Dragon age origins walkthrough brecilian forest. Dragon age: origins guides and walkthroughs

The forest of Brecilian skillfully hides many secrets from strangers, one of which will have to be faced while solving the problem with werewolves. In the quest "Nature of the Beast" you will encounter a talking Great Oak and a hermit from West and East Brecilian. There will be a disagreement between the "freaks": the hermit stole an acorn from the Great Oak, the main shrine. Without it, the unique tree is threatened with withering and quick death. Upon meeting, the Great Oak will ask for help and ask for the return of the stolen item, promising in return to remove the forest barrier leading to the ancient elven ruins, where Mad Fang, the culprit of the curse of the Dalish elves, is hiding. The hermit will refuse to voluntarily part with the acorn, but will offer to exchange it for something useful or simply kill his restless wooden neighbor.

Useful things, in his understanding, include books and scarves. In addition to the acorn, he has a book and a helmet in store, with which he will also agree to part. The helmet is part of a set (you can start collecting in the ruins), and the book opens to page 35 of the codex called "Archons of the Empire" with a description. The exchange is automatically terminated after the fall of the barrier. There are two ways to remove the forest barrier - use the help of a hermit or the Great Oak. When the task is completed, the hermit will enchant the skin of the werewolf, which will serve as a pass through the barrier, and the Great Oak will give out the staff "Oak Branch" (damage: 5.20; +1 magic, +2 constitution, + 10% nature damage ).

Items to trade with the East Brecilian Hermit in Dragon Age: Origins:

  • Iloren saga(The Tales of Ilmoren) - Cummen, camp of the Dalish elves. Help Kammen and Heine unite their hearts. To convince Heine will help the developed skill "Influence", or the extracted skin of a wolf. If you sleep with Kammen or Heine, you will not be able to get the book.
  • Songwriter(Lanaya "s Songbook) - a chest next to Lanaya and Zathrian in the camp of the Dalish elves in the Brecilian forest. Lanaya will eventually be offended by the perfect act and stop talking, the insult will pass after completing the task with the werewolves.
  • Scarf(The Scarf) - Danielle, a werewolf at the north exit in East Brecilian. Atras' quest can be completed without the scarf by telling the truth about the curse.
  • Atras Pendant(Athras's Pendant) - in exchange for Daniella's scarf and completing the task.
  • Deygan boots(Deygan's Boots) - steal things when examining Deygan, a wounded elf from West Brecilian (behind the body of a murdered templar to the right of the waterfall across the bridge), and deliver him to the Dalish camp.
  • Galla horn(Halla Horn) - kill, take the horn and give it to Varathorn.
  • Ironwood Bracers(Ironbark Bracer) - makes Varathorn after delivering the bark.

from the note "Archons of the Empire" (page 35 of the Codex):

  • Sunset Ring(+3 to cunning, -1 to strength) - a chest under a spruce after a battle with a large shadow in the camp behind the Great Oak in West Brecilian.
  • Ring of Sunrise(+4 to strength; -1 to cunning) - Xianni in Denerim's Elvenage captured by the darkspawn during the final breakthrough to the archdemon.
    • Wearing both rings, the character receives a bonus to armor.
If there is a desire to kill the hermit and the Great Oak, then it will not be possible to take valuable things from their bodies - a waste of time.

Our hero presented an ancient treaty to the king of the dwarves (who had to be found and put on the throne before), saved the castle of Radcliffe from the curse, visited the temple lost in the distant mountains and returned from there with a particle of sacred dust. But it is still premature to gather advice: there is still no confirmation of the treaty from the Brecilian elves.

man to man elf

I'm ready to do what suits a man,

But to lose the guise of a man

W. Shakespeare, "Macbeth"

At the spot marked on the map, we found a patrol of Dalish elves, who, after some bickering, escorted us to the Brecilian Forest.

If you were told that elves live in a country of unimaginable beauty and wonders, know that this is a shameless lie. The village of free elves, of course, is prettier than the ghetto-elfinage, but there is definitely something in common. Among the ancient columns and statues are bleak, leaky tents that the wild Qunari would be ashamed of. If necessary, they can be turned into carts in half an hour and transported to a new place. Crooked tables are assembled from sticks and skins - the wounded and sick lie on them. Many wounded and sick.

Without further ado, I presented the papers Zathrianu, elder. Zathrian narrowed his eyes: do you want help? From U.S? Yes, you look around. We have a curse in the forest here, werewolves attack the elves day and night, what kind of army can we send you? Now, if someone (we will not name names, although this is a gray guard) found the main werewolf, Raging Fang, and brought Zathrian his heart, then maybe...

Well, no one expected them to agree right away, did they?

According to the good old habit, before going into the forest, I interviewed the locals - does anyone need anything from the gray guard? Whom to find someone in the thicket, to avenge the death, to bring ears from a dead genlock? Oddly enough, there were few customers. Someone Atras asked to find his wife Daniela in the forest. A girl with a gall (this is a half-deer-half-goat that elves ride) was looking for a cure - but I didn’t have enough forest skill for this. The young hunter could not marry his chosen one in any way, because he did not pass the test - it was possible to find a skin for him in the forest, but it turned out to be easier to persuade the girl to give up on the test.

On a note: as usual, for the settlement of local affairs, it is better not to take the Morrigan to the team. She will not be pleased with the fuss with young lovers. But, however, with her, you can lie to a girl with a gall, as if the little animal is terminally ill, and get horns as a reward ... But do you need it?

The local merchant Varathorn turned out to be, firstly, the owner of the most valuable thing in Ferelden - a backpack, and secondly, he ordered us to get iron bark for making armor.

Battle for the acorn

Tree, catch it!

West Brecilian.

In the Brecilian Forest, as one would expect, there are many wolves (ordinary and werewolves), there are bears, as well as an unseen creature - sylvan. This treeman successfully pretends to be a plant until you come close to him, and skillfully entangles with roots. But, as often happens with treewolves, it burns like straw.

The werewolves have sent us a meeting committee headed by Mister Runner. This nervous werewolf told us that he saw humanoids in general and us in particular in the coffin, so if we went back to the elves and refused the task, otherwise he would certainly see us there. After a short conversation, the Runner justified his name and disappeared, and his friends honestly perished from our swords and charms.

West Brecilian divided by rivers into three parts - the western one, facing the camp (1) , central and eastern; and in the south of the east strip (2) we found an amazing talking tree. This oak, instead of following the example of its aggressive fellows, entered into conversation with us; however, the mysterious laws of botany forbid him to express himself in prose. (Doesn’t the elf Faydaen, the slayer of the vampire Nicholas, live nearby, of bad memory? However, no matter how mediocre the Oak’s poems, they cannot be compared with the nerve-paralytic verses of Faydaen.)

The tree said that, of course, we can walk around Brecilian and harvest wood, but where we need to go, we will not let the magic barrier. But he, Oak, can miss. If we give him back an acorn stolen by some lunatic in East Brecilian.

How I jump out, how I jump out!

“What kind of creature, good or evil, has come to the ancient oak?”

On a note: a log thrown across the northern part of the eastern river (3) , from which you can collect Ironbark for Varathorn. Approximately in the middle between the log and the Oak there is a sarcophagus (4) (two ogres will attack you near him): if you disturb him and defeat the undead that escaped from there, you can get a part of the juggernaut armor set, which is practically not inferior to the armor of the legion from the gnome (you will find the rest of the armor in the eastern part of the forest). Finally, in the south of the central forest belt (5) you can save a wounded elf.

After that we went to the eastern part of the forest; there are two roads (6, 7) .

East Brecilian shaped like a starfish with writhing tentacles. In the center of it is a ring-shaped clearing, from which five rays-paths depart. The two western ones come from western Brecilian; in the northwest I found the poor thing Daniela. Alas, she had already been bitten by a werewolf, and she asked to tell her husband that she was dead and that she loved him until her last days. And asked to make the first statement true...

On a note: Unfortunately, Daniela cannot be saved. If you refuse to kill her, she will attack and force you to do it.

The northern road was densely populated by ogres and their henchmen, and they guarded another gravestone with a piece of juggernaut armor. On the eastern side, an acorn thief was found.

The old man who made his lair here, at first glance, seemed even more crazy than the oak; he asked meaningless questions, giggled, and when I mentioned the Oak, he asked if anyone would be so kind as to sort the damned tree for firewood. However, when I put my hand into a stump in his clearing and found an acorn there, the old man suddenly came to his senses ... and began to call on demons to help him. So remorse for his death did not torment me later.

On a note: You can also negotiate with a hermit. Either really destroy the Oak, or offer him something in return for the acorn. An amulet made from the horns of a slain Gauls or Daniela's scarf will do. If you kill Oak, then you will pass through the barrier under the mask of werewolves.

Returning to Oak, I received from him a staff for passing through the barrier. However, the usefulness of the staff was not limited to this - it turned out to be quite a worthy weapon for a magician.

bestial essence

Behind the barrier, the Runner greeted us again - and again, after a short thrashing, he switched to plan "B". A short path took us to the ruins.

The upper level of the ruins was a simple dungeon, which had to be passed through in a straight line from east to west, after which the corridor turns at right angles to the south. All branches are full of poisonous spiders and skeletons; neither one nor the other posed a particular threat.

