Dragon age 2 quests. Walkthrough - Act II: Side Quests

This quest is given to you by a Qunari warrior standing at the entrance to the port. He is trying to find out where the patrolmen sent to the Ragged Shore have gone. You, as an outstanding figure, were suspected of having killed them. Travel to the location indicated by the Qunari. You will find the Qunari dead, next to them there will be a possessed in the company of ghosts who will attack you as well. Return to the port and report what you saw to the Qunari. In exchange, you will receive 1 golden and two-handed sword Binky's Solace.

Honoring the Fallen

Collect all three amulets of the dead hunters when you explore the cave with the varterall on Merrill's Reflection in the Mirror quest, and return them to Keeper Maretari.

Midnight Meeting/Midnight Meeting

This quest will only appear if you killed the templars during the Act 1 story quest "An Act of Mercy". After receiving the letter, meet with the Templar lieutenant, who is trying to find out what happened to his missing brethren. Either dialogue option will result in a fight and this will complete the quest.

A Debt in the Family

(thanks to TiMac for adding)
This quest is issued by the templar novice Margit in the Casemates. She laments that Keran's family is deeply in debt to the Tevinter pawnbroker Senestra the Serpent and asks you to convince her to forgive her debts.
Senestra herself can be found at night in the port. When talking with her, she immediately throws a couple of phrases that it would be nice to kill Hawk, because. many will pay well for it. The battle is not difficult and after winning the quest will automatically end. Reward - 750 experience.

Problem Specialist/The Fixer

You can only get this quest if, during the story quest "Find and Lost Again", you decided to burn the bodies of the Qunari.
In this case, upon returning home, a letter will be waiting for you, where an unknown anonymous person offers you a job to destroy some corpses. They are not marked with markers and you have to find them yourself. There are four in total:
1. In the cesspool in the southern part, not far from Black Jack.
2. Lower City, night, Residential Quarter.
3. Port - night, office of the head of the port.
4. Ragged Shore, western part, slightly south of the western exit to the world map.

You can just get rid of the bodies, as you are offered - in this case, after you find each corpse, a quest marker will appear on the map - where exactly to get rid of it. In this case, you will have to fight the opposite bandit faction at the body in the Ragged Shore and later you will receive a reward from the letter (I only had experience - 1500 points).

You can kill the bandits guarding the corpses in the Port and the Low City without getting rid of the bodies. In this case, you will receive a reward from the faction on the Ragged Shore.

Forbidden Knowledge

Tarone's books on black magic are hidden in and around Kirkwall. We will either find out about this in a letter from Idunn (if you did not kill her during the first act quest "Enemies Among Us"), or after we find any of the books on our own.
We need to find all the books and either destroy them, or read and acquire forbidden knowledge (+2 stat points, but they are given only once, even if you read all the books). If you just take books without reading them, then they will turn into garbage and are only suitable for sale. True, they cost almost 90 silver coins.

Books are located:
1. In the Church, on the balcony to the right of the entrance. When destroyed, demons, ghosts, witchcraft horrors, possessed appear.
2. In the Governor's Fortress in the hall with the throne. When destroyed, demons, ghosts, possessed, and witchcraft horror also appear.
3. On the Ragged Coast. From the entrance to the shore we run along the upper path, at the intersection of the paths we see the opened passage to the Damp Cave. Let's go there. The cave is small, beautiful and sinister, a small dragon lives in front of the tome, after reading or destroying it, a revenant and other undead will appear.
4. In the Bone Pit after completing the "Cave of the Dead" quest there. The cave next to this cave will be reopened and will lead us to a small dungeon with a book. After reading, the Desire Demon and other spirits appear.
5. In the Forgotten Taig (new cave on the Broken Mountain). This is the most difficult place of the five, the fight before the destruction of the tome will be much more difficult than after. guard the book different types undead, possessed, rage demons, golems, Desire Demon, revenant and Arcane Horror to boot. After all this, a single revenant with a small detachment of undead, crawling out into the world after reading a book, seems like a trifle, hardly worthy of attention.
Note - in the room with the book there is a peaceful golem-seller with a good assortment of goods.

After you destroy all five tomes, go to the Underbelly. A passage to a new dungeon has opened there, it is marked with a quest arrow.
Buy bottles of potions, take the strongest and most well-equipped members of the squad with you, and only after that go to complete this quest. There are master class traps in the Forgotten Lair, so be careful. It is better to take a robber with you - some traps cannot be bypassed.
There will be a Black Grimoire in the dungeon - after we destroy it, quite strong opponents will appear - these are the demons of anger, the possessed, the undead and other equally cute comrades, including the Immortal Horror Zebenkek, for killing which you will receive a special achievement. All opponents are strong - there will be no "ordinary" enemies dying from one to three hits. You can run back to the beginning of the dungeon as soon as the fight starts - then only some opponents will follow you and it will be easier to deal with them in parts. One Sebenkek is not so dangerous.
Note: You can read the Black Grimoire and get stat points - the demons will spawn as expected and the quest will be completed, with all the books listed as destroyed in the journal (probably a bug).

