Dragon age 2 passage of deep paths. Walkthrough - Act I: Storyline (end)

Flight from Ferelden

So, after watching the introductory video, you are finally given the opportunity to take control of your hero or heroine. On the this moment you'll have little training so your enemies won't be too hard, and all your health/mana/stamina will regenerate quickly.

If you have chosen your hero as a magician, then your brother named Carver (a warrior with a two-handed sword) will move with you. If you chose the class of a robber or a warrior, then your sister named Bethany (mage) will be with you. You take control of both your hero and your relatives.

After you fight off the first wave of enemies, the second will immediately arrive. It does not matter who will fight with this bunch of enemies, the difference will be only in the video. After you destroy the adventures of darkness, an ogre will come to you. You should not be afraid of him, as he just looks intimidating, but in fact he is quite harmless.

The first thing you will immediately notice in the game is that the enemies will be much stronger than on the training field. In the new part, try to keep track of all your party members more, and especially keep an eye on those who are at a distance. Try to defend the mages, because if a melee opponent approaches them, they will immediately overwhelm him.

After a small fight takes place, then go ahead and talk with your relatives. After a small meeting, another batch of adventures of darkness will arrive and after a couple of steps you will see a couple of templars. Help them in battle. And after that, the templar Sir Wesley will not be very happy with the presence of your sister, since she is a renegade mage (and if you play as a mage, then you will not be too happy). But soon everything will be resolved.

It turns out that Sir Wesley is very badly injured and he can’t help you in any way, so his wife, Aveline, will join you. Aveline is very a good warrior, which specializes more in sword and shield. Wesley, along with your mother, will simply move behind you to keep out of all sorts of skirmishes.

So, move along the path. Soon you will have to fight about two times with the next groups of adventures of darkness. After fighting a little further, you will meet your first opponent, the Mage-Emissary, who is accompanied in a group of ten archers. We recommend that you first kill the Emissary, as he can easily shower you with his fireballs. After you deal with this group, a new one will arrive and after all these battles, move to a small dead end. Here you will find the corpse of a refugee, you can find two healing potions from him, which will be very useful to you soon. In addition, there will be a chest here that only a robber can open, so if you are not a robber, then you will not be able to open it in any way.

Before you go any further, make sure that you didn't miss anything and that you were able to collect everything that was there. So, how to get ready, then go to a very large clearing. Here you will have a battle with an ogre, which is much stronger than the previous one. As support, he will have improvised creatures of darkness. A little later, more reinforcements will arrive.

After a short scene passes, then join the battle with this ogre. This ogre is more difficult than the previous enemies, but it should not be critical for you, so when the battle is over, watch another video in which a huge group of darkness adventures will come to you. The only thing we advise you is to save a couple of cans of healing for the next battle.

Now the darkspawn are numerous. Luckily, you will only have to kill a couple of these monsters, as a new character will soon appear, after the arrival of which you can relax.

When the witch arrives to you, you can chat with her as you please. In general, you will have only one result - she asks you to give the amulet to the Keeper Maretari, whose clan lives somewhere in the region of the city of Kirkwall. After you give it back, you will have to do everything that Maretari tells you. When you hand over this amulet, you will have to make a very difficult decision about your associates (note that any decision you make will affect Aveline). Now watch the video in which you arrive in Kirkwall.

Kirkwall - Arrival

When you arrive at this place, you will immediately be struck by a crowd of refugees from Ferelden, who are standing near the gate. It turns out that at the moment getting inside is not too easy. Talk to the guard named Wright as soon as possible and he will advise you to talk to Captain Yuld. You will see that it has also been besieged by a crowd of local refugees who really want to get inside. If in a conversation with him you mention the name of your uncle (Hamlen), then he agrees to help you with your problem. The people standing here will be angry, because they think that you got permission to get into the city out of turn, so they attack you and the captain. There is no way to convince them, so you have to kill everyone. When the battle is over, the captain will agree to help you find his uncle Gamelin. In a couple of days, he really will appear. But it turns out that your uncle's status is not entirely valid, and therefore he cannot help you, respectively. But here he can point to those who will help you with this.

So, you can get into this city only through two people offered to you: the mercenary Miiran and the smuggler Atenril. You can take the task from both of them, but you can only join one group. In general, there is not much difference, since smugglers go against the laws, and mercenaries do not always follow the rules and rights. Depending on who you choose, there will be different achievements. Even after a year of your work for the selected group has passed, you will be able to continue to carry out their tasks.

Meeran will want you to kill a target named Friedrich. He once surrendered the plans of the mercenaries, as a result of which several people died, so the leader of the mercenaries wants to take revenge or justice, as you prefer. When you talk to Friedrich about this, then of course he will deny everything and say that this is just a business. You can attack him first, or ask for help infiltrating the city, after which Friedrich will attack you personally. In addition, you can accept a bribe in the amount of two gold moments, but then Miiran will no longer accept you as a mercenary and you will have to complete the task of the smuggler Athenril. In addition, if you take a bribe from Friedrich, his bodyguards will want to kill you, as they believe that this is their money for services rendered. While the battle is going on, Friedrich will run away at this time.

Atenril will want you to speak to a merchant named Cavril and he will pay his due bribe. It turns out that the smugglers supply him with goods in exchange for a part of the profits, but now the moment has come when he no longer wants to share his income. You can resolve the quest peacefully if you also take a bribe from him in the amount of two gold pieces, but in this case Atenril will not give you the opportunity to get into the city and you will have to return back to Miirn. In addition, you will receive an increase in rivalry with Aveline. If you still continue to beat out the due fee from him, then soon you will be attacked by the merchant's guards. There are city guards nearby, so they will immediately help you in the battle. After this fight, the merchant will still give you the money and you will also get additional experience. You will not be able to get additional experience if you want to resolve everything peacefully.

There is also an alternative approach. You can give Aveline the opportunity to talk to this merchant. He will be intimidated by her warlike appearance and will give you the full amount without any resistance, in this case you will receive friendship with Aveline.

You will not be able to get bribes from both. If you were bribed once, then the second time there will simply not be such an opportunity. If you offer, then you will simply be attacked by those from whom you ask for a bribe. In any case, go back to your employer from whom you went to get money, then go back to Gamelin and your conversation with your uncle will finally complete the Prologue.

Act - 1

Finally, exactly one year has passed since the moment you entered the service of mercenaries or smugglers, so you are now a "free bird" and can do whatever you want. From the opening cutscene of the first act, you learn that a certain person named Bartrand is trying to organize an expedition to the Deep Roads in which you need to take part. But unfortunately, Bartrand will not share your ideas and desires. After watching the next video, you are joined by a dwarf named Varrik - an archer or crossbowman who never parted with his beloved crossbow named Bianca. He is also the younger brother of Bartrand. He has his own plan for how to arrange his expedition to the Deep Roads. After talking with Varric, you will receive the quest " business conversation and "Deep Roads Trek".

Hike to the Deep Roads

Well, based on the conversation with Varric, in order to get the rights to partner in the expedition, you first need to complete two main tasks: the first is that you will have to collect as many as 50 gold coins to finance this expedition, and the second is to find maps where the entrance will be indicated into these Deep Roads. If everything is clear with financing (you will have to deal with tasks), then there may be problems with the map. First you have to complete the quest called "Pacify", which you will receive immediately after talking with Varric in the tavern called "The Hangman".

business conversation

So, talk with Varric at the Hangman Tavern. This conversation is the beginning for receiving many tasks. In general, during this short conversation, you will receive a task called "Pacify".

appeasement

You will receive the task from a dwarf named Varrik after you complete the "Business Talk" task. You have to establish the location of an unknown Gray Warden, who, according to Varric, arrived here along with refugees from Ferelden.

Go to the Ferelden Lyrena Goods Shop (located in the Lower City). In general, no matter what you tell her, she will tell you that the mysterious Gray Warden named Anders arrived here and made a hospital in the Cloaca, where he tries to help all those who need treatment. And most importantly - completely free. That is where you should be going.

Attention: In Lyrena's shop there is a chest in which a donation is made to the Ferelden refugees. You can also make various donations and get experience in return. Experience is measured depending on the donated amount: 50 silver coins - 50 experience, 1 gold coin - 100 experience, 5 gold coins - 200 experience.

At the exit from this shop you will be met by a crowd of violent refugees. They thought you were supposedly trying to do something to their precious healer. You can reassure everyone by saying that you are also from Ferelden (in the dialogue "We are on the same side"). Thus, you will receive an increase in experience and an additional increase in friendship with Aveline for being able to solve everything peacefully. If you choose other answers, then all this ardent crowd will start attacking you. If you choose the aggressive response option for them, then you will get rivalry points with Aveline.

In general, move to that cloaca. Anders is located somewhere in the northeastern part of this map. At the moment he is treating his patients. But still, he will listen to you and decide to help you. But not for nothing. You will have to help him, or rather his friend named Karl (also a magician), escape and meet near the Church, at night. You can answer him any way you like. Just remember that Anders is required to help you progress further in the storyline, so you will not have the option to refuse.

So, move to the Church at night. You do not have to take Anders with you, so you can go there with any team. Talk to Anders and you will automatically go to the Church. Here you finally find Karl and with him a large detachment of templars. Ordinary templars will not be a problem for you. Another thing will be with Templar Lieutenant and Templar Hunter, who have large reserves of strength and health. Hunters are like killers, so they can go invisible and stab you in the back, it makes sense to keep track of all the members of your squad.

After the battle is over, listen to the conversation between Anders and Karl. Answer as you see fit, your decisions will not affect anything here. After that, you will return back to the Underbelly to Anders or with Anders. In general, you will receive the long-awaited cards. From now on, Anderson will become your comrade-in-arms. Anders is a healer, but he also has offensive spells. In addition, it may be associated with romantic relationship but it all depends on the gender.

Long way home

Move to the camp of the Dalish elves, which is located on the Broken Mountain. Here you need to give the amulet (which Flemeth once gave you) to the Keeper Maretari. Soon she will ask you to take the amulet to the very top of this mountain in order to perform some kind of mysterious ritual. You will be helped in this matter by her ward named Merrill. She is waiting for you near the settlement of the Dalish elves. After a short conversation, she will follow you, but until she joins you as an ally.

After going a little further, a huge pile of undead rushes at you. In battle, you probably guessed that Merrill is a magician. You will have to advance in battle, as every time you will be ambushed by the dead. Soon a Dalish hunter will start a conversation with you. From the conversation, you can understand that your new companion is not in too close relations with the local Dalish. In general, move now inside the cave. Here a couple of spiders will attack you, which each time try to take their victims into the ring and you will not be an exception. In the southern part of this gloomy cave, about closed chest the undead will attack you again, but this time they will have a shadow warrior with them - an enemy that is much stronger than their rotten friends.

Soon you will finally find a way out of this cave. As you exit, then move on for the arrow to the task. Almost immediately you will hit a barrier of blue color. Merrill will be able to dispel it, so the path will be clear and you can continue to move. If in the next conversation you speak extremely negatively about Blood Magic, then you will receive friendship points from Anders, Aveline and Fenris. But Varric doesn't really care.

As you find yourself near the tombstone, then you will finally have to perform a ritual, after which the undead will attack you. The first wave will consist of ordinary corpses and Arcane Horror, the second is the same, only instead of Arcane Horror there will be a Shadow Warrior. Deal with them and put the amulet on the tombstone, what is there, then watch what came of it.

When the cutscene plays, go back to the cave. You will automatically be transferred to the very beginning, almost straight to the Keeper Maretari, and then straight to the Kirkwall Elvenage, where our friend Merrill will now live. If you promise her to visit her, then you can get a couple of points as a rivalry with Fenris. After you talk to Merrill in the local Elvenage, the current task will be completed and you can continue to take her to your group as your ally. As you already understood, Merrill is a blood mage and she cannot learn healing magic in any way, therefore she focuses more on attacking and damaging enemies. Merrill is also romantically interesting to either gender.

Friend in the City Watch

Chat with Aveline in the Viceroy's castle. After this conversation, you can take her again as a full-fledged ally.

New house?

Now it's time to visit Hamelin's house in the Lower City. Among other things, you can also find a chest there to store your things. Further, it all depends on the installed add-ons.

From time to time we recommend that you visit this house, as at times you will receive letters asking for help. All letters can be read at the writing table. Letters will not come all the time or at the same time, they usually come depending on the progress of the game.

Here you can even order runes, potions, poisons and bombs, without having to constantly run around Kirkwall looking for the things you need.

Act -1: Storyline

Prodigal son

At first, you will hear about Fainriel and his mother from your friend Varrik, but after some time you will meet an elf named Arianni in the Elvenage. Listen carefully to her conversation with a templar named Trask and after, talk to her. Ariannni has a son named Finriel, who has magical abilities, but only he is not a member of the Circle of Magicians, so Arianni, for fear of being left without a son, began to hide the truth about her son from others. But at the moment he is constantly tormented by terrible nightmares and his mother is very afraid for him, because she believes that demons are involved here. She decided to choose a lesser evil and turned to the magicians so that they, in turn, would help her.

But then a problem arose, namely, her son, scared to death, ran away to no one knows where and Arianni has no idea where he went. But still, there are some considerations. She offers you to find Trask and ask him, as he is also looking for her son. By the way, there is another option - the father. His father is an Antiva merchant named Vinchezo. He left his mother a long time ago when he found out he was having a baby. Since then, he has not communicated with her, but still Arianna believes that her son could turn to his father, who recently returned from Antiva. Talk to either of these two. The father will tell you about his son if there is a magician in your team or if your hero is a magician himself. According to him, the boy fled to a Templar named Samson, who now began helping some fugitive mages. You can find Samson in the port at midnight. If you talk to Trask and convince him that you are looking for a guy for a higher cause, then he will also direct you to Samson. If you didn't talk to Arianni in Elfinage and didn't even witness how she talked to Trask, then Trask can give you this task if you talk to him near Casemtes. As a result, you can immediately go in search of the templar Samson.

So, from Samson you will learn that the boy did not have money, so he sent him to his friend named Rayner, who at times was engaged in the slave trade. According to Samson, you can find Rayner in Porto, where he has his own private marina. It's time to go to the marked building. Keep in mind that there will be a lot of robbers who will not be very happy with your arrival. In addition to enemies, you will also stumble upon traps there. As you clear your way by killing the first two packs of enemies, then move to the arrow of your quest. Here you will witness a rather sad scene where a cornered magician girl becomes instantly possessed, so you will have to fight not only with the robbers led by Rayner, but with this girl.

After the fight, in Rayner's chest you learn that the boy was sold to some Tevinter named Danzig. You can find this character in the Underbelly. Of course, he won’t tell you anything just like that, but if there is Fenris in your group, then he will lay everything out for you. Fenris will force this slaver to tell him everything he knows. If you talk peacefully with the slaver, then you will get ten points of rivalry with Fenris. If you decide to destroy all the slave traders, citing such words as "you condemn too many people to slavery", then in return you will receive ten friendship points from Fenris and Cover, in addition to this, Aveline will also have five friendship points. In the battle with them, you will have to be extremely careful due to the fact that almost at the end a magician appears, which can bring you a lot of problems. From the map you received from Danzig, you will find out the location of the slaver camp - a cave on the Ragged Shore. You need to go right there.

This cave is not too big and there will be no traps in it. The local slave traders won't be too dangerous, although there will be mages among them. Just clear your way to their leader. Soon you will witness the fact that the slave trader is holding a knife near the boy's throat. If Varric is in your group, then he can easily persuade him that he is supposedly the son of the governor. Otherwise, you will have to fight.

After you deal with all the enemies, then you have to decide what to do next with the boy. He does not really want to go to the local Circle, so you can send him to the local Dalish who are on the Broken Mountain (in this case, Anders and Merrill will approve of your actions). You can also send him to the Circle (this will be approved by Fenris along with Aveline). To complete the task, you need to report everything that happened to Arianny. She will give you a very nice ring as a reward.

You can either tell Trask everything or just keep silent, but no matter what you say, he will still find out the whole truth about what happened. After that, the quest "Act of Mercy" is activated.

act of mercy

After you have completed the task related to the missing boy, you will soon receive a letter in which a mysterious anonymous person will ask you to meet him outside the city. It's time to go to the approach to the Ragged Shore.

On the way, dragon kids will soon attack you - kill them. Soon, Trask, who was under the impression of what happened to the boy, will turn out to be the same anonymous person. He will tell you that Mages have settled in a nearby cave and kill everyone who goes to negotiate with them, but soon a huge detachment from Starkhaven will arrive here and they are not going to stand on ceremony, they will slaughter everyone and everything. If you refuse him, then Trask will go to this cave himself and you will get rivalry points with Merrill and Anders. You also have a great opportunity to stop the massacre and persuade the magicians to surrender. Go to the cave. Soon you will be attacked by the Blood Mage with his dead. After that, move on and soon you will encounter an even larger detachment of the dead. Soon, in one part of the cave, you will meet a very young apostate named Allen. He will tell you that a local head named Decimus is forcibly holding magicians and studying Blood Magic, while motivating them that they still have nothing to lose.