But at the southern end of the floor settled, neither more nor less, the dragon - not the strongest, but quite decent. And, I would say, not poor ... Warehouses of the master of the dragon were found at the very door down.

The lower level of the ruins.

Air Alert!

On a note: watch out, the dragon's lair is mined! And there will be no time to remove the traps. A good method is to send a skeleton there, if any of the mages can do that.


The lower floor was also infested with skeletons and spiders. Shortly after entering (0) , in the place where the corridor turns to the left, the spiders staged an organized ambush.

A little bit farther (1) we met the ghost of a child; and next to him on the tablet read the description of the ritual. What the ritual led to was not yet very clear; however, just in case, we found the source described in the ritual (2) and did everything that the sign required with it (fill the jug with water, move away from the source, look at the nearby altar, put the jug on the altar, pray, inspect the jug, take a sip of water, take the jug, move away from the altar, examine the source, pour into the source water from a pitcher).

The ritual only opened the way to the sarcophagus (3) , where after the fight with the ghosts we completed the collection of the juggernaut armor set.

But a more important find was waiting for us in a side cubbyhole. (4) , and it was easier than easy to overlook. The soul of a sorcerer warrior was hidden in a gem on the floor, with which he managed to talk; she asked to destroy the stone, but gave in exchange the specialization of a battle mage.

A difficult battle awaited us in the southern corridor (5) : it is all littered with traps, so the easiest move was to send a recon skeleton forward so as not to engage in sapper business under arrows. But finally we got through the bones to ... a large puddle on the floor (6) , plunging into which we got into the very lair of werewolves.


"Greetings, mortal.
I am the Lady of the Forest.

And now - the third meeting with the Runner. This time he wanted to talk - apparently, attempts to stop us by force inspired him with a sound view of his own capabilities. I agreed and we were escorted to mistress of the forest.

The owner told us a simple and creepy story about where Mad Fang came from. About how humans attacked the Dalish elves... and what Elder Zathrian did to protect his people.

To be honest, I have already begun to guess about it. But nevertheless he invited Zatrian to a confrontation: he was walking nearby, unable to wait in the wings. Zathrian, in turn, tried to "open my eyes": "Have you already understood who the Lady of the Forest is?"

Alas, the old scoundrel refused to remove the curse. But I have a good reason for it. Unfortunately not verbal...

With his first spell, Zathrian paralyzed the Lady of the Forest and the werewolves (we could have been hit too, but we immediately rushed to him), and then called for the help of allies. However, we did not block his friends with Alistair, as is usually done, but sent the templar to the werewolves - so that he would dispel the magic and free them. In this balance of power, things went much more fun.

At the end of this sad story, the former werewolves wandered off about their business, and the new leader of the Dalish vowed to send her archers to the war with the archdemon.

It is important: if you take the side of Zathrian and kill the Lady of the Forest, the elves will still join the ranks of your army. But there is another way, for those with higher eloquence: “I have another plan. Kill Zathrian and all the elves!" After that, you will carry out a massacre in the village of the Dalish, and as an army you will receive deadly but vulnerable werewolves instead of elven shooters.

Terrible Judgment

Let the platform high

Put the corpses in front of everyone;

And I'll tell the unknowing light

How it happened; that will be the story

Inhuman and bloody deeds

Random car, unexpected murders,

Death, in need rigged by cunning,

And finally, the insidious machinations that fell

On the heads of the instigators. All this

I will present to you.

Fortinbras:

Let's hasten to hear

And we will call the most distinguished to the meeting.

W. Shakespeare, "Hamlet"

Earl Eamon.

And now all the treaties have been presented and confirmed, the armies are ready to march, and Earl Eamon is to convene Assembly of the lands. As soon as we arrived at his place in Radcliffe, he sent a proclamation to the teyrns, and we all moved together to his palace in Denerim.

There we were in for a surprise. I just managed to look into the chambers allotted to me and return to Eamon, and he turned out to have a guest - a maid Queen Anora. It turns out that the queen is imprisoned by the commandant of Denerim - Lord Howe.

On a note: if your hero started out as a Human Noble, this day should be remembered for a long time... Finally, it's time to get even!

stolen queen

On the way to Lord Howe, we met with old friends. But not mine, but Zevran's: one of the Antivan ravens, Taliesin, brought Zevran the news that the ravens had no claim on him, and a kind offer to return to his own. Or take it easy right now. Probably, if Zevran had not been on good terms with me, he would have joined Taliesin - and so we killed the ravens together, and after brief persuasion, Zevran remained in my squad.

Lord Howe's castle.

The maid had a plan on how to get into the manor: enter from the back door, disguise herself as guards and avoid unnecessary bloodshed. True, the guards at the back door know all of Howe's fighters by sight, so we hid in the back in the garden while the elf distracted the guards, and entered without interference into lock (1).

Inside, the main thing was not to linger anywhere and not to catch the eye of the officers (2) . Ordinary soldiers mistook us for recruits and ignored us.

To the room where the queen is locked (3) , we reached without incident, but the door was blocked by a magical barrier. Anora said that you need to find the battle mage Howe, with his death, protection will fall.

We passed through the lord's bedroom (4) , where a curious book and many important documents were found, and before descending into the dungeon they found a prisoner, whom Howe preferred to keep right next to the bedroom. It was someone Riordan - our colleague, the gray guard. Now there are three of us...

Lord Howe's dungeon.

It is important: don't miss the treasure (6) . If you don't have a very skilled burglar with you, come back here with Howe's keys. This gentleman lives extremely not poor.

Having freed Riordan (for the truth, he managed well without us), we went down the stairs to dungeon (1)“Howe preferred to spend time there, as did his mage. We had a lot to do with both...

Guards and fighting dogs Howe jumped out to meet us from every room, but the real difficulties only began in the southern part of the dungeon. (2) - the corridor there was equipped with a powerful flamethrower trap, and next to it (3) , in addition to the guards, the same magician was found. True, if you walk very carefully along the southern wall, you can not disturb the trap, but in practice it is very difficult.

Against (4) Howe set up a torture room. We did not raise anyone on the rack, but Oswyn, son of Bann Sigard, a powerful lord; we once met his father in The Bitten Nobleman. It doesn't look like Sigard has given his vote to Loghain now...

Some of the team suggested returning - we already found the magician, but somehow, you know, it's inaccurate to leave the case unfinished. I had a lot of questions for Howe, and I wanted to ask them personally.

nearby (5) we also found the caretaker of this institution - the jailer, from whom we posthumously removed the keys and freed the clients of two more cells (6) . And finally got to Hou himself (7) .

Workplace Lord Howe.

Oddly enough, Howe is indeed convinced of his innocence ...

Earl Howe turned out to be full of hidden talents: not only was he a master of torture and conspiracies, he was also an experienced killer, to the envy of Antivan crows. At the same time, it is surprisingly well protected for a robber ... The guards did not last long, but he himself had enough trouble. Again, we took the keys of the lord from him posthumously.

Finally, in the far corner of the dungeon (8) two more guests of the lord were discovered: bann vaughan, the one that provoked the elven uprising (for once, Hou imprisoned the one who follows). And next to him is a tortured templar Irminric, which his sister was looking for; as soon as I was outside, I did not fail to go into the tavern and tell my sister about everything.

Now it was possible to go out, look into the treasury and free Anora. Alas, in the next hall (on the way to the exit) they were already waiting for us: Logaina's devoted officer, Mrs. Catherine(the translator at times, forgetting, calls her Coutren). And a dozen of her fighters.

On a note: three options are possible here - attack Catherine, surrender (so that Anora is saved) and try to explain herself. The last one won't work. It is very difficult to defeat the whole team, but in case of defeat, you will find yourself in the same place as in the case of surrender - in Fort Drakkon.

Fort Drakkon

Fort Dragon.

Only two of the detachment are captured - main character and Alistair. And here a very multi-variant piece of the game awaits us, so we will return the word to the hero later, but for now we will deal with the situation from a bird's eye view.


Look at the colonel.

Firstly, you can get out yourself, or you can leave the rest of the detachment (without a hero!) to help us out.

If we choose ourselves, then the first thing to do is open the camera (1) . This is not a problem for a cracker; a girl with at least some talent for persuasion can seduce a guard (and a man too, but with very high persuasion talent...), after which you will have to fight him, but he, like you, will be naked, without armor. You can also pretend to be sick or try to convince the guard that enemies are nearby.

Next, get your equipment. (6) , now things will go easier. You can get through the post (7) , but there is a way easier and more beautiful. Put on soldier uniforms (2) , go to the colonel (4) , accept the order to prepare for the review, take two dunce recruits with you (3) . They don't have swords, so you'll have to beg the storekeeper (5) . He has trouble cleaning rust, and if you give him acid lube, he will easily part with weapons for recruits (the alternative is to threaten or bribe).

After that, you can go through a review with the colonel (at Security Question, which is the main thing in the army, the answer, of course, is “order”) - and pass the post. Why all this circus? Then, that recruits, though boobies, but know the password.


The alternative is to enter the fort from the outside and smash everything brick by brick. Here the trickiest thing is to enter: further, if the deception fails, scatter the guards - four of us, and not two! - not difficult. There seem to be a lot of options, I managed to find three quite effective ones:

    Leliana + Wynn + whoever enter as ministers of the church;

    Dog + anyone enter under the pretext of "delivering a new dog to the kennel";

    Oghren + Zevran + whoever comes in as... circus performers.

pest doctors

Eamon had an interesting conversation waiting for me... Gathering advice is a good thing, but who do we want to see on the throne? There are two obvious candidates: Anora and Alistair. Or Anora is married to Alistair... Alistair, however, saw the throne in the coffin. But would it be right to leave it to Anora?