Miss Selby Quests:

(These quests only appear if, during the Act of Mercy quest in the first act, you set the mages free.)
A certain Lady Selby, whose sister was subdued by the templars, will be waiting for you in one of the back streets of the Port during the day. You can take several quests on her board:

Find and Rescue/Search and Rescue

Terry, one of the Starkhaven mages you saved in the last part, asks you to find her renegade friend, who is being held by bounty hunters somewhere on the Ragged Shore. Go to the indicated cave, kill the bounty hunters and free the mage girl. You will receive a reward from Mrs. Selby - 1 gold.

How to Frame a Templar

A group of mages asks you to relieve them of the pressure of the templar Konrad Wernhart, slandering him and exposing him unreliable before the leadership of the order. To do this, go to the Hanged Man and talk to the tipsy templar Roderick. Whatever version of the accusation you choose, it will make the right impression on him.
Then go to the Casemates and observe the hassle of the assistant port chief with the official. To the right of them, behind the counter with weapons for sale, you will see a scroll with an order for the supply of confiscated lyrium. Enter Conrad's name on the document and give it to the port worker, who is right there, in the opposite corner of the courtyard from the entrance. Then return to Mrs. Selby, get 1 gold as a reward and read on the board a letter of thanks from the magicians describing the punishment that befell Conrad Wernhart.

Church quests:

Elves at Large

(this announcement only appears if you persuaded Feinriel to go to the Circle in Act 1 during the Prodigal Son quest)
Deal with a group of Dalish elves who recently unsuccessfully attempted to free Faenriel from the Circle. To do this, go to the Ragged Shore. There you will find elves and a group of mercenaries who have already tracked them down. During the subsequent conversation, you can take the side of either the elves or the mercenaries and kill the opposite grouping.

Bounty Hunter

(These quests only appear if, during the Act of Mercy quest in Act 1, you persuaded the mages to return to the Circle. This quest and Mrs. Selby's quests are mutually exclusive.)
Find and deal with three fugitive mages. Unlike the previous quest, you cannot negotiate with them - they attack as soon as you try to start a conversation. Each mage will summon demons, the undead, and the Possessed as reinforcements.

Black Jack is located in the southern part of the Cloaca (where Danzig used to be).
Hebora de Soller hides in the western part of Ragged Shore.
Innley of Starkhaven is on Broken Mountain, in the part of it where the elven graveyard is located, at the very end of the path.

Sketchy on the Details

(This quest does not depend on whether you took the side of the templars or mages in the first act)
Deal with several gangs that are chasing Sketch for some reason (your old friend, if you played Leliana's Song DLC ​​in the Beginning).

Gangs that you have to eliminate:
Night Kirkwall, High City, on the way to the governor's palace - "Avengers of Denerim"
Night "Hangman", at the back rooms on the second floor - "Beards of Rivaini"
Lower City, Den, northern part, not far from Elfinage - Antiva Assassins
Casemates, Den, a dead end near the herbalist Solivitus - Tal-Vashot group.
The sewer, night, approximately in the center of the map, members of the Gnomish Charter.

After that, go to the Port at night and report to the Sketch that you saved him from his pursuers. In version 1.01, the quest is buggy and remains unfinished in the journal after that.

Street Cleanup


Quests similar to the first part - rid the Night Kirkwall of gangs and get a reward from a Friend in the night "Gallowsman"

Good Night Girls/Ladies Lights Out

After you defeat several groups of "Night Sisters" operating at night in the High City, a note will fall into your hands indicating the place where the head of this group, "Blessed" Gillian, and her closest assistants are hiding. Go into the building and destroy everyone who attacks you (there are a lot of them and they are strong, they attack in a rather cramped room, so it's better to take contact warriors and one healer mage into the party).

Low City/The Lowdowns

Clear the night Port of the Undercut gangs, after which you will be given an indication of the whereabouts of their leader. Go to the indicated place and kill everyone. Examine the alley well - not all opponents appear at once, sometimes for their appearance you need to go into some side dead end.

Urban Generation/Hometown Breed

Similar to the two previous quests, but you need to deal with the "Dog People", who are trying to take control of the night Lower City. There are quite a few archers among the members of this gang, including the leader himself. As in the previous quest, you may need to carefully examine the alley with the leader in order to get all the gang members to appear.

