYTLCHPME


VYFCHB U ZYVTYUPN H LMPBLE

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tBZZPCHPT iPHLB U DCHPATPDOPK UEUFTPK


LHOBTY, NHFYTPCHBCHYE H HTPPDCH UP CHTENEO RETCHPK YUBUFY YZTSCH...


UFP UYMSHOP WEUIMP - CHTBZY U LEFUHRPN CHOHFTY...

DP ZHYOBMB X NEOS DPYMY OE CHUE LPNRBOSHPOSHCH. NBZ-CHTEDYFEMSH, CHPTCCHBCHYYK GETLPCHSH RPYUENKH-FP PVIDEMUS Y RTYYMPUSH U OIN DTBFSHUS. PUFBMSHOSHCHE RPDDETSBMY H RPMOPK NETE Y PYUEOSH JZHZHELFOP Y YZHZHELFYCHOP RPNPZMY. YI, EUMY VSC FPMSHLP TBTBVPFYUYLY OE UIBMFKhTYMY, NPTsOP VSHMP VSHCH Y RP CHFPTPPNKh TBBKH YZTH RTPKFY. OP CHIDOP OE UHDSHVB. yZTB OB 17 MILKING YMY OB 71 YUBU 03 NYOHFSCH 03 UELHODSCH. KHUREIPCH.

UFP NPTsOP ULBBFSh RTP LPOGPCHLH? dB OYUEZP, EE RTPUFP OEF. TsBMSh RPFTBYUEOOPZP READING Y DEOEZ.


lBENBFSCH RETED ZHYOBMSHOPK VYFCHPK U pTUYP Y NBZBNY


hVYKUFCHP PDETSYNPK ITBNPCHOYGSCH NETIDYF. lPOEG YZTSCH


UREGYZHYLBGYS Y RBTBNEFTSHCH iPHLB

Dragon Age/ oBUMEDJE

OE RTPIMP Y RPM ZPDB, U NPNEOFB TEMYB, LBL CHUMED ЪB NEMLYNY DLC OBLPOEG CHSCHYMB DPRPMOYFEMSHOBS NYUUYS - YUFPTYS LP CHFPTPK YUBUFY YZTSCH. YUFPTYS U YOZHPTNBGYEK P RTPUMPN WENSHY iPHLPC. fPMSHLP PDOP LFP DEMBEF "OBUMEDYE" YOFETEUOSCHN. OH, YMY OEUNPFTS ABOUT PFUHFUFCHIE PTYZYOBMSHOPUFY, BUFBCHMSEF RTPKFY. FP DMS JBOBFPCH YZTSCH LPOEYUOP.

Yb OPCHCHCHEDEOYK: NPTsOP BLFYCHYTPCHBFSH NOPZPTBPCHSHCHE MPCHHYLY, NPTsOP OBIPDYFSH EMSHS RTPUFP FBL (B OE OB FTHRBI), RPSCHYMYUSH ZBTMPLY (OPCHSCHE CH YZTE CHETSHLY Y RPTTSDEOYK)

Ps. PTZBOYBGYS VPEC LFPZP DPRPMOOEOYS OBRPNYOBEF YUEN-FP Serious Sam (LFP FIRB NYOHU YZTE), B ZMBCHOSCHK EMPCHTED YUEN-FP OBRPNYOBEF bTIYFELFPTB (RETUPOBTs Yb DPRPMOOEOYS L RETCHPK YUBUFY YZT). x TBTBVPFYuILPCH UFP ZHBOFBYS CHSHCHUPIMB?
dB UPVUFCHEOOP RPIPTSE HCE OYUFP LFH LPNBODH OE TEBVYMYFYTHEF ... B TsBMSh.

bCHFPT: lMAEC n..03.2011, DPRMOEOP 08.08.2011

Dragon Age 2