On a note: if, after visiting Goldanna, you told Alistair that this is how it should be - every man for himself, it will be much easier to persuade him to reign. If your main character is a man and a nobleman, you can try to offer your hand and heart to the queen yourself. And if the hero is a lady and on good terms with Alistair... respectively. In any case, your task at the Gathering of the Lands will be made easier if you have promised Anora some form of support. If not, you will need to dial a lot of other arguments. But on no account tell Anora that Loghain must die for what he has done!

Queen Anora.

In principle, after returning, it was possible to convene the Assembly of the Lands, since Anora escaped from the Howe estate; but I was diverted by another matter - rumors brought by the queen about some problems in the alienage.

The problems were visible at a glance: a crowd of elves in the street in front of a shabby building were arguing with a couple of healers from Tevinter. As it turned out, quarantine was declared in the ghetto, and the elves - without making out whether they are sick or healthy - are gradually collected in a shelter. And they don't let go back.

After discussing this matter with the elf Shianni, I walked around the shelter from behind and, overcoming the resistance of a lone guard, went inside. My arrival did not please the "doctors": they rushed at me with weapons and soon died from an excess of iron in the body. I released the captive elves, but they were clearly far from all...

I told everything to Shianni (alas, the healers in front of the building were so upset by this news that they also died suddenly from cut wounds and burns), and she showed us another building related to the shelter. There a shabby elf washed the floor; pressing him a little, we found out where his relatives were being taken, and followed the same route.

The Tevinter were no longer in hiding here. Yes, the most banal slave trade is completely illegal in Ferelden (and in Tevinter it is the norm). And in just a few strokes, we cut a path to their leader - Caladrius.

Caladrius was determined to bargain. He did not want to wind up a profitable business. Why don't I leave with the documents incriminating Loghain? And why don't I take these documents from the corpse and close the shop once and for all?

It is interesting: not far from the "hospital" is an elf beggar. If you give him a coin, next time he will bring a friend, then a few comrades... It's amazing why the Tevinterers didn't use this much simpler trick to collect clients!

A rare shot: this is how the demons see us.

A business man from Tevinter closes his business.

After a fight with Caladrius (he is a magician, moreover, a blood magician) and his retinue, he was forced to make a more generous offer: at the expense of the blood of captive elves, increase my health to unimaginable values. But something I'm into recent times became allergic to blood mages...

I went to the rescued elves, talked to them and went to the Gathering.

On a note: in one of the back streets of the ghetto, you can find a blind templar who "smells evil" somewhere nearby. In order for him to find what he is looking for, it is necessary to inform him about a dead dog nearby, about a pool of blood and about a crazy beggar girl; then he will lead us to an abandoned orphanage where demons and the undead have bred. But in order to clean the shelter, it is necessary to protect the life of Otto to the last.

Assembly of the lands

Now it was definitely time to collect teyrns. Earl Eamon took care of it, and I went to the palace. An old friend, Catherine, tried to block my way; but this time there was no such convincing retinue with her.

It is important: The main components of our success at the Gathering are: Irminrik and Oswin rescued from the Howe estate (and the mission must also be passed), an agreement with Anora and evidence of the slave trade. If you are not too lazy to clear Howe's dungeons completely, you can safely refer to his crimes. But by no means mention Howe's dealings, if for some reason not gave Irminric's ring to his sister! Nor should one rush to talk about Alistair or the death of King Kaelan - it is more profitable to show oneself focused on the duty of the gray guard and talk about the Sea, as well as Loghain's crimes here in Denerim. And if you told Anora that you intended to have Loghain executed... then it could cost you dearly.

I've gathered enough evidence against Loghain and the lords have voted against him; as a last chance, he chose a duel with me.

And the end would have been simple and obvious, if not for Riordan intervening. He came up with an unexpected solution: let Loghain redeem himself by joining the Gray Wardens. I knew that if I agreed, Alistair would be furious - after all, Loghain was actually the murderer of his father and Duncan; and if I refuse, I will become the murderer of Anora's father. That's it...

Loghain McTeer

If you decide to let Loghain wash away his crime and enter the Gray Guard, an angry Alistair will leave you; and Loghain will take the place of the detachment "tank". He is also an expert in the "sword + shield" technique, but does not have the talents of a templar, although he has the skills of a knight.

His characteristics are so-so: his strength is rather low, his will is overestimated for some reason, however, he has good health.

Gifts kind to Loghain - geographic Maps all varieties. Some of them can be bought right after the meeting (two in the market, one in the ghetto). There are a couple more in the locked chests of Radcliffe Castle.

On a note: before the last fight, it makes sense to quickly run around the market - as they say, “you can’t take money with you” ... You can buy another bag from Gorim if you think it’s relevant. You can replenish your stocks of potions, learn an additional spell (the book in the ghetto) or buy from Bodan Feddik. In general, see for yourself. With Feddic we will have one more rendezvous, and with the rest we say goodbye.

This is our last

Nabat! Blow, wind! Come on, it's over!

We will die, at least as a fighter.

W. Shakespeare, "Macbeth"

After the Gathering of the Lands, the only thing left to do was to meet the archdemon. Our army has assembled at Radcliffe Castle; and only on the eve of the release did Riordan dare to tell why the gray guardian alone can deal the killing blow to the archdemon. If the archdemon falls, its soul will pass into the nearest darkspawn. And the gray guard in a way... remember what the test consisted of?

But the gray guard has his own soul, and therefore both will die at that moment.

Riordan himself volunteered to deliver the final blow; but if he falls in battle, I will do it. The sorceress Morrigan offers me a way that can leave me in the world of the living, but... I don't know.

Just in case, sorry.



Say hello to the archdemon for me. He stopped writing to me at all, and it's so upsetting... And... look after yourself there. Don't let yourself be eaten. Unless, of course, you decide that it is necessary for the case.

Zevran

The last battle begins with a battle at the city gates; all your friends participate in it (except for those with whom you broke up), but you cannot manage them - you command only yourself. The fight is not tricky: most of the opponents are the so-called Hurlok / Genlok Grunts, which the translator made with inimitable finesse “Hurlock / Genlock grunts”. These guys are cannon fodder, several times weaker than the usual "white" opponent: they fall from 1-2 hits or one simple spell. Until the end, you will meet quite a few of them - you must immediately distinguish them from serious enemies and not waste gunpowder on them.

After that, we choose our detachment for the entire subsequent battle - as well as the one who will command the rest. And after a touching farewell to the rest, we set off on our last tour of Denerim, captured by the archdemon.

It is important: in the last battle, a robber will be very useful. Perhaps Leliana is better than Zevran, because the bow against the archdemon is more effective than blades.

The first step is to defeat two garlock generals - in the market and in the alienage. That is, you can not do this ... if you think that the fight with the archdemon will be decorated with the participation of two "orange" generals who own combat magic in it.

In the interval between two platforms, it is easiest to reflect
reap an attack on the elvenage.

From now on, you can take one of the allied armies that we have collected with you to every battle in the open. But keep in mind: one of them must be kept untouched until the very archdemon. And it is desirable that they be the best of the best. First of all, Orzammar gnomes come to mind (especially if you have agreed on the participation of the Legion of the Dead - then some of the gnomes will be brutally tenacious legionnaires) or golems, although you can probably try your luck with elves or magicians. Werewolves not I recommend - in contact with the archdemon, they recover like flies. Radcliffe's infantry is also not survivable enough.

In the market, the general arranges a brawl in the company of ogres; human infantry or werewolves are good as support here. The combat here is not the most difficult, although the open space makes it difficult to effectively hide the mages behind the backs of the warriors.

The fight in the alienage will be difficult if you try to attack, but it will be quite simple if you take a position between the two platforms - where the barricade is at the beginning of the battle - and do not try to go outside. It can be done without support at all. While the barricade is still standing, a riot of elements is arranged behind it - Gehenna, blizzard, thunderstorm - which not only mows down small fry, but also brings “yellow” offspring to a semi-finished state. However, that's not all - reinforcements will arrive, including ogres, and there will be more of them if the battle drags on or goes beyond the barricade.

After that, a battle awaits us outside the city gates - the rest of the group is fighting there. Oghren commanded him, but he should not fight at the very gates - he will not have time to swing at the enemy. Let Oghren deal with the “yellow” opponents, and the dog and someone else hold the gate (Leliana is ideal, her charming song chains everyone to the place, and the dog carefully gnaws their throats; but Leliana may be necessary in the main squad).

A bunch of "singing Leliana + dog" holds back the onslaught at the city gates.

The next station is Fort Drakkon. In the courtyard of the fort, I recommend taking rifle support: this courtyard is a convenient shooting range. In the very first seconds, we destroy three groups of “grunts” with fireballs and cones, focus fire on the dragon (also exquisitely translated). We do it quickly, because soon the second one will be “born” and the genlock magicians will come running. Mages should be zigzag on the steps, the elves will easily shoot them.