Arranging with him would be completely unrealistic. He will attack you immediately after a short speech. You will have to kill not only him, but also a couple of apostate mages along with the wicked. The remaining magicians will ask you for help to get out of here. If you agree to help them, then you get rivalry points from Francis and friendship points from Anders. If during the dialogue you speak negatively about Decimus Blood Magic, then you will receive friendship points from Anders and rivalry points from Merrill. If you just keep silent, then you will receive friendship points from Merrill. In addition, you can persuade Grace to return back to the Circle of Magicians completely voluntarily. In general, in the end, get out of this cave. Keep in mind that on the way to the exit you will still be ambushed more than once. So, when you get out, you can still cut the squad of templars or not. If you slaughter them, then you will get friendship points from Fenris and rivalry points from Merrill and Anders. In any case, Trask will always support you!

If you decide to help the mages escape and there is no Varric in your squad, then absolutely any dialogue without Varric will lead to a battle. If he is with you, then let him tell another tale again, which Trask will immediately support along with Alenn, and the templars will naturally believe him (this is Varric), so they will free the approaches to this cave. In this case, you will receive friendship points from Varric and Anders, and rivalry points from Fenris. After that, a conversation with Grace or the templars will complete this task.

Enemies Among Us

The mission begins with the fact that you have heard rumors about a certain girl named Masha, who is trying to find out about the templars in the Upper City. Soon you meet her in person. Mesha asks you to find her brother, who serves the templars. Her brother's name is Keran. Keran suddenly disappeared a few days ago and since then no one has heard from him. To find out anything, you will have to ask his friends who serve as novices. Talk to Hugh and Wilmond, who are located in the Casemates. It turns out that Wilmod is missing from the Casemates. Hugh will tell you that at the moment a fairly large number of novices have disappeared and they currently suspect their knight-commander named Meredith of dark rituals that are aimed at testing the new capabilities of the templars, which is why they die if they cannot withstand the initiation or the test . Suddenly, another novice, named Ruvina, will begin to contradict Hugh's words that there are supposedly no reasons for suspicion at all, since she recently personally, with her own eyes, saw the allegedly missing Wilmod. She claims that now he has returned back, as before - alive and unharmed. But at the moment he is resting "in nature." If you start digging and ask why she didn't tell you about this sooner, then she will refer to an order from Meredith herself and another Knight Commander Cullen, who was also looking for Wilmod. Cullen went out of town in search of the missing templar. Since this happened recently, you will still have time to catch up with him.

A new mark "Wilmod's Camp" will appear on your map, where you soon become a witness to the interrogation of the novice by the sought-after Cullen. You can choose absolutely any replica, but this will not affect what is happening in any way. Soon you will come to fight with the possessed and a couple of spirits. After this battle, you will finally be able to talk to Cullen. Cullen, in general, does not really understand what is happening here, so he will send you to a brothel called "Blossoming Rose", where Wilmod constantly visited a long time ago. In the brothel you will need to talk to a girl named Viveka (she was most often visited by our missing). After she looks at the record book, she will send you to Idunn. The found Idunn will generally deny that he has the slightest idea about a man named Wilmod. Further, with the help of his charms, he begins to charm all your party members. If you're playing a mage then you can dispel the spell, and if you're playing a different class then just ask another mage on your team to do it. Idunn will be shocked by what happened, so he will give you answers to everything questions asked. Any other lines of dialogue will result in Idunn's death and you will have to locate the Blood Mages yourself, based on the documents she has on her desk.

So, proceeding from the Words of Idunn or from the documents, it turns out that Tarone is in charge of everything. At the moment, she is in her secret hideout in the Underbelly. After the girl tells you everything, then at the same time she will ask for mercy. You can send her to the templars to redeem herself (earn rivalry points from Anders) or just kill her on the spot. Move now to the Cloaca and find Tarone's hideout. Try to be careful, because here, in addition to spirits with the undead, you will also find traps. After the entire shelter is almost cleared, then you will finally find Keran and will be able to talk a little with Tarone. There is no way to solve everything by peace, so get ready for battle. At the very end of the battle, the Desire Demon will come out and it is much more dangerous than Tarone, so watch the battlefield carefully.

After the fight, talk to the found Keran. If you have Anders or Merrill in your party, they will be able to check him for demons (If you ask Anders, you will get influence points). After that, Keran will return back to the Casemates. Move after him. The next scene can give you points towards friendship or rivalry with Anders, but it all depends on what decision you made before that. When you have to tell further fate Kerana, then you can agree with Cullen and report that the young man is dangerous (get friendship points from Fenris and rivalry from Aveline and Anders), or convince him that he is possessed (get your influence points). In general, it does not matter whether you tested him for the presence of demons or not, but we advise you to tell him to be watched by the templars for a whole ten years, after which he will receive the title of a full knight at the end this period. Cullen would never agree to more. This completes your task.

Powder Hopes

While traveling around the world map, you will soon come across a dwarf named Javaris, he will be in the company of his guards, who are fighting off the attack of spiders. Rather help them. At the end of the battle, the dwarf, seeing your combat skills, will offer you a job: to get rid of the local Tal-Vashot group - these are the Qunari who rejected the Qun. They settled on the Ragged Shore. The dwarf needs this in order to impress the Qunari Arishok, thereby trying to bargain with him for a special explosive powder. Only the Qunari have the recipe for this powder. If you agree and help him get rid of said group, then you will receive friendship points from Aveline. If you say that you will do it only for money, then you will receive rivalry points from Aveline. In general, go to the Ragged Shore and take the southern path as the first fork. The camp of these Qunari will be located in the northern region of this map. As you approach this camp, you will be greeted by a very polite Qunari. He will warn you that if you go further, Tal-Vashot will immediately attack you as soon as he sees you. He himself will hide, since Tal-Vashot is not to his liking. You can try to ask him to hire you, but still nothing will come of it.

Clear your way by killing Qunari along the way. Among them will be Saarbas - in the translation Mag. As you find yourself in the cave, then be extremely careful, because here you will find several traps, in addition to packs of qunari, who want to tear you to pieces. But even though they overwhelm you with numbers, they don’t really represent anything serious. But when you run into their leader, certain problems will arise. In addition to the fact that their leader will be the most powerful hand-to-hand warrior, he will also be in the company of a very strong magician. It is highly recommended that you first fill up the magician. Stun, paralyze and poison him - in general, use all types of weapons. Try not to let him use his mass spells. After you defeat all your enemies, then collect all the loot and after that, return back to Kirkwall. You need to find Jarvis. He is in the port at the headquarters of the Qunari, during the daytime. A Qunari guard will let you in. Isabella will temporarily leave your group here, if she was in your team. Walk forward a little and soon you will meet the Arishok himself in person. If you have Fenris in your group, then you will get a few additional dialogues, but they do not really affect anything. At the very end of the conversation, Jarvis will suddenly leave the Qunari headquarters and then Arishok will soon offer to do the same for you. But this is so far...

Wolves in sheep's clothing

This quest appears in your journal under Rumors. An unknown member of the Church roams the Lower City and searches for the Qunari for no apparent reason. After you complete a few story missions, you can go to the Lower City at night and find this lady there. She will try to hire several people who will soon try to kill her. Deal with these bandits and burn with this servant of the Church. She will introduce herself as Petris. Impressed by your military successes, she offers you a new job. For all additional details, meet her at one of the houses in the Lower City.

When you arrive at the rendezvous point, you will find out that her job is to escort the captured Qunari magician out of town. As Petris tells you, he will be killed if he gets back to the Qunari, and the authorities of this city will do so anyway if he gets to them. Therefore, it is required to remove him urgently from this city. You will have to move through secret underground tunnels. You can go down into them from this house (if you agree to help, then you get rivalry points from Fenris and Varrik, and friendship from Merrill and Anders). Traps and spiders await you in the tunnels. The most serious battle will take place near the exit already to the surface. Soon you will be interested in one bandit group, but of course more in your Qunari mage. During negotiations with the bandits, the leader of these bandits will try to stab our hero, but our new Qunari mage companion will prevent this attack and the battle will soon begin.

After the battle is over, talk to Ketojan. But you won't get anything from him, so keep moving on. After you leave here, you will meet a group of Qunari. Based on the conversation, you will find out that they were pointed at you on purpose. Now your decision will not change much here. If you agree with the Qunari, then they will perform their ceremonial act of killing on Ketojan, after which they will try to do the same to you. And all because of the fact that you communicated with them for too long, so it is likely that demons have moved into you. If you refuse them, then after the battle, Ketojan will follow the path of Kun and commit suicide. Unfortunately, you will not be able to dissuade him (if you refuse the Qunari, then you will receive points for friendship with Anders and Merrill). In the end, you will still get a beautiful amulet. If in a conversation with the Qunari you say that you are a magician or that there is one of the magicians in your family, then they will immediately attack you. In any case, go back to Petris, who will be surprised that you are alive. In general, the task will be completed on this and you will receive seven gold coins as a reward from her.

Friends in the Meager Lands

This quest will appear only if, upon completion of all other story quests, you have not collected 50 gold coins for the long-awaited expedition on the quest "Journey to the Deep Roads". In addition, there is such a bug that the task will appear when you have too much money.

A dwarf named Dougal Gavor will meet you at night in the Lower City (near Liren's Shop). He will offer you to finance your expedition. But in return, you will have to return his money to him twice. If you agree to this offer, then you get rivalry points from Aveline. And if, upon returning from the expedition, you do not pay him the required money, then he will immediately attack you! And keep in mind that before continuing, it is best to complete all remaining tasks in Kirkwall. Otherwise, after you tell Bartrand that you are ready to go to the Deep Roads, everything will be lost. This expedition is a kind of analogue of the end of the first act, after which unfinished tasks cannot be completed.

Companion Quests

Aveline - As It Should

Talk to Aveline after you've completed the "Friend in the City Guard" quest and ask about the job she wanted to give you. Aveline received information that an ambush was to take place on one trade caravan. The ambush will have to take place somewhere on the Broken Coast. You need to go as soon as possible and Avelina must be without fail with you. Find out on the spot whether she is right in her suspicions or not. Try to be careful, as there may be traps in some places. Two traps will be in any case in the camp of local bandits. As you destroy the entire ambush, then move to the governor's palace so that Aveline submits her report on the past operation. The report must be handed over to the Captain named Javen. He, in turn, will not react very well, so our friend will want to find out what is really the matter.

So, read the schedule of local patrols. Soon, a guard named Brennan will start talking to you, who was supposed to patrol alone in the area where the ambush was. She will tell about a certain package that she was supposed to convey to the captain, but she could not convey it - a new patrol came and she handed everything over to the guard Donnik. Aveline figures out that Donnik is to patrol Lower City at night. Move right there now. Soon you will see that they want to kill Donnik. Soon, from the package for the captain, you will learn very interesting information. Note that you will be able to take a fine shield from the leader of these attacking thugs.

In the end, go back to the governor's palace and go to the captain's office. Here you will find out how everything will end between him and Aveline. This scene will be the final one in this task. After that, talk to Aveline in this office and get an increase in friendship with her.

Bethany/Carver - Family Matters

Talk to your mother in Uncle Hamelin's house. After that, ask your uncle about your grandfather's will. Next, you should talk to Bethany or Carver (depending on who you play). Bethany will be positive about her grandfather's will, but Carver will be too pessimistic, but in any case, when you agree, you will receive a key to the basement of the family house. The basement is located in the city sewer, so you have to go to the Cloaca. The Underbelly is inhabited by those who do not have enough to live in the Poor Quarter or just those who have some problems with the law. In general, go to the Cloaca. The entrance to the basement will be located in the northeastern part of this area. Nearby is a local hospital. As you find yourself inside, then be extremely careful, as there will be a lot of traps. In the room, which is located to the southwest - enemies led by one magician will attack you. When the battle subsides, then take the key to the family treasury from the magician's body. In the treasury you will find a family chest with a will. Somewhere in the center of this location is a room where you can find a gift for Bethany or Carver (depending on who you play). If Bethany is with you, then in the chest you will find a portrait of your mother in her youth, and if Carver is with you, then there you will find a letter from your father's friend, a magician named Tobrius. In any case, you will receive a new task.

After you find the chest with your grandfather's will, you can immediately go to Gamelin's house if you select the appropriate option when talking with Bethany or Carver. But you can also stay in the basement for a while to carefully examine everything and in the end, make sure that there is nothing more valuable left.

Sooner or later, you will show your mother's will and when this happens, she will decide to write a statement to the viscount that your family be restored to the right of inheritance and the return of your ancestral home to you. To complete this task, you just have to talk to Bethany or Carver.

Portrait from the past

Just give the portrait of your mother to Bethany.

family history

So, it's time to meet with a magician named Tobrius. The magician is located near the Casemates. At the meeting, he will finally tell you about your father's friend, who was mentioned in the found letter. Soon he will give you the correspondence of his father and this friend. In general, give this correspondence to your brother and this task will be completed.

Fenris - Free Cheese

The building will become available only after you talk to Varric and the "Business" task will be considered final. Upon arrival home, you will receive a letter from Miran or Athenril (depending on your choice in the past), where you will be offered a job with a certain dwarf named Anso. To clarify all the details of the work, you will have to meet with this dwarf Anso at the bazaar, which is located in the Lower City and keep in mind that the meeting is scheduled after sunset. Be alert and careful, because after sunset, the area is full of bad guys who are ready to cut someone's throat. If you betrayed Meeran in the past (in the Prologue) and took a bribe from Friedrich, then Meeran, along with his mercenary, can attack the UPU near the meeting point with Anso.

Anso is a very nervous dwarf who is generally discouraged from going out at night. In general, he will ask you for one favor: someone stole his goods, so he wants to get it back. If you start pressuring him about what kind of product, then he will whisper to you that this is lyrium for templars. If you agree to help him, then you will receive rivalry points from Aveline, who for the most obvious reasons is unhappy with this level of smuggling.

According to Anso, the thieves who stole his goods are in a house located in the Elfinage area, that is, the northeastern part of the Lower City. Go right there. The house you need to break into will be very small, but even here there is a place for traps, so be extremely careful. And by the way, an ambush is waiting for you right there. As you kill the enemies, then carefully inspect the chest, in which, in theory, the goods of the dwarf Naso should lie. After that, go outside. Outside, you will meet a fairly large group of slavers who definitely did not expect to see you here. In the end, they waste no time pouncing on you. In addition to archers and swordsmen, there is also a magician here, whom we recommend that you kill first.

After you deal with a group of bandits, then return to Anso and tell him about what happened there. On the way to Anso, you will meet another detachment of enemies, but the battle is not destined to come true, because suddenly a snow-white elf with heaps of tattoos will get into the conversation. The elf will report that his name is Fenris. He will tell you what is happening here and will soon ask you to help him deal with his own master named Danarius. To help the young elf, you will have to meet him at night near the entrance to one of the houses, which is located in the Upper City.

When you are near Danarius' house, Fenris will join your team and you will automatically go inside this house. In general, the house of a Tevinter mage will be simply filled with demons, among which there will be many shadows and several Demons of Rage. In addition to demons, there will also be traps, so be careful.

Danarius' room is located on the second floor of this house and is currently locked. To open the doors, you will need a key, which can only be obtained from the Demon of Fury. This Rage Demon will attack you like all the other enemies in the northeast part of the house. Once you get the treasured key, go back to the doors and open the room. After you open the doors, you are greeted by a squad of enemies led by the Secret Horror. It will not be difficult for you to deal with him.

After you destroy all the enemies, then Fenris will be with you about the result of your attack and leave your team for a while. The next time he talks to you is after you get out of here. In a conversation with him, you will have the opportunity to recruit him. Fenris, in turn, is perhaps the best fighter with a two-handed sword. And keep in mind that if you take him to you, then he will constantly swear with your magicians and constantly object against the decisions of the magicians. In addition, he is also romantic hero for Hawk (regardless of gender). After talking with Fenris, the task will be completed and Fenris can join your squad if you wish.

Fenris Hired

Just talk to Fenris in your house.

Varric - Questions and Answers

The task will appear after you go through a certain part of the storyline (which part is not clear). In general, go to the tavern called "The Hangman" and talk with Varric.

Isabela - Only Fools Rush Forward

The moment you re-enter the Hanged Man Tavern (usually when you go there on Varric's Q&A quest), you'll meet Isabela (you might have known her if you've played Inception) - she's a former ship captain. If you talk to her after she sorts out her problems, she will offer you a job. If you agree, then you will have to escort her to the place where a duel with a character named Heiderm will take place. The duel must take place in the Upper City. Isabela has suspicions that her opponent will go against the rules.

If you do what she asks, then at the indicated time and in the indicated place there will be not one enemy, but a whole detachment. When you kill everyone, then carefully examine the corpse of the leader of the people who attacked you. After searching, you find a letter with Hader's location. Isabela does not hesitate and soon goes to this very place. You need to follow her and fight off the attacking enemies along the way. As you clear your way, then go to the local Church. When there is a dialogue with Hader, then you can answer as you like, since your words will not affect anything.

If the subsequent battle is too difficult for you, then use this tactic: leave Hader on Isabela, and deal with small enemies yourself. And keep in mind that when Hader takes too much damage, she will be distracted from Isabela and pounce on the one who hurt him, so keep a close eye on your mages and archers. When you kill all of Hader's minions, then it will not be difficult for you to deal with him alone.