Lost and found:

- The Eyes of Azure Jamos
If you decide to visit the elven cemetery, then at the altar, where in the first part you performed the ritual with the amulet, a crazy magician will attack you. Two gems can be removed from his corpse. Give them to Azur Jaimos in the Casemates.
Be careful - in addition to the crazy magician in the cemetery, a group of undead led by the Shadow Assassin will attack you. A fight with her can be avoided completely if you lure the magician a little further from his starting point.
- Flawless Pants/The One True Pantaloons
You will pick up this item from the corpse of one of the opponents you killed during the Anders quest "Dissent". Give it to the owner in High City.
- Seal ancient god Dumat/Seal of Old God Dumat
Picked up from a box in the Underpass, which can be accessed from the Port at night. Give it to Bolund in High City.
- Wentworth's Sixth Finger
You will find this in one of the bags on the surface of the Bone Pit mine. Give it to Sister Philias in the Upper City.
- Waxler's Hat
Picked up from a bag in the Underpass, which can be accessed from the Port at night. Give it to the owner, who is found at night in the Hanged Man.
- Piece of Canvas/Swath of the Jackyard
You can pick up this item from the corpse of Fell Orden, the leader of the bandits you killed while following the quest "Pirates on the Cliffs". Give it to the Watcher in the Port.
- Body Gerralt "South Song" / "South-Song" Gerralt's Corpse
Found in the Forgotten Taig (a cave on the Shattered Mountain, where one of the tomes Forbidden Knowledge). Present it to Gerralt "Wisdom of the East" in the Lower City.
- Rusty Knife/Ream-Rot Knife
Picked up on the Shattered Mountain, not far from the exit of the cave to the elven graveyard. Give it to Fudge at the Lower City Mining Site.
- Lyrium Wine/Lyrium-Laced Bilge Hoop
Picked up in the Deep Roads if you went there on the quest "Fool's Gold". Give it to the Whiskey Master in Underbelly.
- Goosegirl Cameo
On the corpse of Hebor de Soller (quest "Headhunter") pick up a cameo and give it to Vors de Soller in the Lower City.
In version 1.01 this quest is buggy and the cameo is almost never on the body.

This walkthrough provides complete information about each quest, including the location of components, unique items, companion equipment upgrades, and more. The passage includes a variety of plot options.

Everything - from the text itself to the screenshots - was made by me. Elementary tasks, such as talking with companions, I did not include in the passage, since their implementation does not require any special efforts.

Enjoy reading!

Walkthrough Dragon Age 2

So, first of all, we are invited to choose the class and gender of Hawke. Having made the very first decision in the game, we press the confirm button, and we plunge headlong into the fascinating world dragon age. The opening cutscene begins, where we see a certain dwarf being taken in for questioning by Cassandra Pentaghast, the Church Seeker who is interested in the Defender of Kirkwall. After a series of lame excuses, the dwarf (named Varric) begins his story.

This is followed by a fight scene involving Hawke and her/his brother/sister. (It should be noted that who will help you in the battle, brother or sister, does not fall out by chance - if you play a magician, then your brother will be with you, if you are a warrior or a robber, then your sister.) During the battle, basic tips come up, with with which you can quickly master the specifics of combat specifically for your class.

So, the first battle behind and before us pops up one of the innovations of Dragon Age - a new dialogue system. For those who have played another BioWare masterpiece, Mass Effect, the dialog box will be familiar. Now our character is not a silent idol, Hawk is fully voiced and animated. We are presented with three options for answers in the dialogue - kind / flexible, witty and evil / decisive. It is up to you to decide what character Hawk will have. I will also digress a little from the topic, noting that on this moment Hawk has the standard appearance given to him by the developers of the game, but don't be alarmed, a little later you can correct this annoying misunderstanding and experiment with different options. appearance your hero.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

So let's continue the fight. The combat system itself has also undergone a number of positive changes. The battle has become much livelier and more spectacular, and our character is faster and more deadly, we can see how the enemy literally shatters into pieces under the onslaught of Hawke and his companions. When the creatures of darkness are finished, a new enemy appears - the ogre we know well, which has also changed a lot in appearance. When the ogre's health reaches a critical point, we can enjoy a spectacular “finishing off” scene, where the rogue Hawk slashes the monster with vengeance with daggers, the mage Hawk rains blood from the monster's flesh, and the warrior Hawk heroically stabs the ogre with a sword.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

And now, when the creatures of darkness again surround the heroes, the dragon appears and ... disappears again, to the incredulous cries of Cassandra - the grandiose beginning of the story was only pure fiction of the interrogated dwarf. After listening to the Seeker's angry tirade, the dwarf nevertheless agrees to tell the whole story of his acquaintance with the Defender from beginning to end.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

And now, we can finally mold Hawk's appearance the way we want.