Now - the inside of the fort, there we are alone. The first battle will be in the main hall of the lower floor: the genlock-creator (and in English conjurer) summons seven ghosts, after which he actively conjures himself. But if you don’t get distracted and quickly rush to the magician, then the rear ghosts will not have time to see us (they are not born immediately, until they are formed - we are already beyond their scope). And that will make things easier. You should not devote a lot of energy to ghosts, for example, one Morrigan can handle them; mage is much more dangerous.

Further, an ambush awaits us where the corridor rests on the road from west to east. Don't go there, there's a trap; it is worth immediately launching hell or blizzards into both side corridors. Let their inhabitants die without seeing you.

To the east of here, in front of the door to the second floor, Sandal is waiting for us - this is the last chance to buy or enchant something (father's goods are with him).

On the second floor there is one difficult fight - with the master assassin and his students. They are invisible until they strike... but vulnerable, and if, at the same time as opening the door to the south in the east wing of the castle, you start casting something massive, as well as placing a rune of repulsion under yourself in advance, the killers will manifest themselves without harm.

And finally, the archdemon.


Let's go to the bad reptile in a bunch!

The archdemon spits spirit energy, beats with its tail, tramples, and at times flies from place to place. As his health decreases, he changes his behavior:

    after losing 25% of his health, he begins to call a "funnel", which removes health and weakens everyone around;

    after losing 50% of his health, he flies to a place where he can’t be reached in close combat, and calls on a crowd of abominations to help; in addition, he has a very long-range attack;

    after losing 75% of his health, he returns to reach and begins to blow up his warriors in the manner of a walking bomb spell. The offspring are felling in droves.

The most powerful weapon against the archdemon is the ballista standing around; they are quite rapid-fire, but soon break. That's exactly what a robber is needed for, he can repair tools (although not to infinity). And do not stand in front of the ballista - the volley is considered fair, so you can inadvertently shoot yourself.

Spells and normal arrows are also good, and hand weapons also work. Gnomes or golems will take care of most of the problems with the offspring, but they are worth healing. Pay attention to another ally, who is also recommended to heal - the supreme sorcerer Irving.

Immediately after entering the territory of the Brecilian Forest, you will be stopped by a Dalish elf patrol. They will escort you to the Keeper Zathrian, who ruefully admits that he would be glad to help the Gray Wardens, but - alas! – is currently unable to do so. And the reason is that the elves are at war with the local werewolves, many of them are already infected. And there is absolutely no escape from this curse ... well, except that someone who, out of the goodness of his soul, is not averse to risking his life, will go to the Brecilian Forest and kill the wolf Witherfang (White Fang), from which this curse began.

The werewolf lair is in the ruins in the southern part of the Eastern Forest, but you can't get there that easily - the magical fog turns you back every time you enter it, and there is no other path leading to the ruins.

There are two ways to remove the effect of fog:

  • Complete the Great Oak quest in the Western Forest and return the stolen acorn to it. The acorn is in the hands of a crazy hermit in the Eastern Forest, and you can either kill him (but this is a pretty strong magician), or peacefully exchange the acorn for something interesting for the old man. For example, he will gladly take Denaila's scarf, Atrian's amulet, or the book received from Kammen.
  • Agree to the hermit's offer to kill the Great Oak.
  • In both cases, you will receive an item that allows you to pass through the protective fog without interference.

    At the ruins, you will have to fight a group of werewolves led by their leader Swiftrunner (Runner). However, as soon as you remove almost all of his life, a white wolf will jump on you and the werewolves will take advantage of this to escape. Follow them to the first tier of ruins.

    The stairs leading to the werewolves' lair are very close to the entrance, but this moment it's closed, so you'll have to find a way around it. Go to the southwestern part of the map. This tier is rather small, so after fighting off a few spiders along the way, you will soon find yourself in front of a relatively spacious hall, on the floor of which you will see several corpses. Send a rogue ahead if you have one in your group - the floor in this room is littered with traps. When you find yourself approximately in the middle of the hall, you will be joyfully greeted by its inhabitant - the dragon. Luckily, this is a small dragon, but it can be quite dangerous nonetheless - tactics of course depend entirely on the composition of the group and your personal preferences, but one of the safest ways is to keep it permanently paralyzed or frozen. After his death, you will inherit the dragon treasure - a very impressive pile of a wide variety of little things, which lies a little further.

    The dragon was the guardian of the stairs to the lower tier, so now you can freely go further.

    The second tier of the ruins is larger than the first and the enemies (mostly undead) are quite numerous on it. They especially like to pounce on you from almost nowhere, crawling out of all possible cracks, including behind your back. Be careful.

    In the huge hall in the southwestern part of the ruins, several skeletons will greet you on the stairs. Deal with them and move on - and you will see the Arcane Horror. He has a bad habit of teleporting around the hall from end to end and also summons additional skeletons to help him. The safest way to finish him is to simply shoot him with bows from the stairs, periodically healing up - in this case, he does not move and does not summon skeletons. (If you have Andraste's Arrows in your inventory, you can finish him off without taking any damage.)

    After dealing with the Horror and the skeletons sitting in the side rooms, you will finally find an alternative entrance to the werewolf hideout north of the Horror room.

    The werewolves will pounce on you literally a few steps after entering, but after you deal with the first two groups, they will throw a white flag and offer to take you to a certain Lady of the Forest for peace talks. Whether or not you accept their offer is up to you. If you accept it, then you will be taken to the Lady of the Forest, who will tell you the curious story of the origin of the curse and ask you to bring Zathrian to them. If you agree, you will find Zathrian on the first tier of the ruins.

    The initial negotiations between the werewolves and the Guardian will not end well, and you will have to choose which side to take in the upcoming battle. If you choose werewolves, you will get Alistair's approval.

    The battle may or may not be serious depending on your level and the composition of your group. If you kill Witherfang, then Zathrian will give you support in the coming war with the Shadowfiends. If you defeat Zathrian, you can persuade him to sacrifice himself and remove the curse from the werewolves - in this case, Lanaya will tell you the support of the elves

    Alternatively, you can convince the Lady of the Forest to destroy all the elves, including Zathrian, as revenge for what she did. In this case, you will receive support in the war from werewolves. If you select this option, you will not be able to complete non-plot quests elves (if any of them are still outstanding).

    It’s a completely black option: to side with Zathrian, kill all the werewolves, and then kill him himself. In this case, you will still receive support from the elves, as they will assume that Zathrian fell in battle with the werewolves.

    If you persuade Zathrian to remove the curse from the werewolves, you will earn Leliana's approval.

    Non-plot quests

    Dalish camp

    This quest gives you Atras. His wife Denaila seems to have died after the battle with the werewolves, but Atras suspects that the Guardian Zathrian told him a lie and in fact Denaila did not die from her wounds, but turned into a werewolf. You can promise him to find out the truth.

    You will find Denaila in the Eastern Forest near the northern exit. The poor woman is indeed now a werewolf, and will ask you to kill her, giving you a scarf for Atras before that.

    There is nothing you can do to help Denaila. If you refuse to kill her, she will attack you and die anyway. Return to Atras. You can follow Denaila's request and lie that she died of her wounds, or tell him the truth (in both cases, you can give him the scarf as additional proof of your truthfulness). One way or another, as a reward, you will receive an amulet with + 4% to magic resistance.

    If you lie to Atras, you will earn Leliana's approval (+3).


    The gunsmith Varathorn will complain that Zathrian no longer releases clan members into the forest, and therefore they cannot replenish their stocks of a special material - Ironbark, which is very good for making both weapons and armor. You can promise Varathorn to find this bark, as you will still have to go to the forest on Zathrian's assignment.

    Bark can be found in the Western Forest on a fallen tree near the northern passage to the eastern part of the forest. It is guarded by a wild sylvan, a possessed tree that will come to life if you get too close to it.

    If you give the bark to Varathorn, he will make you either a longbow with excellent damage against animals and good against undead, or medium armor with +25 stamina. Alternatively, you can refuse the reward altogether - in this case, Varathorn will insist that you take at least the amulet (gives a high increase in resistance to natural damage, i.e. poison).


    The young elf Kammen will share his personal problems with you if you are a Dalish elf. If you're not, then you'll have to use Persuasion/Threat to get him to talk. Kammen's problem is that his girlfriend Geina rejects his advances, as he is not a full-fledged hunter. Kammen would be happy to go hunting, but this is impossible, since the Guardian Zathrian forbade members of the clan to go into the forest for fear of werewolves.

    There can be many solutions to this problem. You can convince Geina to accept Kammen as he is, or you can convince Kammen to accept a wolf pelt from you (if you don't have the pelt, you can get it in the Brecilian Forest). You can also prevent them from being together by convincing one of them that the other hates him (really, why would you do this? Except out of sheer spite of nature.) You can seduce Geina yourself and tell Kammen about it, who will run away in grief are looking.

    If you somehow bring Geina and Kammen together, you will lose 5 influence points with Morrrigan, but you will gain Liliana's approval (+5). If you seduce Geina, then Liliana will not like it too much (-3).

    As a reward for the quest, you will receive the book Tales of Iloren from Kammen. He will give you the book only if you either brought him together with Geina, or at least did not break their relationship forever (that is, you talked to her, but did not achieve anything).