After the battle, Isabela will talk to you and at this stage the task will be completed. After that, she will become your new companion. Isabela - is a robber, has two daggers and besides this, she can become your romantic character regardless of Hawk's gender.

Isabela's connections

Talk with Isabela in the Hanged Man tavern and she will tell you there about her friend named Martin, who needs your help. After that, the task will be completed.

Welcome Home

Chat with Merrill in her new house. If you are very friendly with her, then you will definitely get friendship points with her.

Such Pretty Criminals

Talk to Merrill again.

Conversation with Anders

Talk to Anders in his clinic.

Act - 1: Non-story quests

Bone Pit

This quest is taken upon receiving a letter from Miiran or Athenril (depending on who you chose in the past). The letter will appear immediately after some time has elapsed in the first act of the game. In general, your former employer recommended you as an excellent guard for a character named Hubert. To find out more about Hubert's problems, you will need to meet him at the market square, which is located in the High City.

After talking with Hubert, it becomes clear that he needs to explore a place called "Bone Pit". At the moment, work in this place is no longer going on, and he needs to find out what happened to his workers (miners).

Go to these mines and along the way kill all the marauders that you meet. As you go inside, you will be met by a very large pack of small dragons along with a large female. As you defeat all the carnivores, then climb further up the stairs. Now you will meet small dragons from males - kill them all.

Moving on, you will soon meet a very frightened worker named Jansen. He will tell you that going further you will meet an even bigger dragon. You can fight a frightened worker, but we recommend that you just let him go. Go to the very edge of the Bone Pit and soon a dragon will descend to you. This is an adult dragon, but not the Supreme, that is, it will be slightly larger and slightly stronger than the rest of the cave dragons. The fight with this dragon is practically no different from the fight at the very beginning of the game with a large ogre. The battle will even be easy due to the fact that no one will support the dragon in battle. The only thing to remember is to dodge his fire attacks. In addition, his roar deafens nearby your characters. And if someone from your party is at a distance, then he can simply pull them towards him, but a warrior can get away from all this, if you constantly run around the dragon and constantly beat him, then he will not pay attention to the others and focus on only one enemy. So, as you kill this dragon, then remove from it an item called "Dragon Fang" (you will need this item to complete the "Herbalist's Tasks" quest).

After cleaning the mine, go back to Hubert, to whom Jansen already told everything about the dragons (although he did not believe him). In general, get your well-deserved reward - 3 gold. In addition, he will also offer you a partnership in the ownership of the mine. It is up to you to accept or not to accept, but in the end the task will be completed.

Back to Work

You will receive the task from the same Hubert after you complete the Bone Pit quest. You will have to persuade the frightened miners to return back to the mines. The workers will be located in the Lower City quarter, near the tavern called Hangman. You can talk to them however you like. If you choose to double their salary and the very ironic option when reporting to Hubert, then you will get friendship points from old Varric.

It was yours - it became ours

You can receive the task in the Hanged Man tavern from a friend of Isabela named Martin, but taking into account the fact that you spoke with Isabela on the assignment "Isabela's Connections". So Martin lost his cargo when he was attacked by pirates and he has a hunch that his lost cargo is somewhere in Kirkwall. If you start questioning him in more detail, then he will soon admit that he himself was engaged in robbery as a couple, but now he has repented and stopped, so he does not do it anymore. He now wants to start the life of a law-abiding man. If you agree to help him, then get friendship points from Isabela and Aveline.

During the day, head to the Port of Kirkwall. After talking with the loaders, they advise you to go to the head of the port. The harbormaster will send you to an assistant named Aden. Aden will require you to give him money and if you give him this bribe, then you will receive rivalry points with Aveline. You don't have to pay him if you don't want to. If you have not paid, then return back to the Port at night. At night, you can read the document on the Harbor Master's desk. From the document you read, you can find out the location of Martin's lost cargo.

Well, the cargo is in the eastern warehouse in Porto. Go right there. There are a couple of traps waiting for you inside, so be careful. In addition to traps, two more ambushes will be arranged for you: the first ambush will be located near the chest with the cargo, the second ambush will be waiting for you near the doors (as you go to the exit). Each attacking group of enemies will have an assassin with them, so be extremely careful.

In the end, you can go back to Martin with the report and the sample you found in the chest. After a short conversation with Martin, you will have a choice: refuse to reveal to Martin the location of the lost cargo (and in this case, get friendship points with Aveline, and rivalry with Isabela) and at the same time he will dump the Hanged Man from the tavern, or the second option is to tell him ( and Aveline will not react to this action) and a little later Martin will become one of the new merchants.In addition, you will receive friendship points with Varric and Isabela.

First Victim

Once you're in the market square in the Upper City, read the ad for a character named Ghislaine De Carrak, who is looking for his lost wife. The injured man will be standing in the same square, just a little higher up the stairs. You can catch him arguing with the guards, who felt that the disappearance of his wife was a family matter and the guards did not need to intervene here. Ghislaine will tell you that his beloved wife loves men's companies very much, so she most likely ran away with one of her lovers. But the thing is that the relatives of the missing woman began to suspect the husband himself, so he wants you to find his wife and drop all charges against him. If you agree to help him, then you get rivalry points from Isabela.

So, from the leads you are given only a tip on an elf named Jitann, who works at night in a brothel called "Blooming Rose" (located in the Upper City). Ninette (Ghislaine's wife) visited him often enough. If you ask him, then he will answer you that he has not seen her for several weeks and that a templar named Emeric asked about her just recently. In addition, Jitann will say that you can find the templar in the Underbelly, so head there.

Upon arrival at the indicated place, a group of robbers attacks you and Emeric. You need to protect the templar and he will automatically speak to you after the battle. Emeric will tell you that he is investigating the case due to the fact that not only Ghislaine's wife was missing, but also several other girls. But not only the girls disappeared, but also the mage from the Circle named Maren. In general, after talking with Emeric, you will receive all the notes that the templar made during the investigation.

Based on the investigation of Emeric, the traces of the magician Maren lead to an old foundry, which is located in the Lower City. You should go there at night. When you get there, you will see that some kind of magician is hiding in the door gap, on the second floor. Literally immediately you are attacked by ghosts and the Demon of Desire. As you defeat them, you will rise to the top and in a pile of human remains you will find Ninette's ring.

You can inform Emeric (he is in the Casemates) and Ninette's wife about the result of the investigation. If you say that the ring was removed from the wife's severed hand, then the ring will be your reward for this quest. If you remain silent and silently pass the ring, then you will receive coins. In addition, you can tell Jitann about everything, but you will not receive anything in return.

letter of instruction

On the body of a murdered sorceress girl named Olivia (whom you had to kill while following the "Prodigal Son" quest), you find a letter that was addressed to the old Trask (templar). You need to give the found letter to Trask, who is located near the Casemates. You can demand a bribe from him or simply promise not to tell about the secret. Isabela will absolutely not care about your choice, and the only one who will not mind a bribe is Fenris. For the rest, you will receive points for rivalry, but in any case, the task will be completed.

Unsolicited salvation

On the square of merchants, near a merchant named Jean Luc - read the announcement of a reward for the missing son of the Viceroy himself. In general, as you take this task, then go to the Governor's palace and talk to his seneschal named Bran. At the place of arrival, it turns out that a girl named Ginnis ahead of you. Ginis is the head of the Nevarra mercenaries, the gang is called "Winter". In short, you have competitors. After the lady falls down, then Bran will tell you that Seimus Marlowe is gone, but quite recently the Qunari were hanging around him. If Aveline is in your group, then you can ask why this case was not transferred to the city guard and in return you will receive friendship points with her. If you refuse given task, then you get rivalry points with Aveline.

So, if you agreed to this task, then Bran will send you to the Equal Shore. Go right there. When you get there, it turns out that Guinness is ahead of you again - you find her along with a very upset Seimus. The conversation with Guinness will end with the fact that you have to kill her. As you kill her, then you will be attacked by enemies, which consist of two waves. The first wave is the same mercenaries led by the Commander, who is very strong in close combat, so beware of him. The second wave will be almost the same as the first, but now instead of the Mercenary Commander there will be an Assassin (so a very strong fighter). After quite a long fight, take the boy to his father. If Aveline is in your company, then you are provided with rivalry points with her if you support your son or father in a conversation. But if you do not support anyone, while declaring equality, then you will receive friendship points.

Magistrate's Order

You can receive the task from the Magistrate named Vanarda (the Magistrate is located in the High City, near the Church). So, having heard about your past deeds, he gives you the task of returning the fugitive criminal back to him, but he has a mandatory condition - the criminal must be alive, not dead. If you ask what he did, the Magistrate will answer you with very confusing statements and at the end will say that escaping from prison is already a serious crime.

A new location will open on your map - go there. When you are talking to the soldiers of the magistrate, you will be suddenly interrupted by an elf named Elren. You will recognize him, for which they imprisoned a fugitive criminal. Elren wants you to kill this scoundrel, while arguing that the court supposedly will let him go anyway, since the criminal did not touch people, only elves. It's your choice to promise or not. Your decision will not bind you to anything. In general, as you decide, then go inside. Undead, spiders and bandits will live in these ruins. From one of the spiders you can get an ingredient called Silk Gland, which is needed by Solivitus on the "Herbalist's Quest" quest.

As you clear part of this area, you will soon find a girl named Leah, who is Elren's daughter and, despite all the fears, she is wonderful, although she is very scared. She will tell you a little about the kidnapper and ask you to be more lenient towards him. The promise of this girl will not oblige you to anything.

Going a little further, traps will follow, and a little further - the undead. Kill everyone and move deeper. In the central room there will be a very difficult ambush to overcome, which consists of undead and spiders, while the Secret Horror will command the entire pack. As you deal with everyone, then go further and soon you will find Kelder - the same fugitive criminal. Kelder will tell you very interesting information about the Magistrate and ask you to fill him up. If you decide not to do this, you will get an increase in rivalry with almost all of your associates. If you decide to leave the fugitive criminal alive, then he will run even further down the corridor and in order to catch up with him, you have to overcome a huge and strong group of undead, which will be led by a revenant.

If you kill Kelder, then the Elren elf will give you one gold, and the Magistrate, for unknown reasons, will be extremely unhappy with this and will soon leave, saying something under his breath about negative consequences for the player, although there will be nothing in the future. If you spared the criminal, then the Magistrate will give you the same amount. In addition, you can blackmail, allegedly revealing the secrets of the Magistrate, if he does not give you more gold, but this action will earn you rivalry points with Aveline.

Herbalist Quests

This quest is given by a herbalist named Solivitus. There is a herbalist in the Casemates. The quest can also be accepted if you find one of the important ingredients for the herbalist (you can get two ingredients long before the conversation with Solivitus). So, the herbalist will need: Dragon Fang - you can remove it from the Adult Dragon on the instructions "Bone Pit"; Spider Silk Tongue - You can remove it from a poisonous spider that you kill in the quest "Magistrate's Order" and Ironbark.

The last ingredient can only be found if you have spoken to Solivius. Go to the Dalish elf camp and talk to the master named Aylen. After the conversation, a new location will appear on your map. In this location, you will stumble upon a small group of darkspawn. A huge Ogre will lead the enemies, so be careful. The ogre will come to you in the last raid on you, so you will still have time to deal with the rest of the opponents. The Ogre is not too difficult to defeat, just try to fire at him with your mages and archers. Long-range party members must be placed on some hill. As you clear the area of ​​enemies, then take the Iron Bark as soon as possible and take it to the herbalist. Ha completed the task, he will give you three gold coins.

Unfinished Business

So, the task depends on who you chose in the Prologue of the game. You will receive a letter with a task from Athenril or Miiran, depending on who you hired at the beginning of the game.

If you have chosen Athenril, then go to the quarter called the Red Light District of the Upper City and, when you are there, talk to the elf. When you meet her, she will tell you that an ambush is being prepared for her messenger named Price, which is planned by competitors. If you agree to this case, while you have Carver or Aveline in the group, then you will get a plus for rivalry points with them.

In Porto, at night, you will first come across a squad of enemies that are chasing Price. The fight with them will be quite serious, as there are three waves of enemies, in which there will be many warriors and an archer, while the most serious enemy will be the killer who will attack during the second wave. But as you deal with these enemies, then talk with the guy and you can offer him to pick up all the values ​​​​of Atenril (what he carries) and build a new life for himself with his sisters. In general, if you hand over everything to Atenril, then you will receive a reward, if you then let Price go and tell the truth to Atenril, then you will receive rivalry points with Varrik and Carver. But if you cheat by saying that supposedly things were stolen, then you will receive friendship points from Varric, Aveline and Carver. But in any case, if you let the guy go, you don’t get rewards, but in the last situation, she will at least promise you to adjust the work in the future. If you return all goods to Athenril, then you will receive rivalry points from Aveline.

If you chose Meeran in the Prologue, then you will need to meet him in the Lower City. Meeran receives an order to kill a lord named Harriman, but things don't go according to plan and he fears that his people might die.

Go to the Port when the sun goes down and soon you will come across Gustav (Meeran's subordinate). The guards will attack him. As you deal with him, a conversation with Lord Harriman will automatically begin. Now you have to choose - to kill him or just let him go in peace.

If you ask why they want to kill the lord, then you will hear the desired answer, but you still have to kill him, while you will receive rivalry points with Varrik, Carver Aveline, but if you just kill him without any question, then you will receive rivalry points only with Aveline.

After that, you can go to Miiran along with your report. If you decide to spare Lord Harriman, then you will have a choice - lie or tell the truth. If you tell the truth, then you will no longer have any common business with Miiran, and if you lie, then you will be given a reward for the saved Gustav, while he will not reveal your secret. If you killed Lord Harriman, then you will receive a large enough reward, which is much larger than saving Gustav, in addition to this, you will be provided with a job in the future.

miracle workers

In the area of ​​the Lower City, near the entrance, you will soon stumble upon a very suspicious group of characters who are trying to give people the "healing ashes of Andraste". When they finish breeding people, a sergeant named Melrinda will appear. Talk to the sergeant and soon you will receive the task of stopping the front organization of "miracle workers", who actually stand in the ranks of the Charter.

Liars will sit in the Residential part of the Lower City. As soon as you approach them, they will immediately attack you. Kill them all and return back to Sergeant Melrinda to receive your reward and complete the quest.

Secret Meetings

When you visit the Hanged Man Tavern again, you will soon notice a very strange lady. The lady will have a task for you: she will go to the Port at night, where the pirate captains live and deal with everyone there. If you also carefully listen to what they will discuss there, you will also receive additional rewards.

In general, go to the marked place. It is not necessary to work stealthily to eavesdrop on a pirate conversation - if you move forward very carefully and stop in time, you can listen to the entire conversation to the very end. Well, when you are already noticed - kill everyone and return for your reward.

Change Your Nature

The task will appear only if the Gray Guardian you imported once took the side of the werewolves and did not remove the curse from him. If you did just that, then soon Clara - a representative of the werewolf clan (who you will find in the camp of the Dalish elves) will ask you to bring her some ingredients for the potion. There will be only four ingredients and all of them will be located on the Broken Mountain: the first is in a chest, in the camp of the Dalish elves (opposite Clara); the second - in the southern part from the entrance to the cave, behind a stone wall; the third - in the heated ruins, which is located in the western part of the Broken Mountain; the fourth is from the elven graveyard in the eastern part, on the opposite side of the Shattered Mountain, where you once performed the ritual for the Long Way Home quest. After you find all four ingredients, then return to Clara and she will give you a reward.

Dark Epitaph

The task will be available to you if you imported the hero from the first part and at the same time spared Avernus in the past at . If you did everything that way, then you will soon find a messenger on the corpse, which will be on the Ragged Shore - Avernus's experimental potion. If you drink this potion, then you will get an additional two points to the characteristics. In addition, there will be a letter from Avernus. The letter will be addressed to the Warden Commander of Ferelden from the Warden Commander in Weishaupt Fortress. The potion can be drunk immediately and no side effects it won't call. You will have to put the found letters in a barrel, which is in the foundry. A little later, you will receive a reward from the Gray Wardens for sent messages.

conspirators

The task will be available if you imported a character who decided to burn Amaranthine during the Awakening walkthrough. The task will be given to you by a sister named Joanna, she will be in the Lower City. In general, you will have to find and kill four nobles who fled Ferelden after they tried to kill the Warden Commander. Location of the nobles: the first will be located in a brothel called "Blossoming Rose"; the second will be located in the High City; the third is located in the Port, but can only be found at night, and the fourth can be found on the Broken Mountain.

After you deal with all four traitors (along with their bodyguards), then return to the sergeant for your well-deserved reward. In addition, the sergeant can issue an award separately, that is, for each person killed separately.

The Last of the Kind

The task will be available if you imported the Gray Warden, who chose Orzammar Belen as king. In this case, in Porto you will stumble upon Renvil Harromont, who is attacked by a gang of bandits. You will need to help him fight off enemies. Harromont will ask you to help him get rid of the tail that was sent by the Charter. You can do as he asks you, but you can also talk to the leader of the bandits. The conversation with him is immediately at the first meeting with a group of enemies. In general, you can hand over Harromont to them, but after that you will have to fight along with him and his bodyguards. If you killed Harromont, then you will receive three gold coins from the Charter. If you helped Harromont, then you will first receive one gold piece, and then, at the very beginning of the second act, you will receive a letter containing an additional reward from Harromont: five gold coins and a very good gloves for a warrior.