1) The settings options are the same as in Origins, so besides the new set of hairstyles, beards and eye shades, everything should be familiar to you.

2) The portrait, it seems to me, has been cut down a bit, to take at least the choice of facial expression of the protagonist, but in fact this is not so important.

4) You can import events from Origins-Awakening into the game. If you cannot or do not want to import your saves, then you can simply select a typical story from those offered. Personally, I imported my saves.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

Select the difficulty level, and you can start the game.

Escape from Lothering

Varric briefly recounts the events of Origins, after which we see Hawk fleeing with his sister, brother, and mother from the darkspawn. By the way, the appearance of a brother and sister directly depends on the appearance of the main character, so they can look different in different passages. After a short dialogue, we can finally move on. After a couple of seconds, we again see the creatures of darkness.

Note that Hawke is now level 1, instead of level 10 as he was when he first tried Varric's story. And yet, now, if you play a robber, you can only use bows and daggers, if a magician, then only staves, if a warrior, then a sword with a shield, or two-handed. And a few words about equipment - you will not be able to change the clothes of your companions, only Hawk. With companions, you can only buy or find improvements to existing armor.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

Well, time for the first level up. By double-clicking on a character's portrait, we go to the character record window, where we click on the "Characteristics" button. As you can see, the distribution of characteristics has not changed much. A few words about the "Cunning" parameter - if you play as a robber, then this parameter is directly responsible for Hawke's ability to break locks and neutralize traps. There are 4 types of castles and traps in the game: easy, medium, hard and master. Accordingly, Hawke can open simple locks with 10 cunning points, medium ones with 20 points, complex ones with 30 points, and master ones with 40 points. The same applies to disarming traps. So if you want to collect as many trophies as possible, then draw your own conclusions. Having scattered the points according to the selected parameters, we move on to the ability selection grid. Compared to Origins, the distribution of abilities has evolved a lot, it has become somehow simpler and more accessible, however, this is purely my opinion.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

Not forgetting to rob the dead creatures of darkness and the bodies of the unfortunate to the left and right of the path, we climb up the slope. The sister will ask where we intend to go, and by common decision we go to Kirkwall. As soon as we have time to attack the nearest creature of darkness, we see our future companions - the warrior Aveline and her husband, a wounded templar named Wesley. We help Aveline put an end to the creatures of darkness and then stumble upon her husband's outright hostility towards her sister (or also towards the main character, if he is a magician). We learn that they have also been on the run from the darkspawn since Ostagar itself, and that they were also in the army of the fallen King Cailan. Wesley is ready to do a favor by turning a blind eye to the renegade companions (he would have won a lot of interesting wounded), and the whole company we move on.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

Don't forget to level up your companions. If you don’t want to bother much, then just click on the “Auto. Level” in the character entry window, and the game will automatically allocate stat points and select abilities for your companions. I would like to mention the new relationship system: As you can see, now we have two scales “Friendship” and “Rivalry”, and here we need to draw a clear line between rivalry and enmity. If a person is more inclined to compete with you, this does not mean that he hates you with all the fibers of his soul, no, he also respects you, he is simply not friends and your views differ in many respects.

We kill the next creatures of darkness and go down the slope, where again an ambush awaits us. By the way, I advise you to first kill enemies capable of magic, and only then all the rest. To the left of the path, in a small ravine, the first locked chest awaits you. If your Hawk is a robber, then you can open the lock, but if not, don't be upset - there is nothing vital in it. Opposite the chest lies a corpse with a book in his hands. Be sure to read books, they are not only a lot useful information, but reading them also adds experience points!

We go up the slope. An ogre is running towards us! If you play as a magician, then Bethany will heroically attack the ogre, if you play as a robber or warrior, then Carver. Therefore, either brother or sister will die. After a skirmish with an ogre, we calm the heartbroken mother and again into battle. When it seems to everyone that there is no hope for salvation, the dragon will help us out, and our old and moderately kind friend Flemeth will turn out to be the dragon. In gratitude for the help, Flemeth asks to give one little thing to Maretari, the Keeper of the clan of the Dolly elves. You can’t refuse, so you want, you don’t want, but you have to do it. Finally, it turns out that Wesley has become infected with filth and it would be more merciful to kill him. Both Aveline and Hawk can do this (but if Hawk does this, then you will receive -10 relations from Aveline, if you give Aveline a choice, your relations will improve by +10), leaving Wesley alive will not succeed.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