    One of the Gauls (the graceful deer-like creatures that the Dalish use instead of horses, although they treat them with much more reverence) is clearly unwell, and Elora, the caretaker of the Gauls, is concerned that she may be infected with the poison of the Darkfiends. You can inspect the gall yourself using the Survival skill. In order to calm a Galla, you need at least two points in this skill - and this time it's for you, the skills of companions in this quest do not count. If you manage to calm her down, then Elora will find out what the problem is, and your quest will be completed. If you prefer to follow the "evil" path, you can lie to Elora that the galla is mortally ill and will not live long, and it is better to kill her out of mercy. If Elora believes you, you will be rewarded with the horn of the Gauls - Varathorn can use it to make an amulet with + 10 to mental protection. (If she doesn't believe you, she won't talk to you anymore.)

    From Zathrian's first assistant, Lanaya, you can learn a little about the history of the Dalish elves (and get the corresponding entry in your Codex).

    Sarel (a rather aggressive elf, especially if you are not a Dalish yourself) will tell you stories about the past of the elves, as well as what he knows about werewolves, which will give you new entries in the Codex.

    Varathorn sells an unlimited amount of dead and elven root, as well as poisonous extract.

    A little north of Varathorn is a chest in which you will find a Love Letter (required for the Services to the Interested Persons quest in Denerim).

    West Brecilian Forest

    In the center of the map, near the tombstone, you will find the wounded elf Deygan. Depending on how kind your GG is, you can take him to the elf camp, heal him and send him to the camp, kill him or just rob him. If you healed or delivered him to the camp, then the next time you talk, he will give you a sapphire as a reward for saving him.


    If you have already activated the quest for the mage's treasure in the Eastern part of the forest or the ruins, then go to the center of the map to the marked grave. If you disturb the security signs, then a revenant with several skeletons (including a skeleton magician) will jump out of it.


    Near the grave of the revenant is a Place of Power, which you need to activate on the instructions of the magic guild.


    When you finish talking to the Great Oak, you will be attacked by several Savage Sylvans.

    South of the Great Oak is an abandoned camp. If you examine it, then your entire group will fall into a dream, and the Shadow will attack you. Usually only one member of the team was awake to fight the Shadow (although sometimes others wake up as well).

    If, after examining all the items, you chose the option "We need to get out of here quickly" in the conversation instead of staying and checking what's the matter or succumbing to the temptation to rest, the Shadow will not appear at all.

    The shadow is not such a difficult opponent, even for one character, especially since it is usually a magician - the worst thing is that after the awakening of the rest of the comrades, they all get injured.

    If you win the fight with the Shadow, the camp will disappear, and in its place there will be several skeletons and a chest from which you can take Dalish gloves - a "special" gift for Zevran.

    East Brecilian Forest

    In this part of the forest you will find two graves - one in the very north of the map, the other in the south. If you disturb the guard signs, then a revenant and several skeletons will rise from each. When you kill a revenant, you will find a piece of heavy armor Juggernaut and receive a quest for his full collection. There are four parts in this set. Two, as already mentioned, are located in the Eastern part of the forest, one is in the Western, in the grave in the center of the map, and one lies in a sarcophagus on the lower tier of the ruins - to get to it, you need to perform the Elven Ritual. Your quest will be completed when you have collected all four pieces.

    If you ventured into the Brecilian Forest early on and the revenants are too strong for you, try the escape tactic - even if all the opponents are chasing you, they will still spread out along the road and (probably) not attack you en masse. It's also a good idea to throw something holding the revenant like a Force Field - then you can deal with his assistants, and only then deal with him yourself, without being distracted by all sorts of trifles. As a last resort, you can always return to this quest later, with better gear and weapons.


    If you have already received Wynn's Regret quest, you will find Aneurin not far from the mad hermit (see companion quests for details).


    If you have already received this quest from the mage quest line, you will find malefics in the northern ruins near the revenant's grave. (See mage quests for details.)

    At the ruins in the north-central part of the map, two ogres will attack you.

    The crazy hermit, in addition to the acorn you need, will offer you to bargain with him for a helmet (an ancient elven helmet, part of a very good set) and a book (gives an entry in the Codex). Here are some things that are of interest to him: Denaila's scarf, Atrian's amulet, the book received from Kammen.

    Ruins

    First tier

    To the north and south of the entrance are two fake brick walls - if you get close enough, you'll see that they're actually secret doors. Behind each of them sits a pair of skeletons in ambush. In the chest in the south room you will find the love letter you need for the Services to the Interested Persons quest in Denerim.

    (Another small secret room is behind a false wall a little further, opposite the stairs leading to the werewolves' lair. Although there is nothing particularly interesting there.)


    Second tier

    In the spacious hall you will see the ghost of an elven boy. No matter what you say to him - as a result, the ghost will run away, and a whole horde of skeletons will appear around you. Depending on the level of your group, they may not pose much of a threat to you, but if you have problems with them - you can always quickly retreat as far as possible, it is best to the very entrance to the tier - then there is a good chance that you only a part of the walking dead will follow, and it will be much easier to kill it.

    In a small room to the south of this hall you will find a clay tablet and a scroll describing an ancient ritual. Go ahead and turn north at the first crossroads. You will find yourself in the hall in which you must perform this ritual. We carefully read the scroll, study the tablet and repeat the instructions exactly:


    1. Take a jug

    2. We collect water in it.

    3. We put it on the altar.

    4. Pray.

    5. We drink a sip of water from a jug.

    6. Pour the rest of the water from the jug into the pool.

    (Keep in mind that if you haven't found the scroll and tablet yet, then you can't do anything to the altar. The ritual can only be performed after finding them.)

    If you correctly reproduced all the manipulations, then the previously locked northern door will open. Behind it, you will first find a couple of skeletons - nothing too scary - and the ghost of an elf. As in the case of the boy, it does not matter what exactly you say to her - everything will end in a battle with the Shadows, including the Shadow of the elf herself. All three are elite. After the fight, you will find the Juggernaut armor in the sarcophagus, which is part of the quest to collect the Juggernaut set.


    At the next crossroads from the ritual hall, you will find a trio of skeletons, but do not relax: as soon as you deal with them, you will immediately be attacked by a much more serious ambush of a dozen opponents, some of them appearing behind your back. After you deal with them, head to the south room, where you will find an altar and a phylactery. Touch the phylactery, and you will understand that for many centuries the spirit of an elven magician has been in it. The spirit will offer you to release him, promising in return to train the specialization "Battle Mage" (allows mages to wear armor and actively participate in hand-to-hand combat if the entire branch is developed). You can also simply release the spirit without asking for anything in return. You won't get a specialization then (you can try this option when you re-pass, as it will already be open), but Alistair (+2) will approve your actions.

    Lair of the Werewolves

    In the southeast room you will find the "old texts" with Banastor's scroll - one of the five scrolls you need for your mage quests.

    In the southwest room you will find the "black vial". This is one of the six flasks that will summon a revenant if you break it.

    The Forest of Brecilian is a rather gloomy place that Mor has not bypassed. In addition to the main tasks in its open spaces, you can also find additional ones.

    Main quest Essence of the Beast

    Almost immediately upon arrival, you will be stopped and almost politely escorted to the local keeper, an elf whose name is Zathrian. After a short conversation, it will become clear that your path lies in the forest to destroy the first werewolf, from which the appeals began.

    When you get to the first forest location, you won’t even have to go far - soon you will stumble upon a group of werewolves from whose conversation you will understand that everything is not very simple.

    Now your goal is to get into the lair, but you will be hindered by a magical fog that has blocked the path. You can find the lair itself in the southern part of the East Brecilian location.

    Here's what you need to do - either find the Great Oak in West Brecilian and accept the quest to harvest the acorn, or accept the quest from the Hermit to kill the Great Oak.

    Now that you have received the item you need to pass through the fog, it will not be difficult and here you are on the site in front of the ruins. After the battle, all the werewolves will run away after the white wolf interferes with you.

    On the first tier, you can't get straight down the stairs, so let's go around. Since the tier is small, you will very quickly stumble upon a vast hall - here traps and a dragon will be waiting for you, killing which you will get a chance to search a pile of gold. You can then go down the stairs.

    Almost throughout the level, evil spirits will be waiting for you, and at the end there will also be a Secret Horror, which will annoy with its teleportations - after killing it, you will find a back door to the werewolves' hideout.

    Once inside, you have to take another fight, after which the werewolves will give up and offer to go to the Lady of the Forest. If you choose to go, then the wolves will see you off and the Mistress will tell the story of the curse and a couple more nuances.

    Then you can either kill her or invite Zathrian downstairs. There are also a couple of options at your discretion - depending on who you attack and which side you choose at the end of the game, there may be different assistants. In general, there are no special differences - werewolves go to hand-to-hand combat, and elves attack more from the side, but both are good.

    In addition, there are such side quests:

    Elf camp

    Defeat by a curse - will give Atras. Find out what happened to his wife;
    Iron bark - given by the gunsmith Varathorn. Get a special bark for good armor or weapons;
    Cammen's Regrets - Given by Cammen. Help the young elf solve problems with a girl;
    Halla Elora - Given by Elora. Inspect the hall and, depending on the leveling of the hero, decide how to finish the quest;

    West Brecilian

    Wounded in the forest - given by Deygan. Look for the elf in the center of the map and decide what to do with him;
    Treasures of the magician - in the center of the map there is a tombstone that needs to be disturbed by the quest;
    Place of power - located right there, next to the tombstone;
    Security Sign - If you have this quest from Denerim, then shoot the arrow all in the same center of the map.