Street Cleanup

The quest chain is that you have to clear several streets of Kirkwall at night. So, you need to clear: Port, Lower City and Upper City from robbers. After you complete any of the above written tasks, then a lady will come to you and will be marked as "Friend". She will praise you for the work done and promise you a reward in the future. To get what the lady promised, you need to go to the tavern called Hangman (at night), and look for the lady in one of the rooms. As you deal with the remaining gangs, then talk to her again and get the rest of the reward.

sharp thorns

Explore the Lower City at night. Here you will be attacked from time to time by bandits from a certain gang called "Sharp". After you kill enough of the enemies, you will get a tip on the location of their base. Their headquarters is located in the same location in one of the houses, which can only be entered at night. As you go inside the house, you will meet a couple more bandits, but already under the leadership of the leader.

To get a tip on their hideout, you may have to exit and re-enter the location of the night Kirkwall. A couple have to clear the streets up to three times, perhaps this is a bug, and perhaps it is planned by the developers. In general, keep this in mind. As you deal with the enemies in their shelter, then return to a certain "Friend" and get your reward.

Riots at the Pier

The task is similar to the previous task, only this time you will have to defeat a pirate group called "Red Water". Pirates operate in the same way as the previous bandits - only at night. When you find their lair and are already fighting them inside, then try to bring out their leader - the mage Lich as soon as possible and you can greatly ease the difficulty of the battle.

Night Deception

So, the task is similar to the previous two. This time, you will need to deal with the false guards who have settled in the High City. You can usually find it only at night. This task is more difficult than the others in that the final battle will be not only with their leader named Perth, but also with a pack of minions. In addition to the fact that there will be more of them initially, waves with enemies will soon follow (of which there will be even more). And keep in mind that in this room there will be very little room for your maneuvers.

Lost and found

Most of these tasks is that you need to return the lost things. You can find these things in the course of exploring locations / terrain, or simply in other tasks. For items found, you will usually be given gold along with experience.

Home Accounting

You can get the task only if you imported the Gray Warden from the last part, who sided with Harromont. You can find these documents from the corpse, which will lie on the Ragged Shore, in a location called "Crossing the Dead". You can get there on the assignment "Powder Hopes". As you find the item, then return it to the gnome who lives in the High City.

Scar in a Bottle, Issue Year 5:34, Sacred Era - you can find this bottle in the west room of the Viceroy's castle. When you find it, you only need to give the bottle to the elf, who is located in the Lower City (southwestern part of the location).

Occupied Kirkwall Map - You can find another bottle, just like last time, in the western room of the governor's castle. You will also need to give it to the elf, who is located in the southwestern part of the Lower City.

Seal of House Talvayn - you can find the signet in the cave, which is located on the Broken Mountain. Through this cave you go on the assignment "Long Way Home". When you find this signet, then return it to the representative of the house Talvane, who is located in the Upper City location.

Toe of the Perfect One - you can find this relic in the box, which is located in the room of Jithanna on the "First Sacrifice" quest. You will have to go to a brothel called "Rose Bloom". As you find this relic, then return it to the dwarf, who is located in the Lower City.

Locks of the Golden Fool - you will find a book in the northern part of the Church, on one of the standing tables. As you find this book, then return it to the elf, who is in the Dark City.

Dalesdottir shawl - you will have to look for a shawl in the daytime, in a tavern called "The Hangman". Once you find the item, return it to Mais Daylsdottir, who will be located in a brothel called "Rose Bloom".

Grimaur of the Apprentice - you can find this grimoire in the secret hideout of the Blood Mages, on the assignment "Enemies Among Us" (near Keran). In general, as you find the grimaure, then return it to a character named Bonwald, who will be located in the Lower City location.

The remains of Sister Plint - you can take the remains of your sister in the location of the Cloaca, near Danzig, which you will meet on the assignment "Prodigal Son". As you find the remains, then return them to Brother Plint, who will be in the Church.

The tip of the Sword of Eustis - you can find this item in a bag, in a mine called "Bone Pit", which you will enter on the "Bone Pit" quest. As you find the little thing, then return it to the guard named Eustis (she is in the governor's palace).

Remains of the Rogue Silsam - you can find these remains on the floor in the location of the Underpass (a room in the north). You can get to this location at any time from the Port location. Once you find these remains, then return them to an elf named Ebu Silsam (who is in the camp of the Dalish elves).

The remains of the Rogue "Bearded Beast" - the remains are on the surface of the Bone Pit Mine. The location will appear on your map if you agreed to help on the "Bone Pit" task. The remains are in the northwest side of the location.

Red Bud - This flower is located in the Ragged Coast. Once you find it, return it to Dalien Shau, who lives in the Underbelly area.

Act - 1: Final

After you inform Bartrand that you are now ready to go on his expedition, then all your characters will automatically join you. Next, the dwarf will make an interesting speech that concerns your campaign. But before he finishes his speech, your mother interrupts everything. The mother asks you to leave your brother or sister (depending on who you play), because she is very afraid of losing all her children. If you agree to this, then you will get rivalry points from Carver, but if you take him, then you will get friendship points. If Bethany is with you, then you can leave her at home without any negative consequences, but on the condition that you have one hundred percent friendship with her. In general, if you are going to leave your sister or brother, then try not to answer too rudely, as the consequences are extremely negative.

When you are engaged in the selection of characters in the group, please note that during the expedition you will not be able to choose a new composition. In this part of the game, Varrick will be in your group in any scenario. After you figured out everything and go on a hike, you stumble upon your first serious obstacle - a collapse. The miners will argue that they will not be able to clear the path, but going to the side is also not an option, since there are a lot of darkspawn there.

So, by offering yourself as a volunteer for reconnaissance in the tunnels, you will receive additional task from our familiar gnome named Bodan. It turns out that his adopted son, named Sandal, is lost somewhere in these tunnels and the worried dwarf begs you to find him. If you agree, you get friendship points from Aveline and Varric.

Either way, go explore. Darkspawn will soon be on your way - as it should be in the Deep Roads. In the end, you will come to a clearing, where there will be several "fat" chests that no one will even guard. At this point, anyone will have any doubts. In general, the enemies will not make you wait for their arrival. As you climb the stairs to the door, you will suddenly be attacked by a group of spiders led by just a huge spider. Please note that it big sizes- his own weakness. Due to the very large dimensions, he will not be able to climb the stairs, so if you can stand on the steps higher, then you can just shoot him without any problems. As a result, the enemies will be defeated without any problems. After the battle, go a little further and destroy all the creatures of darkness that come across along the way. Eventually, you will arrive at a healthy Sandal. After you talk to him, he will return back to the camp, and you can continue your exploration of the tunnels.

Almost a few steps further, a new ambush awaits you. New ambush, different from old topic, that there will now be an emmisar in the group of attackers, so we recommend that you be extremely careful. As you deal with the enemies, then continue to move on. Soon you will come across a ladder - go up it and find yourself in a room where there will be only one ogre. His loneliness is compensated by the fact that there are just a bunch of traps around him, they are scattered throughout the area of ​​\u200b\u200bthis room, so it's best to lure the ogre to some safer place or to a safe area. In general, it all depends on your game tactics and the composition of your group. After you kill the ogre, then move on and you will finally see a way out of this place. The exit will be guarded by an ordinary dragon (not the Highest). The dragon will start the battle with you all alone, but after a few minutes he will start calling his cubs to help him, so keep this in mind.

As you deal with the next monster, then move to the exit. As you exit, you will automatically find yourself near Bartrand. Report to him about the ongoing reconnaissance. After the report, you will find yourself in a place called Primary Thayg - which was your main goal on this expedition.

As you talk to Baratrand, you can sell or buy something in Bodan's shop (unless of course you have an urgent need for this). As you dress up, then go ahead and carefully examine this teig. At some point, Shadows attack you along with a golem (and keep in mind that golems are more powerful enemies, not like in Inception, they are more like golems from).

As you deal with a new batch of enemies, then go to the Ancient Crypt. Here you will soon stumble upon a strange idol, which is made of the purest lyrium. A video will appear at this place, with the consequences of the find - watch and after, continue to move on. Inside the Crypt, you will be attacked by Shadows along with another golem. In addition, there will also be new enemies that no one has seen before. The new enemies are called "Pagans" - they look like a mixture of stone and spirit.

You will be attacked by more than one group of Pagans, so get ready. In the end, an unknown creature will start talking to you, who will offer you help in finding a way out of this place. The essence of this creature can be explained to you by Anders, but taking into account the fact that you took it. And in general, here and so it should be clear what it is. If you agree to the creature's offer, then you gain rivalry points from Fenris, Anderson, and Aveline. If you refuse, then you will have to fight him. The enemy will call on the help of the Gentiles (and in no small number). In addition, it has several forms. And as you overcome the first (which is very weak), the second (more powerful) will appear. As you defeat your enemies or accept the terms of the agreement, then move on.

So, now get ready for the toughest fight in the whole of Act 1 (some even claim it's the toughest fight in the entire game). Let's start with the fact that you are attacked without any negotiations and dialogues. The Stone Spirit will have several unique and very powerful hits in stock, so ranged characters have a number of advantages due to the distance. It is important to keep your characters as far away as possible, as with his powerful blow, he can send your mage to the other world without any problems (even at full health). In general, if you correctly and correctly guide the actions of your heroes, you will be able to dodge almost all the attacks of this Boss. It is not possible to dodge only one attack - attacks with electricity (at a distance), which hits everyone, but pleases that it does little damage.

When you remove some of his health from him, he moves abruptly to the middle of this cave and begins to burn with red sparks. You will now have to react extremely quickly and hide your party members behind the standing columns, since he will now hit the entire cave with a very strong attack, and it will be possible to escape from it only behind these adjacent columns. After his attack, he remains motionless for a while, but even at this moment you will not be able to hit him, do not even try, as he will summon Pagans who will interfere with you. As soon as he wakes up again, then repeat the above tactics a couple more times (if necessary). When you defeat him, you will notice that behind him is a very decent treasury. The key that will take you out of this Crypt will lie in one of these chests.

If you previously accepted the demon's offer and agreed to have him accompany you, then now he will only require you to take the key and leave the Crypt, but here you can give Varik the opportunity to talk with him.

So, the exit from this dungeon will end Act - 1, but keep in mind that events diverge in the future from the one who went with you to the Deep Roads. It takes into account whether Bethany or Kavera were with you.

In the event that you took Carver or Bethany in the past, then after you leave this crypt and talk with Varric, your relative will ask you to go a little slower. After you look closely at him, you see that he is infected with filth.

If Anders is in your group, then he offers you an alternative option - to become a Gray Warden. He will tell you about where he got the maps of these Deep Roads in the Free Marches, and about the fact that at the moment there is a group that consists of Gray Wardens nearby, so if you hurry now, you can save Carver or Bethany .

Moving forward, Anders soon reports that there is a danger ahead that comes from the creatures of darkness - he feels them like the Gray Wardens. Do not be afraid to see the crowd ahead, they will be weak, there will not be any particularly dangerous threat from them. As you lay down the whole crowd of creatures of darkness, then at the last stage a group consisting of Gray Guardians joins you.

Watch a very interesting conversation between Anderson and the Gray Wardens, and then persuade them to take and perform a ritual for your sister or brother. The Guardians will kindly agree and take either Bethany or Cover with them. Anderson will comfort you, after which you continue on your way again.

In the second act, you will receive a letter that will describe new life your brother or sister in the Gray Wardens. A little later, you will be able to meet with a relative, but as permanent associates you will not be together.

If you did not take Carver or Bethan with you then, then a very unpleasant surprise awaits you when you return home. If Kaver is with you, then he will join the ranks of the templars. Well, if you had Bethany, then Knight-Captain Cullen would somehow sniff out that she was a mage and take her to the Kirkwall Circle of Mages. Of course, you will be able to meet with them in the future, but in the future you will no longer be associates.

Act - 2: Storyline

So, after the events that took place in the first act, the treasures found from the Deep Roads brought you a very good fortune, and it, in turn, will bring you great respect in a higher society. What can I say if even the governor noticed you. In general, the events of the second act begin exactly from the moment when the governor calls you to him.

Kuhn requirements

You will receive this task immediately after you talk to the governor, but the full completion of this task will not be until the end of the second act, so there is nothing to worry about yet.

Explosive Service

The Viceroy is very worried, not only because of the even more growing confrontation between the Circle of Magi and the Templars, but also because the Qunari have not left the city. He will tell you that you should go to the Arishok, but why is still unknown. All that is known is that he demands that you come to him. Even called you by your first name.

Travel to the Port during the daytime and speak with the Arishok there. He will tell you that someone stole his recipe, according to which you can create a special explosive - gaatoga. What is more shocking, it turns out that the recipe is not explosive at all, but poisonous gas, which was specially planted for the kidnappers. If this gas is inhaled for a very long time, then everything will end up with the fact that the inhaler simply goes crazy and, in the end, death comes. Naturally, all suspicions fell on a familiar dwarf named Javaris (if you remember, he used to hunt for this recipe).

Here Varrik will tell you that at the moment in the Underbelly the Society is starting to sell Javaris' things, so apparently he has already fled the city. Go to the Underbelly (note that the tip of the dwarf Varrik is not required, in any case you will find the necessary characters there). Near the entrance to the dungeon, talk to the Society, or rather, to the representative who is just selling things. You can choose absolutely any dialogue, but the answer will be the same - Jovaris left the city in a hurry, while leaving a bunch of debts. There is only one way to leave the city bypassing the guards - using an underground tunnel with the interesting name "Smuggler's Pit".

So, turn the corner and head towards the Smuggler's Pit. Go to this dungeon and move to the opposite exit. Keep in mind that there will be a lot of different bad people in this dungeon. Here you will meet many enemies, including the Assassins, who are very fond of attacking in the back. Keep a close eye on your characters, who have very little health. In the tunnels on the side, in addition to the bandits, you will meet more spiders (poisonous). Before entering the "Smuggler's Pit" try not to miss the chest, where you can find a gift for your Isabela - a ship in a bottle.

As you exit this dungeon, you immediately meet the guards of the dwarf. Here you also need to watch the back of your comrades-in-arms, as enemies can strike from the rear. After you kill all the guards, then burn with the fleeing dwarf. Javaris will tell you about his difficult life, after which he will inform you that the culprit of all that is happening is not him at all, but another character who is currently on one of the streets of Kirkwall.

You can either let go or kill the gnome - the choice is yours. Note that Aveline and Varric will not approve of killing a dwarf (you will get sp = rivalry points with them). Go to the dungeon, where the map of Kirkwall will open for you with a new location - a fallen bottle. Go to this street, where the elf will be located. As you arrive there, you will immediately meet with a group of city guards, who will be commanded by Sir Macon. From him you learn that something happened in the alley - apparently someone tried to use the Kunar recipe. As a result, the guards try to block off some streets. You will need to convince Macon that you can deal with everything. If Aveline is in your group, then she will speak with the guards, after which the conversation will take place between you and her. If you answer with a joke, you will get a few points towards the rivalry with Aveline, if you choose any others, then you will get friendship points.

As you go down into the alley, your group will suddenly begin to lose health due to the poisonous fog that is located throughout the area. You need to quickly find the levers that are located on the ground and use these levers to block the gas barrels. But everything will not be so simple: after each blocked barrel, you will need to fight off the attacking enemies. The first attack will be weak, the rest will be stronger. We recommend that you run up to one of the side dead ends and stay there, since the position is very convenient in the sense that enemies will run up to you in turn and you can deal with him one by one. In general, everything, as always, depends on what tactics you use and what tactics you have.

The sequence of overlapping barrels is not a fundamental option. After each massacre, a lever will appear under the corpse of the enemy (the first option is an exception). Each time you cover a barrel, the damage you take from the poisonous gas will decrease. And keep in mind that you will not be able to block the barrel until you defeat all the enemies, even if you have a lever.

As soon as you close the last barrel, then the poisonous gas will no longer be dangerous for you. Soon a sick elf will appear. And the conversation with her will end in a battle. Solving problems peacefully simply does not exist, so kill her with a clear conscience.

After defeating her, then return back to the Qunari Camp and tell the Arishok about what happened. Tell him the real story of what's going on. Next, you must listen to his speech and go along with your report to the Viceroy. On this task will be completed and you will automatically receive the next one.

Profit and Loss

You will receive the task only if you accepted money (as help) from Dougal in the first act, when you equipped the expedition to the Deep Roads. Dougal will suddenly appear in your house and will demand to give him an additional payment (despite the fact that you returned his debt to him with interest). If you refuse him, then she will attack you when you move from one part of the city to another.