Arrival at Kirkwall

Then we listen to the bickering of Varric and Cassandra and continue the game already in Kirkwall. Due to the numerous influx of refugees, no one is allowed into the city, you need to approach the guard surrounded by a crowd for clarification. The guard sends us to talk with Captain Ewald, climb up the stairs and go along the corridor and to the right. Next to the captain is a group of disgruntled people with whom we have to fight as soon as they hear that the captain will make every effort to find our uncle.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

Three days later, our charming uncle finally arrives. It turns out that our family in Kirkwall is not at all as rich as we thought. To get into the city, we need to work for a year in payment of a debt either for hired killers or for a gang of smugglers. Depending on your choice, you will receive different side quests throughout the game.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

If you are going to work for hired killers, then as a pilot task you need to kill a local aristocrat. You can take money from him and part with the world, (but if you do this, then the head of the assassins will find out about this, and you will not be able to get into the city with his help, and if you first went to complete the task of the smugglers, then the option to part with there will be no world at all) or kill him - everything is in your hands. If you choose money, then you still have to fight his mercenaries, so there is not much difference.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

If you are going to work for smugglers, then as a pilot task you need to deal with a local merchant who owes them money. If in a conversation with him you ask Aveline to figure it out, you will get +10 friendship, and you won’t have to fight with anyone. If you choose any of the answers on the right, then you will have to fight with the merchant's guards, and for the answer where you demand money for silence, you will receive -5 in relations with Aveline (if you first go to do the smugglers' task, then the answer where you demand money will be successful, but when you go to report to the smugglers, the guards will kick them out)

My advice is this. To get the most out of the situation, do this:

If you want to cooperate with smugglers, then first go to the assassins, get 2 gold from the aristocrat for mercy, and only then go to the smugglers and complete their task, but when talking with the merchant, ask Aveline to sort it out. Then you will have an extra 2 gold, a passage to the city, and +10 in relations with Aveline.

If you want to cooperate with hired killers, then first go to the smugglers, take money from the merchant, and only then go kill the aristocrat at the request of the hired killers, and the aristocrat has as many as 5 gold in his pockets, which you don’t need to give to anyone. So you get 7 extra gold, a pass to the city, but -5 to relations with Aveline.

Whatever decision you make, you now have access to the city. The doors of Kirkwall are open for you.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

ACT 1

If before this event the games ran in parallel with the events of Origins, now the Pestilence is over, and the events of Awakening are already behind us. Our/our Hawk is about 26 years old and has a whole life ahead of him. A promising trip is underway Deep Roads and Hawke and his siblings want to take part, but the organizer of the expedition, a dwarf named Bartland, refuses to take them along. His brother Varrik (yes, yes, that Varrik on behalf of whom the story is being told) offers to become not just a member, but a partner of the expedition. All we have to do is get 50 gold and we're in business.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

Now we are not limited by any framework - we can first do one task, then another, in what sequence to act - it's up to you. I can only advise you to start by completing the tasks of the associates.

So, open the Diary in the Menu and go to the Current Tasks tab.

So far, only the tasks of the Main Plot are available to us - we will start with them.

First, I advise you to go home. But before moving on to the Lower City, it will be more convenient to collect tasks that the location in which you are now, that is, the Upper City, can provide you. On the map, an exclamation mark indicates the Initiators of the plot. Running straight ahead, we get to the Upper City Market, where we see a dwarf named Worthy, who makes bombs. We can buy bombs directly from him or order them at home. In general, the new system for making potions, bombs, poisons is much more convenient than in Origins. We only need to find components and buy recipes, and of course pay for production. The more components you have, the more effective the potion, poison or bomb will be. I find it more convenient in the sense that there is no need to run from one merchant to another, buying countless elven roots, roots of death, etc.

By the way useful advice- do not rush to spend all your savings on potions of health, stamina and mana, the less you have

You stock potions, the more often they will come across on the corpses of enemies.

As for health, it's best to keep about ten elven root potions with you in reserve and not spend money on health potions that you will often come across.

Often check the assortment of merchants anywhere in Kirkwall, they may have gifts, improvements to the equipment of satellites. And yet, I hasten to please you - you will no longer have to puzzle over who to give a silver ingot or an amulet of the Church to - all the gifts that you find initially refer to only one of the satellites.

So, since we are in the marketplace, it will not be superfluous to see what valuable merchants can offer us. In Robes of Jean Luc, you can purchase a backpack extension. Now if you have installed additional content Prince in exile, go to the Church Square, where you will meet your future companion - Sebastian Val.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

Take the quest on the Preacher's Board - DUTY .