    East Brecilian

    Mage Treasures - there are graves in the north and south - by activating them you will receive a task to collect armor;
    Wynn's Regret - find the Hermit and nearby you will find Enerin;
    Killer of your brothers - according to the quest, you will find malefics in the ruins in the north.

    Ruins

    On the first tier there is a fake wall behind which is a chest with love letters from the quest "";
    On the second tier, you will find a place to perform an elven ritual that will give you the last piece of the Juggernaut armor.

    lair

    In the werewolf lair, you can find one of the five scrolls of Banastor.


    We present to you the second part. passing the game dragon age: Origins (Dragon Age Beginning).

    Partners



    As you progress through the game with you in the group, there will almost always be partners. Each of them has his own backstory, each of them can be talked to, each has his own opinion. You need to maintain good relations with them, otherwise they will not fail to get out of your group, or even take over the group. The higher the partner's attitude towards you, the more various bonuses they receive - as if to strength, spells, etc., depending on the character.

    Approval ranges from -100 to +100, peaking at +74 except for friendly or romantic relationship. Friendly relations are possible after completion personal quest.

    To increase approval, you can choose the right words in a conversation with partners, act in tasks so that the character likes it, and also give gifts. Each partner has their own preferences for gifts, and if suddenly someone does not accept a gift, then this gift is very important for another character. Here a brief description of each character that will help you in dealing with your partners:

    Alistair

    Where does it join: At the very beginning of the game in Ostagar.
    Exercise: Bonded to his sister Goldanna in Denerim. To start the quest, it is enough to talk to him every time he has something to say.
    Romantic relationship: Only with a female character. Ask to talk about the past as a Templar. Say how attractive he is. Etc. - Relationships start without any difficulties.
    Present: Rune stones and figurines of magical creatures. Special gifts:
    "Amulet of Alistair's mother" (Redcliffe Castle, Earl Eamon's office).
    "Duncan's Shield" (you need to free the messenger of the Gray Guardians Riordian from Hou's prison, then talk to him in Eamon's mansion, after which he will give the key to the Guardians' cache. The cache is located in the Trade District in the Warehouse.) (You can find it only after the start of the "Meeting" Lands")
    A crisis: Can leave the party at the end of the Gathering of the Lands.

    Morrigan

    Where does it join: After the Battle of Ostagar.
    Exercise: Find the "Black Grimoire" in the Mage Tower (in Irving's office) and give it to her. The next time you talk to her, you will receive a difficult task.
    Romantic relationship: Only with a male character. After completing her task with the proper level of approval, talk to her.
    Present: Jewelry. Special gifts:
    - "Black Grimoire" (personal quest)
    - "Grimoire Flemeth" (personal quest)
    - "Golden Mirror" (Orzammar, at the merchant Givin)
    A crisis: Wrong cues and actions will cause a rapid decline in approval.

    Dog

    Where does it join: After completing the additional quests of the Human Nobleman or in Ostagar with the kennel
    Present: In general, the dog always has a good attitude towards you, but you can give bones. Although you can not give, but give a bone, for example Morrigan.

    Lillian

    Where does it join: In Lothering in Dane's Refuge after a skirmish with Loghain's soldiers.
    Personal task: To start the quest, you need to ask Leliana about the reasons for her coming to the church, about the minstrels and have approval of at least +25.
    Romantic relationship: Husband/Women Talk about the Church, express admiration for beauty. At least +50 approval is required to start a same-sex romance.
    Present: Andraste Symbols, Special Gifts:
    Grace of Andraste" (flowers grow in Redcliffe by the mill, Bressilian Forest and Elfinage) Hand Nag (Orzamar Persuade the Idle Dwarf in Dusttown to find him)
    A crisis: Will turn against the main character if he defiles the remains of Dust with the blood of a dragon sacred urn Andraste.

    Sten

    Where does it join: Free Stan from his cage in Lothering.
    Personal task: With good approval, you need to talk to him about his past and his sword. The dwarf Dvin has a sword in Redcliffe.
    Present: Paintings
    A crisis: After the Urn of Sacred Ashes quest, Sten can take over the leadership of the party.

    Zevran

    Where does it join: Meet him while traveling on the global map.
    Romantic relationship: Husband/Women A little flirting quickly leads to the development of a romantic relationship.
    Present: Bars of precious metals. Special gifts:
    - "Dalian deer-skin gloves" (Bressillian forest)
    - "Antivan Leather Boots" (Vault, Abandoned Hut, in a chest)
    A crisis: Zevran can be lost if:
    - killed in the first meeting;
    - Approval will drop to a crisis value. In this case, it will be possible to persuade them to stay, challenge them to a fight and kill them, or let them go.

    Wynn

    Where does it join: Wynn will join the party locked in the Circle Tower.
    Personal task: To start the quest, talk to Wynn about her past and have approval over +25. Then, in one of the random encounters, notice her strange behavior and talk to her about it later.
    Present: books and scrolls
    A crisis: agree to destroy all mages during the passage of the Circle of Mages.
    become a Blood Mage (or reveal yourself as one)
    Desecrate the Ashes of Andraste's Sacred Urn with dragon's blood.

    Oghren

    Where does it join: In Orzamar when meeting at the exit to the Deep Roads (when you go to look for the Perfect One)
    Personal task: To start the quest, you need to talk about a woman named Felsi (you should look for her in a tavern on the Quay of Calenhad Lake).
    Present: All kinds of booze
    A crisis: As a result of a strong drop in approval. You can persuade him to stay or start a fight with him, at the end of which you can kill, force him to stay or drive him away.

    Sheila (additional content)

    Where does it join: After completing the downloadable quest The Stone Prisoner.
    Personal task: You need to talk to Sheila about Karidin after completing the quest in Orzamar. We'll have to go back to the Deep Roads.
    Present: gems
    A crisis: The golem will leave the party if approval reaches crisis levels or if the character makes a wrong choice at the end of the Anvil of the Void quest (regardless of whether the golem is in the party or remains in the camp at the time of the quest selection).

    Tenth partner (do not open the hidden text if you have not passed the Assembly of the Lands):

    Loghain

    Where does it join: Defeat him after the Gathering of the Lands, then force him to become a Gray Warden.
    Present: maps and historical documents.

    Now back to the main passage of Dragon Age: Origins.

    Forest Brecilian



    At the very entrance to the Dalish Camp, a detachment will be waiting for you. After talking, explaining the situation - you are taken to the keeper, we talk with the keeper Zathrian and we get the task - to kill the Mad Fang and bring his heart.

    dragon walkthrough age start

    After the conversation, you are free to immediately go to the forest, or talk to the elves around. You can buy the necessary supplies from Varathorn and get a quest to find the iron bark. You can take a quest from Atras to find his wife Danniella (Quest - In the power of the curse). An elf named Kammen can be helped with a girl. Elora can be helped with Galla, with the proper level of survival (for any of the group) to pacify her, or simply kill her or say that nothing will help Galla - in any case, you will be grateful. Having prepared, you can go to West Brecilian. In the forest you will meet bears and werewolves. On the way, talk to a werewolf named Runner. With the proper level of persuasion, you can persuade the werewolf not to attack you, otherwise you will have to fight.


    Then you can talk with the Great Oak (we make our way to it through the wild sylvan trees that have come to life). Oak will give the task to find the stolen acorn. Be careful - not far from the oak (across the bridge - next to the river) there is a strange camp, an unpleasant surprise will await you if you decide to linger at it.


    The next zone is eastern Brecilian. Talk to Danniella. What to do with it is your right. Next we find the Hermit. You can kill him, exchange an acorn from him, arrange to kill the Great Oak, so that the hermit will help with passing through the Forest Barrier. Well, or having exchanged an acorn, return to the Great Oak and, again, the path through the barrier is open. We pass through the barrier, again a fight with the werewolf Runner. We go to the Elven Ruins.

    We make our way through the werewolves and spiders, along the way we will also come across a rather dangerous dragon. After you kill the dragon, go to the lower level of the ruins. Meets you at the entrance large group spiders.

    Slowly we move through the rooms with skeletons. On the way, you can get the specialization of the mage-warrior (read the first passage). We get to the southeast of the map, making our way through the skeletons. Be careful, there are several traps along the way. In the end, we get to a small well, with the help of which we get into the Lair of werewolves.

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    In the Lair of the Werewolves, the Runner meets you again with the company. After talking with them, you can kill them, or peacefully go with them to the Mistress of the Forest. When meeting with the mistress of the forest, you will learn a lot of interesting things about the origin of the werewolves, about Zathrian and everything that happened in the forest. You will have to choose - kill her, cut out all the elves in the village, or help her by talking to Zathrian. In the first case, you will have to fight with all the werewolves and the mistress herself. In the second - if you persuade the Lady of the Forest, then together with the werewolves you will attack the village. In this case, in the last battle, not elves, but werewolves will fight for you. In the third, most peaceful case, you agree to bring Zathrian to remove the curse from the werewolves. You go through the passage opened for you and go forward until you meet with the guardian Zathrian - it turns out that he followed you. Talk to the guardian and convince him to go with you to the Lady of the Forest. Although he is categorically against helping werewolves, he agrees to go to the spirit of the forest. In the end, after the meeting of Zathrian and the Lady of the Forest, you will again have the choice of which of them to intercede. Who will die and who will be saved at the end of this story is up to you.