Find and Lose Again

You will receive the task automatically from Viceroy Dumar after you have completed the task "Explosive Service". So, the governor is very much concerned that a group of Qunari ambassadors who once came to his fortress are gone. Go and talk to Senschal Bran about it and go to a tavern called Hangman at night. In the tavern, you will need to ask a very drunk guard named Orvald about what happened. We recommend that Aveline talk to the drunken guard, as she will quickly get the information you need and at the same time you will receive friendship points with her. If Aveline is not in the group, then everything will end up fighting along with Orwald. In addition, several more visitors to the tavern will side with the guard, despite the fact that, even if you try to choose the most peaceful solutions. In general, in the end, the guard admits to you that one of the templars issued a decree about the Qunari, while he even showed the seal of the High Priestess Eltina.

Head to the church during the daytime to speak with High Priestess Eltina. In one of the central halls, you will soon be met by the already familiar girl Petris. It turns out that Petris has already been promoted right up to "Mother". On the spot, she will very easily hand over her former accomplice - he will be a very fanatical templar named Vernell. Vernell has held citizen meetings that are extremely negative against the people of the Qunari. So Varnell is somewhere in the Cloaca area.

Rather, go to the place indicated to you. Upon arrival. a conversation will start and so that you do not say nothing good will come of it. If you follow aggressive lines, then you will earn a few friendship points from Aveline. In the end, everything will end with another skirmish. There will be a lot of enemies, but Varnell will be the strongest of them all, while the rest of the fanatical personalities will not be too strong, but will take their toll due to the fact that their number is huge.

After the end of the battle, as soon as you kill all the rebels, the Viceroy himself will arrive at the place of the skirmish and after talking with him the task will be completed. Upon completion of this task, you will receive friendship points from Aveline, but on the condition that you advised not to talk about what happened.

Note: Although the journal will not say anything, you can easily talk to the Arishok about what happened here (after you finish the task), in return you will listen to the Arishok's personal opinion about you and about the Viceroy.

Prime suspect

You will receive this task at the very beginning of the second act of the game. Aveline will unexpectedly come to your house, while she will be very unhappy with the importunity of a templar named Emeric, who has been investigating the case of the mysterious disappearance of girls for several years (this is a continuation of the story that concerns Ninette's ring). At the request of the captain of the guards, go to the casemates and talk with Emeric - he will tell you that he allegedly attacked the trail of a mysterious killer who sends white lines to his future victims. The Knight Commander forbade Emerieu from this investigation and therefore, Emeric hopes that you will complete his case.

The prime suspect at the moment is an Orlesian named Gascar Dupuy, who has recently arrived in the city. It turns out that he made inquiries about the girls. You will need to get into his house, which is located in the Upper City and find evidence confirming his involvement in the girls - or vice versa, innocence. In general, go to Dupuy's house.

As soon as you enter his house, then you will be attacked by ghosts, which will be led by the Demon of Wrath. As you defeat him, then go up the stairs and go into the hall in the center, where you will be attacked by a couple more ghosts. Further in front of you there will be two doors: in the room on the right side you will find a jar of blood, which will indicate that the owner of the jar knows Blood Magic; behind the left door there will be a ladder. Climb up this ladder and soon you will find a note where Meredith (Head of the Templars) will apologize. In addition, there are two more doors nearby. In the room on the right side you will find a chest with women's things, and in the left room there will finally be Dupuy himself in the company of some girl who will scream about the attack and kidnapping. Dupuis will begin to excuse himself by allegedly detaining this girl and using Blood Magic in order to find the real maniac who killed his sister. There are two options for you to choose from:

If you don’t believe him and attack him, then demons along with ghosts will immediately come to his aid, and even after you kill everyone, he will still be able to dump you. You will have to chase him through the rooms for a long time, but in the end you will kill him.

If you believe him and let him go, then he will ask you to keep him informed of all events and, if necessary, find him in the Cloaca (where he is going to hide). Then you will have to return back to the Casemates during the day and tell Emeric about everything, but unexpectedly, along with the usual templar, you will be met by a templar named Moira, who will tell you that Emeric recently went to a meeting that was scheduled in one of the alleys of the Cloaca. Going after him, it turns out that he was killed and lies on the ground. There will be ghosts around him and how to deal with them, the Demon of Desire will appear. After the massacre, Moira will appear and ask what happened (is Dupuy guilty?). Answer her as you see fit and this task will be completed.

All that's left

You will automatically receive the task after completing the previous task "Prime Suspect". Upon arrival at your home, you find out that Leandra Hawke left your house under strange circumstances and never returned. You can find out where it is in two ways:

Method one. Go to a meeting with Gamelin, who will be in the Lower City location. There you will meet a boy who will need to be asked about where Leandra has gone. The boy will tell you about the fact that some gentleman asked Leandra Hawk for help. Next, you will have to follow the bloody footprints that will be in the foundry on the ground.

Method two. If you once spared Gascar Dupuis and did not tell Moira about everything, you can find him (as he said) in the Cloaca in the south of the location. By using Blood Magic, you will automatically be transported along the tracks.

As you find yourself in the foundry, then move along the bloody spots and soon find yourself at the hatch. Get down. After descending, you will immediately be attacked by a couple of ghosts and the Demon of Wrath. Once you kill him, move on. In the exit to the next room, you can find the lost amulet of your Leandra Hawke. Go down again and fight the Demon of Wrath. As support, the demon will have ghosts, possessed and resurrected corpses. After all the enemies are finished, then turn your attention to the portrait that hangs over the fireplace - the girl depicted in the portrait will be very similar to Liandra.

Go further and soon you will need to go down even lower. Here you are already waiting for the real killer, who was constantly tracked down by Emeric. If Gascar Dupuy arrives, the killer will speak with him, and you will finally find out what Dupuy wanted. If you choose the option with an asterisk, then you can convince Dupuy to give up his intentions and take your side. Otherwise, he may side with Quentin and attack you. Other than that, if Varric is with you, then Dupuis can give up everything and remain neutral.

The battle with the killer will consist of several stages, which will be associated with the summoning of the Desire Demon. The demons will be the embodiment of Ninette, Alessa and Leandra. In addition, among the enemies there will also be ghosts along with revived corpses. As you kill everyone, then talk with Quentin and Liandra. After the conversation, you will automatically find yourself in your mansion.

At home, Uncle Gamelin will already talk to you, and after that, a romantic character, if and of course you have one. After long conversations, the task will finally be completed.

Following Kun

The task will appear automatically for you immediately after you complete the task "All That Remains". You will receive a letter from Viceroy Dumar. You will need to meet him at the indicated Fortress and talk about his son Seimus.

After talking with the Viceroy, go to the Arishok and talk to him already. Mercenaries attack you along the way. Kill them and move on. Arishok informs you that the son of the Vicar is most likely now in the church where he went to meet his father.

Head to the Church at night and see what's going on there. After that, talk to Petris. Together with her, fanatics will arrive in this Church, and at the very end of the conversation, you can’t get out of the fight with them. But fanatics will be bad warriors, which naturally only plays into your hands.

Soon, Eltina will arrive at the noise of the battle, and after that, you just have to watch what will happen next. You will not be able to influence the outcome of this sad story in any way.

Act - 2: Non-plot quests

Herbalist Quests

Old Solivitus, who sits in the Casemates, is still looking for rare ingredients. This time he needs the following ingredients:

A flower called "The Courtesan's Blush" - it is located on the Ragged Shore, near the cave where you once destroyed Tal-Vashot at the beginning of the first act.

Dalish Tattoo Ink - You can find this item in the Dalish Elf camp.

Heart of Varterall - You can find this ingredient only during a personal task from Merrill. Merrill's quest is called Reflection in the Mirror.

In addition, you can find all three ingredients even before you receive a task from the Herbalist. After you bring him all the indicated ingredients, then the task will be completed.

Pirates on the Cliffs

When you walk along the Ragged Coast, a little lower, where you found the missing Qunari squad, you will automatically receive a building to deal with a bunch of pirates. Going a little lower, you will notice a detachment of guards, which will be commanded by a lieutenant named Harley. She will tell you that marauders have settled on the cliffs, who serve the very famous pirate Ivets. But at the moment there will be no leader of the pirates, there will be his deputy - the Blood Mage Fell Order. The guards are unable to deal with these marauders, in addition to this, they are very much afraid of the Blood Mage. The lieutenant is waiting for reinforcements to arrive, but they are not there, and then only you appeared.

If Aveline is on your team, then you will have the opportunity to earn friendship points from her (for this you will need to select the "Let's fight together" option, and then raise the morale of the guards with your speech). In addition, you can also get her rivalry points if you decide to settle everything yourself.

Varric, along with Isabella, will not take this at all. Be careful, as there will be traps that stand on every path and on the outskirts of the pirates. If you yourself cannot neutralize them, then we recommend that you take Isabela or Varric to the team and quickly run through all the traps. There will be three types of traps here: poisonous evaporation, fiery explosions and those that will slow your movement.

When the battle with the enemies begins, we recommend that you immediately rush with all your might to the Blood Mage of the Fell Order, since when the marauders are left without his support, they will immediately become sheep, which you can easily defeat. As you kill all the enemies, then listen to the gratitude of the guards and take into account that you will find the appropriate reward, which you can receive in the Steward's Fortress from a captain named Jalen.

Don't forget to search the corpse of the magician, as we will start with such a thing as "Flexible Chain" - this is a guard pattern that is an upgrade for Aveline's armor. The item is like a single cell for runes. In addition, take a piece of sail from the corpse, from which you will receive a new task. As you finish with all the cases, then go to Jalen for a worthy reward.

Nightmares

So, Arianni, the mother of that rescued mage boy named Feinriel, has sent you a letter asking you to meet her at the Elvenage. It doesn’t matter where you sent the boy in the past (to the Circle or to the Dalish elves). In general, when you meet, the mother will tell you that her son has fallen into a dream and cannot get out of it, so she will ask you follow him to the Fade through the ritual of the Keeper Maretari.

Keeper Maretari will tell you that there is a possibility that you will have to kill the boy, while making him pacified. You will have to kill in the Shadow. If you agree to this, then you will receive rivalry points from Anderson and Merrill.

After you choose three companions for yourself, then go to the Shadow. If at the time of the conversation with Meretari Merrill was among your characters, but you didn’t take her to the Shadow at some point, then you will receive rivalry points from her, and if you take it, you will get a little less points to rivalry. If Anders is in your group, then upon arrival in the Fade, he will take the form of Vengeance and you can talk with him a little about this.

The shadow will depict a part of the Casemates, which you did not have access to before. In general, go to the courtyard and meet the Demon of Idleness, with whom you will need to talk. After that, there are two options for the development of events:

If you immediately refuse to cooperate with this demon, you earn friendship points with Anders, Aveline, and Fenris, but you gain rivalry points with Merrill. After you kill this demon, you go to the Demon of Desire. At this point, you temporarily get the appearance of Feinriel's mother and see how the boy is supposedly promised along with his father. You need to convince or mention the demons so that he understands that the father is just an illusion. If Aveline or Isabella is on your team, then the demon will be able to lure them to his side. Kill this demon along with his assistants. The unfaithful companion will also have to be killed. After that, you can go back to the courtyard, where the Demon of Wrath will also attack you. Once you kill him, then return to the demon of Pride, which is located in the opposite entrance from the habitat of the Demon of Desire. Along the way, be sure to look into the rooms on the right and left sides, as there you will be able to replenish your stocks in the codex. When you arrive at the place, then talk with the Demon. You can tell the boy that it all comes from demons, or you can simply convince him that all this is just an illusion, not to mention demons (since he himself will guess everything). If you have Merrill, Varric, or Fenris in your group, then he will lure one of them to his side and you will have to kill them all. After that, go to the courtyard and soon you will see Feinriel there. If in previous conversations you told him that demons were talking to him, then he will ask you to kill him, you can fulfill his request and after that, you will return back, but the boy will become pacified. But there is a second option - to convince that you need to go to Tevinter and continue your studies.

If, when talking with the demons of Desire and Pride, the boy did not say anything about demons, then he himself will offer the option of going to study in Tevinter. In general, in this variant, after returning from the Shadow, Maretari will give you one book that can be sold as a thank you (albeit for a little).

If you agree to a deal with the Demons of Idleness (defeat the rest of the demons and give him the boy, receiving in return power as six stat points), then Anders will attack you and you will receive rivalry points from Fenris, and Merrill has several friendship points. After, go to the Demon of Desire and persuade the boy not to listen to his words. Next, you just have to defeat the demon (who will also be able to lure one of the companions to their side), now kill the demon of Pride. Finally, you can go out into the yard, where the Demon of Idleness is already persuading the boy not to wake up, and you just have to play along with the demon and let him move into this young man.

If one of your associates betrays you, then after you return with everyone from the Shadow, you will receive a small task in which you will have to talk with him about what happened. After that, you will receive a few friendship points or a couple of rivalry points.

In addition, there will be one very interesting book in the shadows, which will add 1 point to the characteristics and some experience (550 op) to any character who reads it. The book is located in the same room in which you appear at the very beginning of the Shadow. You will only need to wait for the moment when it becomes available to you, and then activate it. She will constantly appear in the same place, so you only need to catch the moment.

Also in the shadows, you can also meet two more puzzles that are directly related to the barrels. In the same room where there are small and large barrels, you will need to line up the smaller barrels in one row on top of the larger barrels. In addition, you will also have a limited number of attempts before the demons attack you. After killing demons, you will gain experience, but you will no longer be able to manipulate barrels (you will receive 1 stat point as a reward). The next puzzle is that you will need among the white, red and yellow barrels to move all the red barrels to the center (two down, two up). It does not matter how the rest of the barrels that are on the side will be located further. Just like in the previous puzzle, your number of attempts will be limited (you will receive 2 attribute points as a reward).

Some of their

Somewhere in the middle of the second act, you will suddenly receive a letter from a merchant named Hubert with whom you shared the mines of the Bone Pit (if you agreed to co-ownership in the first act, of course). In general, the problem is that attacks on your caravans have become more frequent lately. But that's not all, because Hubert assures you that you have got a "rat". Okay, now it's time to talk to old Hubert personally, so go to the Upper City.

After talking with him in the Upper City, it turns out that he has already managed to figure out the one who, in turn, sold you. This scoundrel turned out to be a character named Sabin, in addition, he, like you, escaped from Lothering. Time to talk to him in person. If you agree to immediately talk to him, then you are transferred to the interrogation room.

You will have the life of your countryman in your hands. You can knock out all the information from him: stories, stories, dialogues (thus getting rivalry points from Varric, Anders, Avellina and Sabastian). But there is an option to calmly talk to him.

In any case, Sabin will tell you about his sad story, after which you will have the option to kill him. Naturally, the option of killing most of your party members will not approve. Therefore, for this there is another option - to hand it over to the authorities. You can also let him go, thereby raising the confidence of those who work in your mines. In addition to all this, in a conversation with Sabin, you can promise to help him, from which he will be very grateful to you (in this option, you will receive much more money and experience). You can also say in the dialogue: "I will sweeten the pill" and then he will tell you about his cache, in which the earned money will lie (even if there is not much of it, but at least something).

As soon as you agree with Sabin, then old Hubert will come to you, but with a representative of the Society (Lilly). You just have to tell about the decision that you made and after that, you can already move to the place of the attack on the caravan.

As expected, the robbery has already been committed, but the robbers have not yet managed to dump, so we enter the battle. After the battles, carefully inspect the entire clearing. Lilly unexpectedly says that she knows one of the robbers who attacked the caravan. In general, this acquaintance is not in the Society, but in general under the leadership of a certain Brekker. At this stage of the game, the girl leaves you and tells you to find her already in the Underbelly. Lilly herself goes to deal with Brekker.

Well, let's go to the Cloaca. At the place of arrival, near the entrance is the corpse of Lilly. At the same place, guys who are also members of the Society come up to you. In general, as expected, the murder is blamed on you and requires an explanation. You can solve problems with the Society in two ways: you can attack them and kill everyone, or you can just settle everything peacefully by telling them the whole truth about what is happening here.

After you settle the problems with the Society, then finally go to Brekker. He will be located in the dungeon of the Society, which is also located in the Underbelly. And be extremely careful, because along the way you will meet a lot of traps. After carefully examining the dungeon, in the end you find Brekker. After a conversation with him, any dialogue leads to a fight. After the massacre, the task ends. You just have to go and tell everything to old Hubert, who subtly hints that it would be nice if you visited the people who work in the mine from time to time, so that in the future there would be no more such problems.

Crawling in the Cave

The task will begin after you have completed the quest "Someone from Your Own". When you arrive at the workers in the mine (to visit them), they will ask for your help. Talk to the miners' representative named Jansen. He will tell you that spiders have started up in one of the mines, so it became impossible to work there. Well, let's go to fulfill the request of the workers. Immediately at the entrance you will meet the Spider Queen along with a couple of her children. Kill all enemies and return back to Yasen, whose task will be completed.

Cave of the Dead

As soon as you return to the Bone Pit to the miners, Jansen again informs you about the problems. Now it is impossible to work in the mines due to the unexpected invasion of the dead. Go to rake up the next problems. Move to the mine that Jansen told you about and kill all the undead there that will only be. In the group of this undead there will be a revenant along with the Arcane Horror. As soon as you kill all the monsters, then go back to Jansen and hand over the task to him.

Search Kirok

The next time you visit the Bone Pit, you are informed that new problems have arisen. This time the workers broke all the tools for work. Hubert, who should be responsible for this, is greedy and in no hurry to send new equipment. Jansen tells you that he once saw a blacksmith in the Lower City, who could possibly make a large batch of picks to work in the mines.