Travel to the Lower City. As you can see, the map is completely different from what we are used to in Origins - it displays Kirkwall and its surroundings, moreover, we can switch day and night, since most tasks depend on the time of day.

Arriving in the Lower City, say hello to Lady Elegant, you can order potions from her. In the clothing store, you can buy another backpack expansion, as well as an improvement for Varric's equipment. Going down the stairs, near the gunsmith, you can hear a man advertising a cure with Ashes of Andraste until he is kicked out by a stern-looking woman. Approach her. So, we get a new task - WONDERS .

Climb the stairs - Sergeant Joanna is standing to the right of the Hanged Man tavern, approach her. Getting a new job CONSPIRACERS . Go home. This is probably one of the best improvements in Dragon Age - there is always a place where you can come, where you can leave things, chat with family, in general, there is a house.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

If you have installed premium content, then in addition to the mother, uncle and sister / brother at home, you can also expect a dog that can be given a name. In addition, Hawke has the ability to summon a mabari on the hotbar, so that the dog can help you in battles. Talk to your mother. We receive a new task - FAMILY CASES

Go to the desk - all the letters received by Hawk will be stored here, these can be assignments, thanks and advertisements. There is a chest next to the desk - here you can put any things for storage, it is very convenient, you do not need to carry everything in your inventory. Opposite the desk are racks for ordering bombs, potions and poisons, I told you in detail about the manufacturing features earlier. Go into the large room on the right and open the chest with Special Packages - there are items from premium content, taking them you will receive 5 gold. In the room opposite the entrance to the house, there is nothing of interest, except for a note sent to the uncle. For fun, you can poke at some objects in the house to listen to Hawke's comments. You can also click on the dog and view the scene where you can give him a name. I'll call him Blackberry.

I advise you to first find all the companions, and then proceed to the rest of the tasks, such a strategy is useful in that by the time the other tasks are completed, you will be able to choose accompanying companions, start developing relations with them, because in this or that situation your companions have their own opinion on each question, and depending on your decisions, their opinion of you will be formed - whether the relationship scale will move towards rivalry or friendship. Also, completing the tasks of the Main Plot and the tasks of satellites, you will visit almost all locations of the act and collect most of the side and additional tasks.

Business Conversation

Go to the Hanged Man Tavern. A very picturesque place, isn't it? For me, this is the best location in the game. Just look at the bloodstains on the floor, at the haystack bar! The beauty! If you wish, you can go to the innkeeper and find out the latest rumors, you can also skip a mug at the bar. See that horn stand next to the entrance? By clicking on it, you can select the members of the squad - this is also one of the innovations. Let's go up to the second floor. In the chest in the second room on the right along the corridor is a shawl - a new task DOWN DAUGHTER SHAWL. But back to the current task. Talk to Varric. Now we need to find the Gray Warden, who has maps of the entrances to the Deep Roads, the shopkeeper Liren from the Lower City should know where he is hiding.

appeasement

Lyren's shop is located next to the Clothes Shop and is called Ferelden Lyren's Goods. Talk to the hostess. It turns out this Gray Warden long known to us Anders. But do not rush to leave - there is a box for donations in the shop - the more you donate to the needs of refugees, the more experience points you get! For 50 silver - 50 experience points, for 1 gold - 100 points, for 5 gold - 200 points. You can only donate once! At the exit from the shop, we will be stopped by a company of armed refugees standing up for Anders. You can kill them, but if you want to settle the matter peacefully, then give the floor to Bethany / Carver or if you are playing a mage, you can choose the "We are for one" option and there will be no fight. We are going to the most green area of ​​the city - to the Cloaca.

The Underbelly is full of bandits regardless of the time of day, so keep your eyes peeled!

In the Underbelly, find a poison maker, his name is Tomwise. Now you have the opportunity to order any kind of manufactured goods.

Go to Anders' Asylum in the Northern Underbelly. Quid Favor - Anders asks for help in rescuing his mage friend. We switch the map to the night and go to the Upper City.

The night hides many secrets and dangers. Don't relax!

If you want to fully complete the game, try to explore each location every time you find yourself in it. Kirkwall is so changeable!

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

Anders is waiting for us at the entrance to the Church. Entering the Church, we go up the stairs to the right. Anders' friend was pacified, we have a battle with the templars, after which Anders kills Karl. Then we automatically find ourselves in a hospital, where we have a serious conversation with the magician. If you show understanding, you can start an affair with Anders.

The next time you visit the asylum, Anders will talk to you, if you continue flirting with him, he will say that he doesn't want to break Hawke's heart, so a relationship is impossible. But don't worry, it's only temporary.

let's get busy family affairs. Let's complete the task FAMILY CASES .