    With Zathrian alive or dead, with people saved from the curse or not, with good news for Atras or bad - you return to the elf camp and talk with the guardian (new if Zathrian is dead). After the conversation, do not forget to finish the started quests. And, if the hero is pumped enough, you can check the crypts in the forest - although the dead guarding the graves are very strong, everyone will have some thing from the Juggernaut armor, one of the strongest armor in the game.

    After that, it's safe to say that you're ready to go somewhere else. For example, in Orzamar.

    Orzamar



    The path to Orzamar lies through frosty mountains. At the very entrance to the city of the dwarves, you will see the envoy of Loghain, trying to get into the city. You can intimidate him or just kill him. After that, we talk with the dwarf guard and you are allowed into Orzamar. We pass through the Hall of Heroes, examining everything that gets in the way - we enter the Common Halls of Orzamar.

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    There is turmoil in Orzamar - the king of the dwarves has died, and a new one has not yet been elected. As a Gray Warden, we are free to choose whether to stand up for Prince Belen or Lord Harrowmont. Depending on the choice, you will have to perform different tasks. Although, in other ways, you can still change your mind during the assignment - the main thing is not to spoil the relationship with one of the candidates too much. Although it is not worth the long delay with the choice.
    First you need to talk to one of the representatives of the parties. Belen's representative is Vartag Gavorn, who can be found in the Council Hall in the Diamond Quarter. The representative of Harrowmont is Doolin (Not Ivan!). You can find Doolin either in the Harrowmont mansion or in the tavern "At the pubs".


    Having chosen Belen, we talk with Vartog Gavorn. In order for the representative to allow you to see the prince, you will need to complete a couple of tasks for him. It is necessary to show the papers to Lord Helmi and Lady Days. After talking with the Warthog, you can go to the Keepers and show these papers to the Chronicler, which will make you doubt the correctness of the choice. And you can immediately complete the task without any questions. You can talk with Lord Helmi in the tavern "At the taverns". We talk with Lady Days in the Diamond Quarter. She will send you to her father in Aedukan House Taig. Go to Taig, fight your way through the enemies and look for Lord Days with a group of dwarves there. Help him fight off two attacks of the Deep Hunters, after that we show the lord of the paper. After returning to the Council Hall, we talk with Vartog and get the opportunity to talk with Belen.


    If you decide to take the side of Harrowmont, we are looking for Dulin Forinder. Also, to talk with the Lord, you will have to complete the task. Namely, to fight on the side of Harrowmont in the Arena of Trials instead of the warriors who refused to participate at the last moment. You can talk to them in the waiting rooms.

    Having done what they ask, it will be possible to use them as assistants in battle, although for this it is better to take your own partners.


    We go to the Manager and accept the battle. There will be five fights in total - you can rest between fights. In principle, nothing complicated. The last four-on-four fight is quite difficult, but definitely easier than some boss fight. After the victory, we again talk with Dulin and go to meet with Harrowmont.

    Harrowmont or Belen - you are sent to find and deal with the queen of the criminal world of Orzamar Jarvia and her charter. To do this, we go to the Dusty City, and speak with the dwarf Nadezhda, who is sitting by the fire. Give her some coins and she will tell you the information you need. We go to the Poor Shack, there we talk with the people of Jarvia. We kill them or we talk. We get the key from the knuckle. We leave the shack, go to the suspicious door, insert the key into the hole. Once inside, several gnomes will stand in the way, and require a password. Since you do not have a password, you will have to fight. We make our way through the tunnels, fight with the henchmen of Jarvia. In prison, we release an old friend for the gnome character and continue on our way. Eventually, you will reach Jarvia. Be careful - the whole room will be filled with traps, and Jarvia will periodically disappear and send new assassination squads. After killing Jarvia and taking the key from her, do not rush to leave.


    There are a lot of useful things in the tunnels, for example, Jammer's Cache, which can be opened both with a key, and with the help of the fact that you take the cheapest things in three chests - Jammer, Kanky and Pikke. Then exit through the secret passage in the store, the seller will be dumbfounded. Again go to Belen or Harrowmont and get a new, last main task in Orzamar and the most difficult. Find the perfect in the Deep Roads, whose voice counts more than the whole council.

    Before heading into the Deep Roads, it's best to collect as many quests in Orzamar as possible and complete those that can be completed in the city itself. You can help the dwarf Dagna in her admission to the circle of magicians by talking with the main magician Irving, or by talking with her father, persuade her to stay.
    Search for Nagas for Bemora. They can be found in various places in Orzamar, for each naga Bemor pays well. You can also persuade the Idle Dwarf in Dust Town to find a naga, which you can then give to Leliana. She will be very happy.

    Talk to Zerlinda in Dust City. Most The best way help her - talk to her father in the tavern "At the tavern" and he will allow her to return home.

    After talking with brother Berkel, persuade the Chronicler in the Keepers to allow him to create a church in Orzamar. Help Filda in search of her son Ruk (he is in the location of Ortan House Taig).

    In the hall of the guardians, you will find Orta, who asks you to find the lost records of Teig Ortan, in the same place.
    Find the thief who stole the tome from the Guardians. To do this, first talk to Ghost Korbit in Dust City, kill him and take the Test Receipt. Go to the Arena of Trials and talk to Handyman Greydin.
    You can also earn extra money and experience in the Arena.

    Having prepared, we go to the Deep Roads. Dwarf Oghren will join you near the entrance.


    Explain how to pass locations Deep Roads does not make sense, look at the map if you suddenly get lost, and do not forget to highlight (Tab button) the territory, in search of something interesting. Battles with monsters take place with variable difficulty. You will also come across detachments of the creatures of darkness, Bronto, and Ogres, spiders and many other creatures will come across. On the way, body parts of some monster will come across - they will give the task To Pieces. To resurrect this creature, go to Ortan House Taig, where you will find an altar. The resurrected creature from the Fade will give you a reward in exchange for its freedom, or you will have to fight it. In Ortan Taiga, there will also be a battle with the Corrupted Spider Queen boss, Branca's diary lies nearby.

    We go to the Dead Moats. There we help the gnomes legionnaires fight off the attacking waves of creatures of darkness. Do not rush to go forward along the bridge, it is better to wait until they attack themselves, the gnomes will help in defense. After there are no more attackers left, talk to Cardol. If the level of persuasion is sufficiently pumped, then you can persuade him to join you. We go over the bridge and on. On the way you will meet Ogres, creatures of darkness. You can also run into a very strong archer. After going through all the corridors, we get to the crazy dwarf. Talk, let's move on. Again the battle with the Ogres. In the end, you will find a hall with spirits, and two altars. On one of them you will find a key, after which you will have to fight with spirits that were previously neutral. We return and open the door with the key. Ahead of the battle with the Mother. In the battle with her, try not to get close - you can arm the entire squad with bows and slowly but surely shoot the Queen from a safe distance, distracted only by the tentacles and periodically appearing creatures of darkness. So, you will gradually cope with this abomination. Let's get out of here.


    At the very entrance, talk to Branca. Go through the tunnels, killing the darkspawn along the way - watch out for Traps, Branca warned you. Golems will attack you one by one in the room with gas - it is best to press all four levers at once to pump out the gas. In the next room, golems will come to life again - now two at a time. In the middle of the room, beware of the traps. Fighting two golems at once will be quite difficult, so try to strategize against them, don't get too close to them, use paralyzing/stun magic, dodge hits. In the next room, the mini-boss is waiting again. There is a stone statue in the center of the hall, and four anvils stand on the sides. To destroy it, you need to attack one of the ghosts. After the spirit dies, the anvil next to it will light up. We activate the anvil, after which the statue will be attacked from the side where the anvil stands. We repeat these steps until the statue is destroyed and the door a little further down the corridor will be open. We go further, we talk with Karidin. It will be necessary to choose whether to destroy the anvil or leave it. Decide to leave - Karidin with all the golems will be against it, the opinion of all your partners towards you will worsen, but an army of golems will fight for you in the final battle. Agree to destroy - and Branca will attack you, the gnomes will fight for you, and only Oghren's opinion will worsen.

    Ahead of you is a serious battle with the boss - which one - you decide. After the battle, do not forget to inspect the tablet nearby and remove the records from it - upon your return, give the records of the golems to the Chronicler in the Guardians, he will be very happy. No matter which side you choose, when you return to Orzamar, all you have to do is last choice who will become king.

    After that, you will enlist the support of the newly-made king and can consider yourself a hero of Orzamar.

    Assembly of the lands

    After you enlist the support of all allies, return to Radcliffe and speak with Earl Eamon, who decides to hold a Gathering of the Lands. You will move to Denerim in the estate of Earl Eamon, where you will talk with Loghain and his retinue. After talking, it's best to go to the Denerim market to replenish supplies or sell unnecessary junk. Don't forget to do additional tasks. When you're ready, return to the estate of Earl Eamon, where you will again talk to Eamon and Queen Anora's maid. Having received the task of rescuing the queen, we set off on the city map to the estate of Earl Denerim. Along the way, you will meet with hired assassins-Crows - who was previously Zevran. If you previously accepted Zevran into the group, but did not become friends with him enough, then he will go over to the side of the Ravens. If Zevran's attitude towards you is good, then he will help you in the battle. After reaching the estate, follow the instructions of the maid Elrina, make your way inside the estate.