Go to the Lower City and near the armor merchant you can find the very blacksmith who can probably forge a large batch of picks. The blacksmith will tell you that he will sell a large batch of picks for only fifteen gold pieces! Of course, there is no way to persuade him to drop the price, so you have to buy picks at that price. In general, after the purchase, go back to Jansen and hand over the task to him.

Fool's Gold

Please note that this task becomes available only when a certain part of the game is imported - it is not known for sure, but it is possible that it becomes available provided that Nathaniel Howe remained alive in Awakening. But it happens that the task simply does not appear, so based on this we can say that the task is buggy and anything can happen.

In general, in the High City, near the Trade Guild, you can meet a dwarf named Yevlen. It turns out that he has three sons and each of them, having heard enough stories about your adventures, decided to make the same foray into the Deep Roads like yours.

It's time to go back to the Deep Roads and find the children of Yevlen. At some point, in the Deep Roads, you meet one of the brothers, whose name is Emrys. In a conversation with this dwarf, you can decide which of the two remaining brothers you will go first. Keep in mind that the one you follow first will remain alive. You can't save two. In addition, in any case, you will be forced to fight off a large pack of darkspawn, a couple of which have emissaries in their ranks. And also keep in mind that at some points spiders will unexpectedly attack you.

In general, after talking with the found brother, go further. At some point, you will find the Golem Control Rod, which you can use on one of the golems that are not far from you. An animated gnome will be able to help you in a further battle in which you will have to push against the same golems.

Also keep in mind that even if you decide to follow Ivan (in the hope of finding a valuable sword), the weapon that you find will simply be irretrievably damaged. But instead of this weapon, you can find a very good club.

As soon as you get out of the Deep Roads, then on the surface you are met by a new group of darkspawn. In the group there will be not only ordinary creatures of darkness, but also an ogre along with an emissary. After you deal with all the enemies, then go back to the Yevlen dwarf and take a worthy reward.

Act - 2: Secondary tasks

The Lost Watch

The task is given to you by a Qunari warrior who will stand near the entrance to the port. He wants to find out where the patrolmen who were sent to the Ragged Shore have gone. You are suspected that it is you who are to blame for the murder of the patrol. In general, go to the place indicated to you by the Qunari warrior. The Qunari will indeed be dead, and among their remains will be a possessed wandering with a group of ghosts. Without thinking for a long time, they attack you. Once you've killed them all, then return quietly back to the port and tell the Qunari warrior about what happened there. As a reward, you get one gold coin and a nice two-handed sword called Binky's Solace.

Feeling the Fallen

In this quest, you will need to collect all the amulets of the killed hunters (there will be three in total) when you inspect the cave with the varterall on the assignment from Merrill called "Reflection in the Mirror". After that, you can return to the Keeper Maretari.

Midnight Meeting

You will receive the task only if sometime in the first act on story mission"Act of Mercy" overwhelmed the templars. After you receive the letter, then go to a meeting with one of the lieutenants of the templars, who wants to find out the truth about what happened to a whole squad of elite fighters. Any of your lines of dialogue leads to the fact that you start to fight with this templar. After killing this soldier, the task ends.

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

Death of Lothering.

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

Long way home.

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

Friend on guard.

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

New house?

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

Business conversation.

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

pacification.

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

Long way home.

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

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

Expedition to the Deep Roads.

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

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

Prime suspect.

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

Explosive service.

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

Find and lose again.

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

All that remains.

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

Following Kun.

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

Kuhn requirements.

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

Three years later.

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

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

On the loose.

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

Serve cold.

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

Last straw.

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

Death of Lothering

If you played the demo, then the beginning of the game is no longer a surprise to you.

So, your first acquaintance with the game begins. On the Diablo II-shaped screen, select the class and gender. Unlike the first part, you cannot choose a race - as in Mass Effect, only little people are available.

Getting familiar with the combat system. For this purpose, a legion of Darkspawn will fall upon you. We show them a goat, and also press the number keys, testing combat techniques. Later, a huge battle ogre will attack. You can't die in this episode. After the victory, you will be given to choose the appearance of the character. Epic Fail! It's supposed to be done BEFORE the game starts! It turns out that at first we play for one character, and then BAM! Already for another. However, this misunderstanding is brightened up by a wide variety of appearance settings. You can sculpt anyone you want, even characters from the first part. You can also import a save here. dragon age origins.

Finally, you receive your creation. We examine the area, search the corpses, kill the creatures of darkness. Along the way, we grow in level. See you soon married couple templars. A very unpleasant company, considering that we have an apostate sister. Unfortunately, you can't kill them. We move on, we meet the pt-mage and the company. You have to kill in that order. We collect loot and do not forget to increase the level.

The next fight is quite difficult. A huge evil ogre opposes you. Depending on your class, either a brother (if your class is a rogue/warrior) or a sister (if your class is a mage) will die. First you need to deal with his retinue, try not to engage in battle with the ogre until you kill all the pt. Well, then just make sure that the team does not rest. Then there will be another wave of Fri, and, finally, salvation in the form of a long cut-scene.

This ends the duplication of the demo.

Welcome to Kirkwall, Free Marches. However, they are not allowed into the city, you will have to linger in its port. We must find our kinsman, Hamelin Amell. Walk through the crowd. The guard will stop you. Ask permission to speak to the commander. Climb up the stairs. There, the deserted warriors of Ferelden argue with a guard to let them in. Get involved in an argument. Kill the deserters. In gratitude, the guard will bring your relative. Alas, just like that, he cannot lead you into the city. You will have to work out by hiring in a criminal gang. Which one is up to you.

On the one hand, untidy-looking people are mercenaries, on the other, elf smugglers. The mercenaries will ask you to kill the merchant, and the smugglers will ask you to collect the debt. Your choices will determine some of the quests you receive in the future.

Prologue.

Having chosen a class (mage, warrior, robber), as well as the gender of your character, we watch an introductory video in which a church seeker interrogates a rude gnome. The story that he decided to tell the girl begins with the battle for the village of Lothering. Garret Hawke (any name can be entered, but the surname cannot be changed) or the “Defender”, along with his sister, was ambushed by the “creatures of darkness”. When the relatives finish talking, we destroy the "Hurlocks" and at the same time get used to the controls. We agree to help Betoni (Hawk's sister), who will instantly deal with another group of opponents. The battle with the ogre shouldn't be too much trouble for you either, as Hawke has a couple of abilities that allow you to knock the thug to the ground. Once on the ground, the brute turns into easy prey for our blade. After the appearance of the dragon, the girl will interrupt the story of the dwarf, stating that she has never heard more nonsense in her life. Laughing, he will continue only this time the story will be true.

The Hawk family is assembled, but surrounded by darkspawn. We kill them and run further. After meeting with Aveline and Wesley, help them deal with a bunch of hurlocks, after which they will join our squad. A few dozen more opponents are next in line, though with a skilled warrior in the detachment (Aveline) it will not be difficult to deal with them. Having done this, we go to the clearing, where we again have to knock down a huge ogre, although this time it will be much more difficult to kill him, because in the “true” story, Hawk does not have those useful abilities. But you have a mage in your squad. Take Betony away from the monster and order them to throw fireballs at him, send Aveline with her sword to storm the giant, and act according to the situation yourself (depending on the class chosen at the beginning). When the mangled carcass of the enemy falls to the ground with a roar, join the mother mourning her child. It is worth noting here that your sister may also appear in the place of the murdered brother, if at first you chose a magician as a class. Next, the passage for the Warrior - a man will be described.

There is no time for a funeral, as there are “creatures of darkness” on all sides. Destroy squad after squad until a cutscene starts, in which a terrible dragon incinerates your enemies. This dragon will be Flemeth, a witch from the wilds. She will demand a favor from us as payment for saving her life. It is necessary to deliver the amulet to the elder of the elves who settled in the Dalish forests. Agree. When she points to Wesley and asks to kill him, Aveline will get involved in the conversation. Convince her that the "filth" will one way or another destroy her husband, but only that she will do it for a long time and painfully. Offer Aveline your help or just watch how the girl kills her husband. A long road awaits you to Kirkvel - the city of slaves.

Upon arrival, talk to the guard who will send you to the templar. No one will let you into the city for no reason. You have to pay. Your mother was not in vain so eager to go to this city. According to her, her brother lives here - a very rich man. Tell the templar about it. He, in turn, will mention that a person with that name really lives in Kirkvel, only he is not a nobleman, but an ordinary rogue with a hole in his pocket. At this point, a group of armed men will decide to fight their way with a sword. Teach them a lesson. In gratitude for the help, the templar will promise to find your uncle. When the relative finally shows up, he will explain the situation to you.

You need to complete an assignment for one of the two local gangs. Choose for yourself, it will not affect the plot in any way (only weapons in the future). When you make a choice, take the quest and go to complete it. In one case, you are required to kill an evil traitor, and in the other, to expel a dishonest merchant from the city. If everything goes smoothly...

One year has passed.

Over the past year, Hawke has found fame in the "Lower City". Some fear him, others respect him, and still others lined up to hire him. Somewhere far away, a handful of "gray guards" defeated the "Pestilence", and Alistair, a friend of the gray guard who killed the "Archidemon", sat on the Fereldan throne. And right now, at a time when the creatures of darkness are especially weak, many treasure hunters went to deep paths in search of treasures, relics, or adventures to the ass. One of these "adventurers" was a gnome who was gathering an expedition. Guess who wants to get into it ... that's right, Garrett Hawke. That's just the gnome in no way agrees to take it with him. The brother of that same dwarf, Varrik, comes to the rescue. He will tell us that his brother does not need protection, he needs a partner who will invest his money in the expedition. Collecting 50 gold coins is your first and main task. By the way, Varrik himself will join your squad.

Friend on guard.

Aveline didn't waste any time either. Having settled down in the service, after only a few months she received a promotion. You can find it in the Governor's Fortress. Talk to her, remember the old days and offer help. She will inform you that several patrols were ambushed and she urgently needs a man who wields a sword well. Accept the offer and head to the "ambush site" on Shattered Mountain. There you will be met by a bunch of well-armed pirates, among whom there will be a dozen archers. Varric and Betony will help you with archers, but you will have to deal with ordinary pirates yourself. Don't forget to search the corpses.

Returning to the fortress, Aveline will go with a report to the governor who will overlay it with a three-story building and threaten with imprisonment. Something is wrong here. Look at the duty schedule and talk to the girl who ran up to thank Aveline. The bag that she delivered this time turned out to be heavier than usual, and even the young guard was sent to certain death. Wait for the night (you can do this in the location selection menu) and run through the night city. And again the pirates. Deal with them and run to save the guy. The bandits who attacked you were in the "thieves' guild", and the documents that the local guards transported turned out to be very useful for them (thieves, tobish) reading.

The captain needs to be punished. Get to the "Governor's Fortress" and watch the cutscene. Aveline is now the captain of the guard, but you will receive a small fee for your help.

Long way home.

Time to pay back Flemeth. Step on the "shattered mountain" and go to the camp of the Dolly elves, where the Elder will meet you. After a short dialogue, she will indicate where to take the amulet and ask, take the “First” with her. "First" - Merrill will be waiting for us near the entrance to the caves. After talking with her, you will find out that she needs to go to Elfinage, but we will not know the reasons. Come into the dungeon. Here you will meet several spiders, among which there will be a poisonous spider that deals twice as much damage. After dealing with them, open the chest (I think Varric can help you with this) and go outside. Merrill will open the way to the cemetery with the help of blood magic. Scold her if you want to get a plus to the reputation with Aveline. After breaking through the crowds of skeletons, put the amulet on the altar and watch the cutscene. It turns out that all this time we carried in our pocket a piece of Flemeth, who, having foreseen the act of her daughter, enclosed a part of herself in a jewel. Talk to her and get 5 gold coins as a reward. It remains only to get to the city. Congratulations, you now have a real blood mage in your squad.

Prodigal son.

Walking through the elfinage, you can overhear the conversation between the elven girl and the guard. She asks to find her son. Talk to her and promise to help, then she will reveal the whole truth to you. Her son is an apostate magician, who, at the insistence of his mother, did not surrender to the templars, and when they came for him, he fled without leaving any news to his mother. She will tell you that you can ask about your son from his father, a merchant who has just arrived in the city. Feinrenel's father (boy's name) can be found in the market square, but before you go there, take Betoni to your squad. After talking with dad, ask him about his son, and then give a sign to Betoni, she will prove to the unfortunate father that she herself is hiding from the templars. Your path lies to Samson - a retired former templar.

Wait for the night and go to the marker on the map. Samson is a lyrium addict. Offer him silver or threaten to kill him, and when he starts talking, it turns out that he helps the children solely for his own benefit, and he sold Feinrenel to a certain guard who, according to rumors, locked him in some kind of warehouse. Immediately go to the port. Do not run straight to the goal, as here you can get rich quite well. True, pirates will stubbornly interfere with this, but when did it stop us. After climbing into the warehouse, defeat a handful of bandits, and then run to the marker on the minimap. A cornered mage will turn into a possessed one. Kill her, and when she collapses dead, take the note out of her pocket. After opening the chest located nearby, read the letter. It turns out that Feinrenel was sold into slavery. We are looking for the slave trader Danzik.

Upon arrival at the "cloaca" you will be met by a small detachment of mercenaries. Deal with them and follow to Danzik, who in fact turns out to be a very vile type. In a dialogue with him, you can choose any replica, since the outcome will still be the same (click on the second one, so you will look cooler). In the battle with the slave trader, beware of magic and as soon as you notice the ball glowing with blue light, run as fast as you can. When the villain is defeated, search his corpse and take the map of Ragged Shores, where we actually go.

Look for the boy in the caves of the slavers. When the cutscene starts, you will have a small choice. It is best if you ask for help from Varrik, who, with the help of a suspended tongue, will tell the bandit that Feinrenel is the illegitimate son of the governor. The frightened criminal will let the guy go and, in addition, will give you all his money. However, it is not necessary to let the reptile go, just keep in mind that he is an excellent warrior and will not let himself be offended just like that. In any case, after releasing the guy, talk to him. He definitely does not want to go to his mother and asks to be taken to the Dollars. You can send him into the circle, but then you will lose Betony's favor. If the boy goes unharmed to the wild elves, you will get a good increase in reputation with all members of the squad, the quest is completed, it remains only to inform the mother about her son's decision.

Powdery hopes.

On the way to the caves of the slavers from the previous quest, you can stumble upon the dwarf Jarvis in the company of several mercenaries. Help them get rid of the spiders and talk to Jarvis himself. He will tell you about an explosive powder, a recipe that only the Qunari, who have recently landed in Kirkwell, have a recipe for. No one is going to give him the recipe just like that, but if the dwarf destroys the hostile "tal-vogots", then the leader of the Qunari will think about his proposal. We are going to exterminate the "outcastes". When all the "tal-vogots" objectionable to the leader are dead, go to the port, where the dwarf will be waiting for you. Unfortunately, all of Jarvis' tales were lies. There was no agreement between him and the Qunari. After listening to the Arishok, claim your reward. In response to this, he will drive the dwarf away and pay you back.

Wolves in sheep's clothing.

According to Varrick, a certain church sister is waiting for help in the lower part of the city. After waiting for the night, we go there. The gullible girl was attacked by bandits. Help her deal with them, and start a conversation. She refuses to talk outside and will point you to a house nearby. Come into it. Inside you will be met by an armed templar and the same church sister. She will ask to bring someone to the right place, but she will hint that the satellite is not ordinary.

An unusual companion would actually be a Qunari, wearing a special collar with chains and a sewn mouth. He was mutilated by his relatives because he once decided to go his own way. It will not be possible to take him out through the streets, since Pertis does not need extra witnesses. You have to go through the basement. Going down into the dungeon, you will stumble upon a flock of spiders, and after going a little forward, you will be ambushed by bandits. Joke it off and watch a scene in which Ketojan (a Qunari mage) scatters the attackers in the corners with a wave of his hand. With this thoughtless act, he will provoke the fury of the marauders. Deal with them and get out into the air.

At the exit from the cave, several dozen "tal-vogots" will be waiting for us, who will put forward their rights to Ketojan. The leader of this "gang" will offer us to give him the magician and then we will be forgiven for the crime. It turns out that these Qunari are a kind of templars who find renegade magicians, but unlike the church servants of the Qunari, such magicians are brutally killed. When the leader finds out that Hawke's sister is an apostate, he will order us to be killed. Get rid of the Qunari and watch the cutscene. Ketojan does not want to live, but refuses all kinds of offers. When the magician burns in flames, let out a bitter tear and return with a report to Pertis.

Family matters.

It's time to visit our beloved uncle. Entering the house, you will find a dispute between relatives. Your mother is not satisfied with the current state of affairs and she asks Gamelin to show her her father's will. Hesitating, the uncle tells about how he left the papers in the family estate when he lost it to the slave traders. An upset mother will go outside, and Betony will take you to a conversation. The brisk sister noticed how nervous Uncle Gamelin was when the conversation turned to the will. After conferring on the spot, the brother and sister decide to pay a visit to the current owner of the house and get him out of there, taking the will at the same time.