After completing the task, check the desk. Letters with tasks came from your first employer, from Athenril / Miiran (depending on who you worked for initially). 3 new tasks available BONE PIT, UNFINISHED CASES, FREE CHEESE

Let's look into the Hanged Man, where we will meet a new companion - the pirate Isabella ...

Madmen won't take a detour

Isabella needs our help. At night we go to the Upper City, but first talk to Varric, since we were so lucky to be in the tavern. We meet with Isabella on the square near the stairs leading to the governor's castle. Dealing with a gang of pirates. From the body of one of the pirates we take away the letter and go to the Church. Ambush in the Church. Isabella's enemy - Hyder is quite a serious opponent. Think over your tactics well! I advise you to throw the powers of the magician and one warrior / robber on him, while the rest of the companions can deal with the rest of the pirates, this is convenient, since the magician can immobilize Hyder. And often use the firestorm ability of magicians, if there are several magicians in your party, then by using this ability you will get a fatal effect.

After the victory, we go to the "Hangman". If you joined the smugglers a year ago, you will see a suspicious woman in a hood in the tavern - talk to her and get the task SECRET MEETINGS.

Talk to Isabella. She will give a new task - WHAT DROPPED FROM THE WHO

Friend in Guard

Go to the governor's fortress. Barracks up the stairs and to the right. Talk to Aveline. You will receive a new task - AS IT SHOULD

Long Way Home

Promises must be kept, right? So I think it's time to take the amulet that Flemeth gave us to the Keeper of the Dalish elves Maretari. Choose companions who will go with you and go! Maretari will send you to perform the ritual associated with the amulet. Her student Merrill will go with you. The ritual must take place at the altar atop the Shattered Mountain. But stay a little longer at the camp. Take the MAP in the drawer next to Clan Artisan Master Ailen. OF OCCUPIED KIRKWALL.

On the Broken Mountain, always be ready to fight either the spiders or the undead!

Now we can go further. Climb up the slope - Merrill is waiting for you there, after talking with her, we move on. On the way to the top, we will be annoyed for the most part only by the undead. Apparently Merrill isn't the most popular elf in the clan, don't you think? Take at least the way her own tribesmen talk to her. But, to business! Hiding behind the rocks next to the fire is an Elven Root. We rise higher and step onto the path on the Broken Mountain. And the path is not a path at all - it is a whole cave leading to the top. And where there are caves, there are spiders!

Be careful! The caves and mines are full of narrow tunnels, where something is sure to be hidden.

In one of the narrow tunnels you will find a special item - Gauntlets of the Last Descent (by the way, read the story about this item in the Codex - there you will stumble upon a character with the surname Pentaghast, the Church Seeker interrogating Varric has exactly the same surname - is it really her distant ancestor ?)

After going down the stairs, don't miss the silverite next to the fire. Going out into a large hall full of huge stalactites and stalagmites, look into the box to the left of the entrance. There you will find an item related to the task - THE PRINT OF THALWEIN HOUSE. After leaving the cave, we stumble upon a magical barrier that Merrill copes with. Blimey! And the Dalish quiet one, it turns out, owns blood magic. As for me, this is not good!

Remember the Firestorm ability - it will help you avoid wasting precious health potions!

Take your time to approach the altar - first climb up the slope. Don't miss the Deep Mushroom. Climbing up, be careful, four traps are deftly placed along the path. At the top of the mountain there is another barrier, coming close to it, be prepared for the fact that a bunch of undead will attack you. After killing the creatures, return to the altar. Get ready, we have a hot battle with the undead!

Be sure to take the Ring of the Magister and 6 gold from the corpse of the Witch Horror. That kind of money is not lying on the road!

Finally, approach the altar. Merrill will initiate the call, and who is it? Wise, old Flemeth! Who would doubt that?! By giving us more questions than answers, and stuffing wise phrases, Flemeth will disappear again. We return to the cave. It's nice that we don't have to overcome the way back - by clicking on the cave, we will immediately move to the Dalish camp. After talking with Maretari, we head straight to Kirkwall's Elfinage, where a disgruntled Merrill is considering her new home. Now, if you want to see Merrill in an informal setting, you can come to her new house in Elfinage. As you might have guessed by now, Merrill joins Hawke.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

Do you see an elf?