    The estate can be passed disguised as a guard. While disguised, try not to talk to the guards or go into all the rooms - the disguise can be easily removed, and then you will have a hard time. You can, of course, cause a massacre, but it is quite difficult, given that there will be just darkness of the guards here.

    Having reached the room where the queen is locked, realizing that the door cannot be opened just like that, we head to the cellars. Here you will meet with the Gray Warden Riordan.


    We go further - into the dungeon, we make our way through the guards of Earl Howe, on the way we look into the torture room - there Oswin, the son of Bann Sighart, is tied to the rack, who, if you find him in the tavern Bitten nobleman and talk, will generously thank you for saving his son (Quest - Nobleman under Torture)
    Also look into the prison, take the key from the corpse of the jailer. Free poor Rexel, who lost his mind from torture (quest - Missing) and the elf Soris, who will thank you if you find him in the house in Elfinage.

    In the last room you will have a battle with Earl Howe, mages and guards. After, take the key from the dead Howe. In the back room, release Vaughan for a vote at the meeting and get the ring from the templar Irminrik (quest - The Lost Templar), which you then give to Alfstanna in the tavern in Denerim, also for the vote. Then return to the queen. To return, it is better to use the path that you have already used, otherwise you will have to fight with an army of guards and dogs.

    Having freed the queen, we go to the exit. The path will be blocked by the first Lieutenant of Loghain with a bunch of guards. You can give up - this will positively affect the decision of the meeting, and defeating Katherine with so many guards is almost impossible. You can try to tell the truth, but then Queen Anora will betray you, saying that you are to blame for everything, and then again you will have to fight.

    If you still decide to surrender, you will find yourself behind bars in Fort Drakkon. Next, you will have to decide whether to get out of prison yourself or wait for help.

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    Decided to go out on their own.
    Find a way to get out of prison, there are many options. Pick up your things in the nearest box. With a fight, you get to the armory, in which, going up to the mannequin, you can change into a guard. However, even under disguise it will not be so easy to leave the fort - the guards require a password, there is no right option. You can ignore and attack the guards, advancing with a fight to the very exit, or you can go through in a peaceful way. There are several options: having a strong theft skill, steal a sheet with the correct password from the guards, or find a colonel nearby and talk to him. He will order the troops to be prepared for patrol. Then talk to a couple of soldiers in the next room, go with them to the armory to get blades, then talk to the colonel again. The answer to the colonel's question: what a soldier cannot live without: "Without discipline." It is now possible to exit Fort Drakkon without a fight.

    We decided to wait for help.
    Everything here is both simple and not very. Take other characters, at the entrance to the Fort, persuade the guards or kill them. Then you break through the guards to the prison where the main character is being held, and return back. Fort Drakkon behind.

    Return to Earl Eamon's Manor. Conversation with Eamon, then with Anora. You get the task from Anora to deal with the unrest in Elfinage. Now the path to Elfinage is open. Go there.


    There is a plague in Elfinage, everyone is standing at the shelter. Talk to Shianni. Having learned everything we need from her, we find a way to get inside. There are many ways - the easiest one is to bribe or kill the guard at the back door, the most difficult one is available only to an elf - to pretend to be sick. However, only one hero will be allowed to enter without satellites, and opponents are waiting inside, it will be problematic to deal with them alone. We deal with the guards in the shelter, save the elves in a cage in the next room, go outside. At the exit, we deal with the magicians, if we have not dealt with them before. We speak with Shianni, she will tell you about the house behind the Shelter.

    We go to the Rooms, on the way we talk with the elves. Also, don't miss the chest that contains the Free Sailors' Sextant, needed for Fazzil's Request (Denerim).

    Through the fighting we get to the elf Devera, who, with the proper level, can be convinced and she will immediately lead you to the main thing. Otherwise, you will have to fight.

    Having defeated Devera, we get to the mage Colladrius - there are also many options for passing. The best way to fight him is not to agree to bribery, but it's up to you. Having dealt with Colladrius and received documents against Loghain, you can consider that you are ready for the meeting.


    Everything that happens at the meeting depends on your choice. There are a lot of development options and they all depend on what you say at the meeting, how you previously communicated with Queen Anora, and things like that. In the end, the majority of the voting members must vote for you. After the vote, you will have to choose - to attack the enraged Loghain or agree to a duel with him. After the victory, you will again have the opportunity to choose. Whatever you choose in the end, you need to prepare for the Last Battle.

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    Well, sadly, it's time for the final battle. Earl Eamon went to Radcliffe. Before you go after him, prepare well, go shopping, finish the unfinished tasks. Once you get to Radcliffe, there is no going back.

    In Radcliffe, you are met by clouds of Darkspawn - they are carried out, except for the strongest ones with one hit. Mass spells will be especially effective, which, with an accurate hit, can take out a dozen enemies. We get to the castle of Radcliffe. There you are met by guards, we help them in the fight against advancing enemies - we go into the Castle.


    We talk with Earl Eamon and gray guard Riordan, discussing plans and strategy for the last battle. It turns out that the main forces of the Archdemon are not sent to Radcliffe, but to Denerim, so the army will have to return to the capital. After that, you will need to talk to Riordan, who will be waiting in a room on the second floor of the castle. On the way we talk with the characters, we go to Riordan. After learning from Riordan about what would have to be done Gray guards to kill the Archdemon, we go into the room with the Morrigan. She's waiting for you to discuss what you've heard from Riordan and offer you something to make your life depend on. It is your right to agree to Morrigan's offer or not.


    After that, we go to Eamon, and the Last Battle will begin!

    After the introductory video and parting words, we get to Denerim. After running a little with our entire group for the creatures of darkness, we cut out everyone we meet.


    When there are no more creatures, we talk with Riordan. You will have a touching conversation with your partners, after which you choose which of them to take with you to the battle with the Archdemon, and who to leave to defend the gate.

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    Armies can be called into battle. Their composition will depend on the decisions that you made as you progress through the game. In one location, you can only call one army, and it will follow you to the end. Or until the last warrior is killed, then another army can be called.

    But before you fight the Archdemon, you will need to kill two generals. One will be in the Elvenage, the other in the Trade Quarter. Having gone to the Elfinage and having talked with Shanny there, we move on. The ogre is trying to break through the gate. Use massive spells on the creatures of darkness that are behind the gate, before the Ogre breaks through the gate, do not forget to call for reinforcements - we kill the general. The general will be a very serious opponent, it is better to use all kinds of magic and skills on him to slow him down. Try to kill him first, it will be easy to deal with the rest of the opponents without a general.

    Ogres will meet you in the Trade District. Try to pull them out one at a time, it will not be easy to fight with all of them. After that, kill the General. This General is simpler than the one in Elvenage, just watch out for his powerful spells, if possible, don't let him cast them.


    After dealing with all the generals, the scene of the battle between Riordan and the Archdemon will be shown. Then you will defend the main gate from the attack of the creatures of darkness with the remaining partners that you did not take with you.

    You need to go to Fort Drakkon. Along the way, we fight the Spawns. Try to keep your teammates nearby, if they scatter, then most likely you will lose them soon. We move to the Fort.


    In the courtyard of Fort Drakkon you will meet dragons, keep them frozen or paralyzed. Do not run into the crowd, slowly fight with those who have already attacked you, killing them, gradually move forward. Inside the Fort, you will be met by a mountain of corpses, and when you come to the center of the hall, you will be surrounded by a large group of Shadows, at the end of the hall you will be met by the Emissary Spellbinder. We pass further, in the corridor you will be surrounded by zombies, it is better to retreat a little. We go to the second floor, we pass, killing everyone in our path. Along the way, you will meet a strong opponent, a master assassin, it is better to hide somewhere in a corner in order to take out opponents one by one.

    At the end, don't forget to inspect the chests around. Yes, and you can bargain with the son of Bodan Feddik, the poor fellow was left without a father. Prepare, go to the roof of the Fort. The Archdemon is waiting for you.


    The last boss is the most difficult - the battle will be hard and long. Don't forget to select an army before starting the battle. Mages are perfect for fighting the Archdemon. Watch the health of your comrades-in-arms, do not forget about healing poultices. You can equip your charges with bows to shoot the dragon from a safe distance, but this will make the battle longer. When the dragon flies up, take it away again. The pause button will help you think through tactics in time. Also, don't forget about ballistae - an indispensable thing in battle, but they break quickly, can injure allies, and they don't hit that far. But on the other hand, each hit takes a good health from the Archdemon.

    When the dragon's health is less than half, opponents will climb on you from all sides. Do not attract the attention of all the monsters, stand somewhere on the sidelines and heal the squad from time to time. Earl Eamon and Chief Wizard Irving will come to your aid.

    When the Archdemon has almost no health left, the time will come for the final blow. If you agreed with Morrigan's offer, then you won't have to sacrifice anyone. After a short scene with a dragon, you can congratulate yourself - you have defeated the final boss in the game.

    After the victory, you find yourself in Denerim. You can talk to your partners, find out their plans for the future, etc. When you're ready, exit the castle. A crowd is waiting for you on the street - they want to see their hero.

    Here is the end. Depending on the decisions you make throughout the game, you will be shown their consequences.

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