You can get inside through the basement in the "Cloaca". That's where we're heading. Once in the mansion, we kill the slave traders who came to the rescue and examine the rooms for money and other utensils useful in the household. In one of the chests you can find a worn portrait of your mother. Having stumbled upon the leader - slave traders, we kill him and remove a brand new armor from the corpse. When the cherished piece of paper is in your hands, talk to your sister and return to the "family house". Gamelin humiliates your mother again. This time he offered her to pay for accommodation or at least pay for food eaten. Fit in, waving your will in front of your uncle's nose. When he leaves, talk to your sister and give her the portrait found in the estate.

pacification.

Having been in the "Hangman" and learning that the "Gray Guard" is located in the city, we go to the shop to Liren, a local healer. She will deny the fact that she is in touch with one of the "Greys", but will quickly split. At the exit we will be met by a gang of Ferelden residents threatening to kill us. Explain to them that you yourself are from Ferelden and then they will leave. We leave for the Cloaca, where Anders' lair is located.

Anders is a magician and part-time "gray guardian" who escaped from the order. Now he is engaged in the fact that he heals people with the help of his magical abilities. After passing through the room, laugh it off (the choice of the phrase will not play much importance) and explain to Anders the essence of the problem. "Quit for a favor" he will say and ask to get his old friend Karl out of the "Circle". All that is required of you is to appear at night in the "Upper City" and, in which case, help Anders fight off the templars.

Having climbed into the church, we go up to the top floor and talk with Karl. The poor man was turned into a pacified man after they discovered the letters sent to him by Anders. At this moment, several templars will attack us, among which there will be a very strong Templar - Lieutenant. Having dealt with the ministers of the church, make a decision: Kill Karl (who, by the way, asks to do it himself) or still leave him alive. After completing the task, Anders will join your squad, who, by the way, is an excellent healer, and also has with him the cards of the Deep Roads that we will need for the expedition.

The madmen will not go around.

Looking into the "Hangman" you will become a witness of a scene in which a girl, having finished off three guys, calmly continues to drink alcohol from a glass. Talk to her. Isabella will ask us to follow the duel, as she is sure that Hyder (her opponent) will play dirty. Agree and, after waiting for the night, go to the Upper City. After dealing with a gang of pirates, talk to Isabella. As she thought, instead of Hyder, more than a dozen armed mercenaries appeared for the duel. Kill them all and head towards the church. Once inside, listen to the conversation between Isabella and Hyder and join the fight. At the end of the quest, a lively girl will join your squad.

Enemies are among us.

Wandering around the upper city, you can stumble upon a girl who asks for help from a templar. After talking with her, you will learn that Keran - her brother has disappeared somewhere. She will point you to people who might be able to help. We leave for the Casemates where, after talking with other templars, we learn from the fact that not only Keran, but also many other templars have disappeared. However, recently one of the missing returned. Having learned the place, the location of the camp of this templar, we follow there. On the spot, you will find Captain Cullen beating Wilmod (the same “missing” church minister). Unfortunately, this educational process will end with the transformation of the templar into a "possessed". Help Cullen deal with him and talk.

The captain will tell you that many templars visited the local brothel before disappearing. It's time to visit there, but no one will be frank with Cullen, but with the next stranger who comes, he will relax, perhaps someone will speak. We follow there. After talking with Vivika, we learn that all the missing church ministers visited the "Wizard from the East". Having risen to the top floor, we try to talk to the girl, but she offers to spend time a little differently. Refuse (well, or agree, it doesn’t really matter), and when she asks you to put a dagger to your throat and lightly slash your neck with it, ask Betony for help. It turns out that the "curiosity" has the strongest gift of suggestion, and it was she who sent the templars to the "ritual". Decide on the fate of the girl (kill or send to the Circle) and head to the Cloaca.

Having found a passage to the shelter of the "blood magicians", we go down there and deal with a handful of demons and the Possessed. When you find Keran, engage in a fight with the leader of the "blood mages" Terane. After the woman and all her minions are dead, take Keran to a safe place. It turns out that Terane, with the help of a "curiosity", took over the minds of the templars and turned them into vessels for demons. Keran also served as fuel for the dark magicians. Promise him not to reveal the whole truth to Captain Cullen and head to the Casemates, where you will receive a reward.

Merciful act.

To receive this task, you must go to your uncle's house and read the letter on the table. Some "friend" asks us to come to the specified place. Another will be the templar Trask, who could be met in the quest "Prodigal Son". From his words it will become known that the nearby cave is inhabited by magicians - apostates behind whom the templars are about to appear. You need to convince people that they are in danger.

Come into the cave. Seeing the approaching magician, get ready for battle. Turns out Trask didn't tell us everything. The people hiding in this cave practice blood magic. After cutting your way through the hordes of skeletons, talk to the fleeing mage. Decimus - their leader convinced the others that only blood magic would save them from the templars, but the young magician did not want to participate in this and decided to return to the Circle. Advise him to contact Trask and continue on your way.

When you get to Decimus, talk to him, and then join the fight. When he is defeated, his student will ask you for help. She does not want to return to the Circle, and the templars are about to descend here, but there is an easy way out. Kill Trask and get out of here while there's still time. You can agree, refuse, or offer something in between - to convince the templar that the magicians killed each other. We get to the surface. If you currently have Varric in your squad, ask him to hang noodles on the templar's ears. If not, try doing it yourself. When the church servants run away to explore the shore, accept thanks from the happy magicians.

What fell from the cart.

Talk to Isabella, when she is drinking alcohol in the Hanged Man, she will ask you to help one of her good friends. You can find him in the hangman's room. He will ask you to find a sample of the goods stolen from him, and you can determine whether it is cargo by the Orlesian seal. When you get to the port, talk to the workers who will send you to the main one. He will indicate in which warehouse the goods are located, but you will have to pay (there is another option, but the money will be returned anyway). Pay and go to the desired warehouse. The passage will be blocked by mercenaries. Reassure them that there is a fire in a neighboring warehouse, and they will rush to save their belongings. After making your way inside, kill the pirates and take a sample of the goods. Returning to the Hanged Man, inform Martin of your success. As a reward, you will receive a plus to reputation with Isabella and the money that you spent on bribery.

Free cheese.

Another letter. This time from your former employer, who recommended you as an excellent mercenary. After waiting for the night, go to the Lower City, where you start a conversation with the dwarf Anso, who is clearly nervous. It turns out that he secretly sells "lyrium" to the templars, but the last batch of goods was stolen from him by a gang of smugglers. The goods must be returned, and the harmful smugglers must be killed. We leave for the lair of bandits, which is located in the abandoned house of Elfinage. Strange, but the chest with what seemed to be such a valuable commodity was guarded by only a few mercenaries. We check the chest. Empty. We'll have to return with this news to Anso.

At the exit, about two dozen slave traders will be waiting for you. Having spoken a couple of words, they rush to the attack. Kill everyone and return to the dwarf. Along the way, you will come across a couple more bandits. Luckily, you won't have to fight them. The elf, for whom they actually hunted, will do this for you. Fenris - an elf who escaped from the slavers will ask you for help. It is necessary to get rid of Denerius - the head of this vile organization. We leave for the estate of the master, which is located in the upper district of the city.

Having made our way into the building, we proceed to search for Denerius. In the first room, we will be attacked by hostile spirits. After entering the hall, go up to the second floor and try to open the door. Locked up! Explore all the rooms on the first floor until you run into spirits again. One of them will have the key we need. Open the door and repel the demon attack. Denerius escaped. Listen to Fenris and search the chests in the room. After going outside, talk heart to heart with Fenris and invite him to join your squad.

Expedition to the deep trails.

Before you go on an expedition, complete all active quests and stock up on equipment. After completing all your business, talk to Bartrond. In the middle of the conversation, Hawke's mother will appear and ask if we are taking Betony with us on the deep paths. Here you need to understand that you will lose your brother / sister in any case, but leaving a relative in the city, you thereby save his life. Having formed a detachment (Varric cannot be changed), inform Bartrond that all preparations are completed and you are ready to go.

Upon arrival at the place, it turns out that the entrance is blocked. Varric will promise his brother that he will find a workaround. This is exactly what we will do. Turn right and run to the pointer on the map, destroying small groups of creatures of darkness along the way. Destroying the golem will be quite problematic. Good team play and brute force are required to win. When the bully collapses, we continue the path. Having met Sendel (the gnome boy from the first part), send him to his father, and make your way to the doors getting rid of the creatures of darkness. In the next room we have to fight the Ogre. Not only is the room quite small, but the floor is also covered with traps. After killing the giant, go to the next room. Before we had even moved away from the ogre, we were already being forced to fight the dragon. If some miracle happened and you survived, return with a report to Bartrond.

When the gnome's team sets up camp, Bodan will speak to you and thank you for saving his son. We continue to search for treasures. In one of the many rooms you will again have to defeat the golem, and at the same time several evil spirits. Entering the room with the artifact, we watch a scene in which the greedy Bartrund will leave us to die in captivity. After listening to Varric, we begin to look for another way out. Surprisingly, the exit is behind the next door, although it is locked, and only the ancient spirit has the key, which of course will not give it to us just like that. In return, we will have to destroy another spirit that bothers ours. Having run into the vault, get ready for a fight with the spirit. Killing him is not so easy (even on easy mode). When he shrinks into a ball, run back and hide behind the columns. After this procedure, he will not be able to resist a good 20-30 seconds, use this time wisely.

Having reached the treasure, order Varric to kill the spirit, but in the meantime fill your pockets with the contents of the chests. One of them contains the key to the surface. After opening the door, return to Kirkvel, where unpleasant news awaits you. Betony was taken to the Circle.

It's been 3 years...

…Thanks to the treasures found on the deep paths, Garrett Hawk turned from a poor mercenary into a nobleman. His sister Betony was taken away for a long training in the Circle of Magicians, and old friends fled to different corners of the city. But everything is as smooth as it might seem at first glance. The Qunari who arrived in Kirkwal three years ago never sailed home, and instead began to make various demands. One of these requirements was Hawk. The viceroy suspects that a war is coming and asks us to talk to the Arishok if possible to settle the dispute amicably...

Finding a home.

When you leave the governor's fortress, Bodan will appear to you. He will once again thank you for saving his son, give you 50 gold coins earned for the expedition and inform you that someone is waiting for you at the Hawke estate. We'll go there. On the estate, you will often be visited by friends, as well as people who need help.

Prime suspect.

Aveline visited Hawke. She asks to shut up the "detective" bothering her with his investigations. Moreover, all the accusations that he makes against citizens, in fact, turn out to be false. So this time, Emeric allegedly stumbled upon a serial killer cracking down on defenseless girls. That's just the captain, after no sane evidence was presented, he had to apologize to the "suspect" for a long time. Aveline begs us to silence the templar. How we do it, she does not care.

We leave for the Casemates, where Emerik is already waiting for us. He will tell the same as Aveline and will name the main suspect - Gascar Dupy. His estate is in the Upper City, but it's worth going there at night. After waiting for the sunset, we head straight to the house of the alleged killer. Emeric's words will become more like the truth when evil demons attack us.

After dealing with them, go up to the top floor. We will witness a scene in which a young girl begs for mercy on her. After talking with Dupy, it becomes clear that he is not a murderer, but an ordinary blood magician who wants to avenge his sister. The thing is that before her death, Gascar's sister received a bouquet of white lilies from someone, and a few days later she was found dead. From that day on, any girl who received the same "gift" would soon die. The woman begging to save her was supposed to be next, but Gascar kidnapped her just in time, intending to lead his sister's killer into a trap. But instead of him, Hawk came to the estate. Release the poor fellow and promise to look into this matter.

Time to report back to Emeric. Only a woman will stand in his place, assuring that Emeric received a letter and went to meet us. Step into the "dark alley" (a suitable meeting place) where the corpse of a curious templar and dozens of demons are waiting for us. When they all go back into the shadows, that same templar girl will arrive in time. Deceive her by telling her that you don't know where Dupyi is hiding.

Family matters.

While in the Hanged Man, talk to Varric. His sources say that Bartrund has returned to Kirkwell. It's time to take revenge on the vile traitor. When the sun sets, we go to the upper part of the city. The house we need looks abandoned, but we still climb inside. Control passes to Varric, who is forced to fight alone against a huge crowd of archers. True, this battle should not deliver any particular difficulties, since the “Bianca” kills with one shot, and the dwarf is almost immortal at all. Something is wrong here.

Apparently, this seemed suspicious not only to us, but also to the church sister, who, having scolded the dwarf, forced him to tell a true story.

Ahead of you are waiting for tedious battles with hundreds of crazy soldiers. When the reserves of warriors run out, a servant of Bartrund will jump out of the corner and tell about how his master went crazy because of the idol brought from the expedition. Open the door behind which Varrik's brother has taken refuge and, properly, hit him. The exhausted dwarf will collapse to the ground and tell how the idol took possession of his soul, how he forced him to kill, betray. At the moment, he sold the relic to some woman and does not know where she is doing him. Decide the fate of the gnome and go outside. If you leave Bartrund alive, you will get a new best friend in the person of Varrik.

Explosive service.

It's time to visit the Arishok. He will tell you about the stolen recipe for explosives, which actually turned out to be a recipe for a deadly poison. If this poison falls into the wrong hands, thousands of people in Kirkwall will die. The first suspect will be the dwarf Jarvis, who has been dreaming of getting the recipe for the famous "saar-kamek" for three years now. But this gnome disappeared without a trace a few months ago. We leave for the Underbelly where, after talking with a merchant from the guild, we learn that Jarvis may be hiding from smugglers. We jump into the hatch and break through the crowds of armed dwarf bodyguards. When you get to Jarvis, ask him about the poison, and he will lay out the whole truth for you. It turns out that he did not steal anything, but simply ended up in the wrong place at the wrong time. Release the gnome (or kill) and head to the alley where tragedy is about to happen.

We are late. Poison is already walking around one of the districts of the city. Examine the area and take the steel lock from the floor with the help of which it will be possible to close the poison barrel. Having done this, beat off the attack of the mercenaries. One of them will drop another lock. Fight off wave after wave until you clog all the gas barrels. When the last container is closed, the elf who framed Jarvis will come to us. Her motives may be noble, but the means she resorted to ruined too many lives. Time to teach her a lesson. After the death of the elf, go with a report to the Arishok.

Disagreement.

Go to Anders' hospital and talk to him. He is worried that there are too many subdued magicians in the city. Moreover, he is sure that one of the templars started a "universal pacification." Crowds of zombie mages, what could be worse. Agree to help Anders get the papers confirming the plot and go to the tunnel under the casemates. Here a couple of smugglers will try to give us a warm welcome, but Hawk has no time, so we just kill them. Having reached the room where the templars are mocking the young mages, try to solve the matter peacefully. Nothing good will come of this, as the spirit of justice will take over Anders and he will rush into battle. Let's help " gray guard". After killing Sir Alrik (a templar who wants to pacify all magicians), take the documents from his corpse. When "justice" rushes to the poor girl, calm the magician and rise to the surface for a serious conversation with Anders.

Reflection in the mirror.

Visit Merrill in Elvenage. She will talk heart to heart with you and show you a mirror that she has been collecting piece by piece for many years. Unfortunately, despite the many efforts of the young elf, the mirror does not work as it should, and in order to fix it, you need to get a magic tool. The whole problem is that this tool is in the hands of the Keeper, whom Merrill is afraid of like fire. Keep a girl company, and she will thank you properly. Let's go to the dollars.

The keeper will gladly give us the relic, but first we have to complete a small assignment. In the cave, which is located nearby, a terrible creature called Wertherall settled and, as you probably already guessed, you need to kill it. Having reached the cave, go inside and deal with the local fauna. When you stumble upon an elf, try talking to him. Nothing good will come of this, because at the sight of Merill he will rush away. Unfortunately, the place he ran to turned out to be Venterall's lair and the monster killed the boy. Attack the creature. After the stone spirit, this fight should seem no more difficult than a walk along the lake. After defeating, console Merill crying over the body of a dead elf.

Returning to the guardian, accept the instrument from her and decide whether to give it to Merill or keep it for yourself. Following the first path, you will gain a new friend, and possibly a lover, but this is still far away.

Bitter pill.

Take Fenris on your team and head to the Shattered Mountain. On the way you will be stopped by slave traders and demanded to give them a slave. An enraged elf will rush into battle. When all opponents are killed, Fenris will untie the tongue of their leader. Having learned the name of the customer, go to the pit in the "cave pens" where Adriana's lair is located. Inside you will have to destroy a dozen mercenaries. Both simple and lying in the ground for decades. When you meet a young elf, listen to a heartbreaking story about her father and share money with her. Having made a "contribution to the liberation of slaves" continue to move towards the goal. In the battle with Adrianna, deal with her servants, and when she is left alone, attack her with the whole team. Before she dies, she will tell Fenris about his sister. After the elf kills the villainess, talk to him in his house.

Long way home.

I warn you, this quest is the most boring way to waste your time.