At first, you will hear about Fainriel and his mother from Varrik (that is, you will read it in your journal in the Rumors section), but after a while (namely, after the end of the Long Way Home quest), you will actually meet the elf Arianni in Elvenage. Listen to her conversation with Templar Trask and then talk to her.
Arianni has a son named Feinriel, who has a magical gift, but is not a magician of the Circle, since Arianni, fearing parting with her only son, hid his abilities from others. However, at present, Feinriel is constantly plagued by nightmares, and the mother, out of fear that demons are involved, nevertheless decided to choose the lesser of evils and turn to the magicians for help.
The problem is that the frightened boy ran away to nowhere and Arianni does not know where he is. True, she has some ideas on this score. She will suggest that you ask Trask, who is also trying to find Feinriel. Another possible option is the guy's father, the Antiva merchant Vincenzo. Vincenzo left Arianni when he found out she was pregnant and hasn't spoken to her since, but Arianni suspects that Fainriel, in his hour of need, may well have turned to a parent who had recently returned to Kirkwall from Antiva for help.
Talk to either of the two. Fainriel's father will tell you about his son if your GG is a magician or has magicians in the group. According to him, he sent Feinriel to the former templar Samson, who is now helping some fugitive mages. Samson can be found in Porto at night.
If you talk to Trask and convince him that you are looking for Feinriel for the good of the guy, he will also advise you to contact Samson.
If you haven't talked to Arianni in Elvenage, but have already witnessed her conversation with Trask, then this quest will give you Trask if you talk to him at the Casemates, and you can immediately go in search of Samson.

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

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

The cave is not very large, there are no traps in it, and the slave traders are not too dangerous, although magicians come across among them. Get through to the leader. He holds a knife to Feinriel's throat and strongly warns you not to take a step further.
If Varric is in your group, then he can persuade the leader to let the young man go by passing him off as the governor's son. The slave traders will not want to mess with such a high-born hostage, and not only will they let him go, but they will also pay you extra.
If you choose the answer option "And I don't need to take any steps", your GG will kill the leader with a dagger throw, which, of course, immediately starts the fight.
In other options, the battle will also begin, but with the leader to boot. Your choice.

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

You can tell Trask what happened - or you can remain silent if you want - and in either case, he will learn about everything that the "Act of Mercy" quest entails.

Act of Mercy

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

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

Enemies Among Us

This quest begins with rumors about a girl named Masha who is asking about the templars in the Upper City, and after a while you will meet her in person. Masha will ask you to look for her templar brother named Keran. Keran suddenly disappeared some time ago and since then there has been neither a rumor nor a spirit about him.
To clarify the circumstances, you will have to ask his fellow novices, Hugh and Wilmod, who are in the Casemates. You will not find Wilmod in the Casemates, but Hugh will tell you that in recent times their ranks were greatly thinned - many novices simply disappeared, and, not knowing what to think, the rest began to suspect Knight Commander Meredith of using some kind of initiation rituals, supposedly testing the strength of future templars who die if they do not pass the test.

However, another acolyte, Ruvina, will object to Hugh's suspicions, as she personally saw Wilmod, who also disappeared some time ago, and has now returned, apparently alive and unharmed. True, at the moment he is resting "in nature." If you ask her why she did not say this before, she will refer to Meredith's order, as well as the knight-captain Cullen, who was also looking for Wilmod and for this purpose went after him out of town. This happened recently and you will surely catch up with them if you hurry.

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

According to Idunn (or following from the documents read), a certain Tarone, who is currently in a secret shelter in the Underbelly, is in charge of everything. After telling you everything she knows, the magician will ask you to spare her life. You can send her to the templars for atonement (which will earn you rivalry points with Anders) or you can kill her on the spot.
Go to the Cloaca, to Tarone's hideout. Be careful - in addition to the obligatory for the lair of blood mages of spirits and undead, there are also several traps here. When you have almost cleared the entire hideout, you will find Keran and have a short talk with Tarone herself. However, you will not be able to solve the matter peacefully - and is it necessary? - and after the conversation, the battle will begin.
In this battle, in the very last wave of opponents, the Desire Demon appears, which is much more dangerous than Tarone herself, so look around.

After the battle, talk to Keran. If Anders or Merrill are in your group, then they can check the young man for demons. (You will get Influence with Anders if you ask him to check it out.)
After that, Keran will return to the Casemates. Follow him.
The scene that follows can earn you Friendship or Rivalry points with Anders depending on whether you agree with Keran's speech or claim that the templars are at fault. When you have to speak out future fate Kerana, you can either agree with Cullen that the youth is potentially dangerous (and earn Fellowship with Fenris and Rivalry with Anders and Aveline), or you can assure him that he is not possessed (gaining reverse influence points accordingly). Whether or not you have checked for Keran's demons, the best option is for him to be watched by the templars for 10 years and become a full knight after that time. Cullen will not agree to more.
This conversation will complete this quest.