After talking with Aveline, promise to complete a small task for her, namely to deliver a package to one of the guards. Having received the package, Donnik will look at us as idiots and put the “gift” on the far shelf. We return to Aveline. Again, without explaining anything, she will ask you to hang a fresh duty schedule on the wall. We do. To everyone's surprise, Donnik was assigned to be on duty at the "warmest" place - the Upper City. Some have been added to favorites. Let's go see Aveline. The Iron Lady has fallen in love, but is afraid to admit it to the guard. We'll have to intervene.

We go to Donnik and inform him about the "party" organized for all the guards, after which we wait for the sunset and head straight to the "gallows house". Aveline will never come, and you will have to drink purely in the company of men. When Donnik gets tired of all this, he will pack up and leave. Scold Aveline and come up with a new plan. What could be more romantic than "Ragged Shore"? Smugglers, huge spiders and, of course, half-decomposed corpses. So Hawke thinks so, so he organized a patrol, to participate in which, as you probably already guessed, Aveline and Donnik

Our task is to destroy enemies and ignite signal beacons. After each hastily lit beacon, a scene is activated in which Aveline clumsily tries to court the guard. How did this couple bore me. Once again, Aveline was unable to confess her love to Donnik. Trying to explain everything to him will only confuse the guard more. Return to the barracks where, after talking with Aveline, you will finally complete this quest.

Find and lose again.

Arishok is not going to leave the city, but the war is not planned yet. Only this calms the governor, but recently something happened that could easily provoke that very war, exposing the race of people in an impartial light. Two Qunari envoys arrived at the governor's stronghold, but never returned to the port, and moreover, they did not even leave the fortress. The viceroy asks us to sort things out without making a fuss. Go to the Seneschal and find out the details. This case may be involved city ​​guard and the only place where traitors can spend their time is the Hanged Man. We'll go there.

In the Hanged Man, talk to Orvald, who accidentally let slip about the three "horned barbarians", ask who the employer is, and then calm down the drunken guard. The exhausted Orvald will give you the name of the customer, which surprisingly turns out to be a certain templar. We go to church. Having met an old friend Pertis, we learn that the same templar is her former bodyguard - Varnell. Having received the coordinates of his shelter, we go to visit. On the spot you will be met by a handful of fanatics led by a distraught templar. The Qunari have been slain, and it's up to you to defeat Sir Varnell and his minions. This is not easy to do in the first place because fanatics are armed with bows. In any case, you should first deal with the "small", and only then take on the templar. When Varnell dies, the Steward will come and ask what to do next. Offer to burn the corpses in order to hide the traces of beatings.

All that remains.

Returning to the Hawke estate, talk to Uncle Gamelin. He is dismayed because Liandra (your mother) didn't show up to meet him as promised. Having intervened in the conversation, the dwarf Bodan will report that in the morning a bouquet of white lilies was delivered to the woman. Doesn't it remind you of anything? We leave for Dupy (if you left him alive) the house, which is located in the Cloaca. Using blood magic, Gaskar will go on the trail of the girl Alesa, whom you saved in the Main Suspect quest. The blood stains on the floor should lead you to a hatch leading to the basement.

Below you will meet a flock of demons. Having dealt with them, inspect the corpse on the couch. Fortunately, this is not Hawk's mother, but the same Alessa. We continue the path. And again we deal with the demons. Before leaving, do not forget to search all the chests in the room. Finding ourselves face to face with a necromancer, we learn that Dupy is not a grieving brother, and all attempts to find the killer were only to learn the secrets of necromancy. Fortunately, Varrik, who realized in time, fired an arrow into his throat, saving us from the fight with the bastard. The necromancer did not kill for fun, he wanted to collect his dead wife ... piece by piece. It so happened that our mother was very similar to his late wife, and the bastard cut off her head.

When the battle starts, repel the attacks of the dead. Wave after wave until it's the magician's turn. After killing him, talk to the dying mother. It remains to inform the uncle of this tragic news.

Nightmares.

Check the mail at Hawke Manor. Feinriel's mother asks to help her son again. She will be waiting for you at Elfinage. After talking with her, we learn that Feinriel is increasingly having nightmares. The keeper sent the boy into the shade so that he could overcome his demons, but he has not come to his senses for two days now. Let's help the young magician. Moreover, if you do not help him, the world will become one more "obsessed dreamwalker", and this will have a bad effect on the real world. Very bad. And if it happens that the boy is still curbed by demons, you will have to kill him.

Having formed a squad, we move forward. Having stumbled upon a demon, drive it away and go into the room on the left side. The demon in the guise of Feinriel's father is trying to take possession of the boy, scare the boy by saying that it is a demon, and when he runs away, talk to the demon. She will set one of the squad members on you. The fight will be easy, but now you have only two comrades.

Enter the second door (Feinriel's Pride). Another attempt to deceive the young magician failed. The evil demon will turn the second member of the squad against us, and he will also take part in the battle. Like last time, after the defeat, your partner will disappear. We continue on our way. Having met the spirit of Feinriel, talk to him. The guy wants to die so that he will never hear the whisper of demons again. Of course, you can take the easy way out and just stick a knife in his heart, but is that really what real heroes do? After you refuse the magician (well, or kill him), he will come out of the Shadow, pulling you out at the same time. It remains only to report this to the boy's mother and talk to those two comrades who betrayed you.

Following Kun.

The viceroy is again dissatisfied with the behavior of the Arishok. The fact is that his son (a big fan of the Qunari) went to the camp of the "horned barbarians" for the initiation of "Kun". Dumar asks us to take a walk to the port and ask the Qunari leader for details. The Arishok assures us that the son of the governor follows the path of the Kun voluntarily, and all the old connections after the initiation will no longer mean anything to him. Today, however, Cymus was called to church to say goodbye to everyone. Suspicious. We go to church after sunset.

The viceroy's son was killed and who would you think - Petris. Having set her fanatics on you, she will go after the Reverend Mother. Having dealt with the “coon-haters”, we watch a scene in which Petris tries to denigrate Hawke, assuring the reverend mother that he supposedly killed the governor’s son, following the order of the Arishok. Having failed, Petris will receive an arrow in the forehead from the arriving Qunari. The viceroy weeps over his dead son, but we are off to carry out the penultimate task of this chapter.

Catch the thief.

Go to the estate of Hawke, where you will see the scene of a quarrel between Aveline and Isabella. The captain of the guard asks to urgently go to the Arishok, and the robber begs to help her get the relic that was stolen from her many years ago. A thief in the city, and if you don't catch him now, Isabella won't live long enough to see the humans defeat the Qunari. Agree to the robber's request and go to the foundry district of the lower city. On the way to the desired house, we will be stopped by a small detachment of Qunari led by Stan and will demand the return of the relic. And since we do not have it, we will have to kill these Qunari. Opening up, Isabella admits that this relic was previously owned by the Qunari. After stealing it, Isabella traveled to Kirkwell, bringing a huge ship full of Kuhn's followers with her. And until the relic is in their hands, they will not leave the city. The robber will ask if you will give her the book as soon as you take it from the thief. Choose an answer and enter the cave.

Inside, a real battle will unfold. Mages on one side and Qunari on the other. You also have to kill the participants of both sides. Seeing a thief, Isabella will rush after him, but you. TO BATTLE! Having dealt with the warriors, go outside and search the dead Qunari. One of them will have a farewell note from Isabella, in which she asks her to excuse her, since she decided to give the relic to Castillen. It's time to go to the Qunari, but before that, finish all active tasks.

As Kuhn requires.

We leave for an audience with the Arishok. Aveline asks the head of the Qunari to give her two elves involved in the murder of the guard, but the Arishok refuses, stating that they accepted the "Kun", which means they are now under his protection. After a brief argument between him and Aveline, the Qunari chief will order us killed. Only Hawk and Aveline will survive. The Qunari have launched an offensive against the city. Having chosen companions, we move to the city center, where the main battle takes place. Having run into a pack of Qunari, help the "Grey Guardian" deal with them and get a ring that increases the chance of a critical strike as a reward. Once you reach the Upper City, you will encounter Qunari warriors. After defeating them, watch a cutscene in which you will be rescued by Templar Commander Meredith. She will report that the Qunari are gathering people in the fortress and leave, but we continue on our way. After cutting your way to the tower, you should meet Archmage Orsino in the company of your sister. After exchanging a couple of dry phrases with her, talk to the arrived Meredith. Informing that you will lead the offensive, lead the detachment to the doors of the tower. Here you have to make a choice: kill a dozen "karashoks" or ask the magician Orsino to distract them.

Once inside the tower, deal with the Qunari, among whom there will be several mages, and then go through the large doors. The viceroy was executed, and all those who were dissatisfied were killed on the spot. Noticing us, Arishok offers to show himself in battle. After killing his strongest warriors, talk to the leader again. He is impressed and asks a reasonable question - "How to solve his problem without bloodshed." Isabella appeared to answer him, in whose hands is the book Arishok needs. The leader is definitely pleased and is going to get out of Kirkwall right there, but along with the book, he wants to take the thief as well. Having been refused, the Arishok will challenge you to a duel. Agree and get ready for a tough fight. I hope you stocked up on "red bottles".

After defeating the Arishok, the rest of the Qunari will leave, and you will be proclaimed "Defender of Kirkwall". At this point, Varric will be interrupted by a church sister. After a little chat, she promises to let the gnome go if he finishes his story.

It's been three years...

Along with the title of "Defender", Hawk received the respect of the entire city, as well as the word. The word weight, which is equivalent to the word of any ruler. But not only Hawk was affected by the changes. The Viceroy is dead, and the Templar Commander-in-Chief, Meredith, has taken his place. The magicians finally began to fight for their freedom, which caused the indignation of the templars. Once fighting shoulder to shoulder, Orsino and Meredith have now become bitter enemies, ready to plunge a knife into the heart of another at any moment.

And as it happened many times before, Orsino gathered people in order to arrange a riot. When Meredith arrives, reassure her by telling her that they are both wrong. After these words, the templar will poke your nose into the fact that it was the magician who killed your mother. The reverend mother will come to the noise and "pull the enemies to the corners." She thanked you and left.

Killing ravens.

Not far from the square where Orsino started a riot, you can find a man named Nunzio. Nunzio arrived from Antiva itself in order to catch the elf killer. According to his information, the elf took refuge where he would least stand out, namely in the Dolly camp. We'll go there. In the camp, find a girl named Varrel and ask about the killer. She will point to the cave, explaining that the elf did not intend to hide. It's weird, but worth checking out.

The cave is inhabited by spiders. We deal with them and follow the mark on the map. And Venterall again and again he must be killed. When a huge carcass of an insect falls to the ground, old acquaintance Zevran will come out from around the corner. Talk to him. It turns out that Nunzio is not a lawyer from Antiva, but a real bounty hunter. You can try to take Zevran to Nunzio, but then you cannot avoid a fight. It's best to let the elf go, because the "Crows" are after him because he refused to be a "hitman".

We return to Nunzio. When the killer finds out that we let the elf go, he will be very upset. True, this disorder will not be long, since Zevran himself will come to him, killing one of the "Crows" with a well-aimed knife in the eye. Once all Antian Crows have been defeated, talk to Zevran. In gratitude, he will give you one of his blades.

Lonely.

Go to Fenris's house where, after talking with him, we learn that, despite all his doubts, he contacted his sister, and she even agreed to meet him at the Hanged Man bar. The whole problem is that the elf is not entirely sure of the veracity of the information and asks to go with him in case of a trap. We need to help a friend. In The Hanged Man you will indeed meet the sister of Fenris, only she brought Danarius with her, who wants to get her slave back. Tell him that the elf does not belong to anyone, and join the fight. Once defeated, stop Fenris from killing his sister. When he releases the girl, she will tell how Fenris traded his life for the freedom of his mother and sister. After getting out of the Hanged Man, talk to the elf.

Justice.

After "Justice" almost killed the girl in the caves, Anders decided to part with him forever. He wants to perform the ritual, but for this he will need two very rare ingredients. The first is "Dragon Stone". You can find it in the "Bone Pit", and the second - "saltpeter" (a mixture of concentrated urine and manure). "Saltpeter" can be obtained in the sewers under the Cloaca. After descending into the sewers, collect six samples of saltpeter, dealing with smugglers from time to time. After filling the flasks with this smelly slurry, we go to the "Bone Pit" for the "dragon stone". The pit is inhabited by poisonous spiders, which are looked after by the "Monstrous Spider" - I think a more detailed description is not needed. We kill the giant and collect several samples of the desired stone. Then we return to Anders' hospital.

The magician will again ask us for help. He needs to get into the church, but so that no one sees him. Hawk will have to distract the church mother. After entering the church, split up with Anders and go in search of the mistress of the church. You can find it on the second floor next to two golden statues. Chat with her about "Why don't you help the magicians?" until Anders arrives and takes you aside. The deed is done, it remains only to talk with " gray guard at his hospital.

No rest for sinners.

Castillon is in the city and wants to plant Isabella ... a knife in the belly. Naturally, the robber does not want to die, and therefore she asks us for help. She offers to find Castillon's right hand, Velasco. It's pointless to torture the guy, since he won't tell you anything anyway, so offer Bella to pull off a little scam. Let Velasco grab her, and then follow where the bandit goes. You can find Velasco in a brothel, where he spends the whole day. In the "Blossoming Rose" go into the room to Velasco, where he caresses some elf. Say all the "evil" lines and watch as Isabella is led away.

Once outside, follow Bella's illuminated footprints until you reach the Lower City. After descending into the lower city, continue to follow the marks until you reach the port warehouse. Breaking inside, deal with Velasco and remove the room key from his corpse. After talking with Isabella, open the room and look into the chest. Castillon decided to legalize the slave trade. After leaving the room, you will meet Castillon in person. Isabella is stupid again and offers him to exchange documents for freedom and a ship in the port. Agree with her or kill the bastard. One way or another, after getting rid of the slaver, talk to the girl in the Hanged Man.

On the loose.

After checking your mail, you will find that Meredith wants to talk to you. We leave for the Casemates, after which we go to visit the Templars. The templar will tell us that as a result of the rebellion of several of her employees, three magicians broke free. They need to be brought back before they mess up. For details, you should contact her assistant Elsa. Find out from her information about the magicians and head to the indicated points. For starters, it's worth visiting the Elfinage and asking your wife about her runaway husband. Nysa will tell how, after the visit of the templars, Khion appeared to her and asked to hide him. She refused, but he promised to return at sunset. After waiting for the night, we return to the Elfinage and find Khion conjuring over the corpse of poor Nysa. Khion is a blood mage, and therefore he must be killed. Having dealt with the elf, we proceed to the search for the next magician.

Our next stop will be the Cloaca. Ask the kids at Evelina's house. They will tell how a kind mage from Ferelden saved them when the Blight came. Upon arrival in Kirkwall, she immediately went to the local "Circle", but they locked her up, declaring her an "apostate." They will also mention that after the escape, the girl has changed a lot and has become aggressive. Pointing you to the sewers, the guys will run away. We go down. After dealing with a dozen ghosts and overcoming several traps, you will come face to face with Evelina. The girl is possessed by a demon and will also have to be killed. After talking with the children, console them and go to catch the last magician. Why do I think that he will not survive?

Having reached the Upper City, go to the estate "de Cogny" where the parents of that same runaway magician live. After talking with Emil's mother, you will hear another lie that she had not seen her son since she was six, but her husband would interrupt her, bursting into the room. Without noticing Hawke, he will begin to reprimand his wife for giving her son money. Promise your parents that you will not touch their son, and they will tell you that Emil, as if nothing had happened, gets drunk in the Hanged Man. I run there. After talking with Emil, you will find out that he is not a blood magician, but just a boy spreading rumors in order to please the girls. The guy is not dangerous, so you can let him go, thereby earning a good reputation with the magicians. The deed is done, so we return to Meredith with a report.

Haunted house.

Remember the house where we fought Varric's possessed brother? So the cunning dwarf wanted to sell the mansion, but not many people want to take a house in which everything is covered in blood and the smell of decaying flesh. But Varrick still found a man who agreed to buy a house without a preliminary inspection, but the trouble is that ghosts have appeared in this house, which do not allow buyers to live in peace in it. Varric suspects that the relic that Bartrund brought from the Deep Roads is to blame. It is necessary to destroy the problematic trinket.

Climbing into the house, we observe the pitiful attempts of ghosts to scare us. Having reached Bartrund's room, examine it and exit. Do not pay attention to the spirits that run past, as they are harmless. Finding the maid, try to find out where the idol is, but this will not bring results. Moreover, a stone golem will appear out of nowhere in the estate. After losing a certain amount of vital energy, he will disappear, and several ghosts will appear in his place. After destroying them, once again begin to "handle the pebble."

A defeated golem will leave behind a shard of an idol. Dissuade Varric from leaving him and take Sendel's artifact. As a reward for this, he will fry you a very useful rune. Go to the Hanged Man to speak with Varric.

New way.

Merrill is still trying to fix her mirror, but this time she wants to ask for help from the spirit "thanks" to which she became a bloodbender. Trying to convince her is pointless, so just agree. The spirit is contained in a relic, which can be found somewhere on the Shattered Mountain. Having formed a detachment, we head there. Having reached the idol, we learn that the Keeper wanted to save Merrill, realizing that as soon as she fixes the mirror, the demon will break out into the real world and devour the young elf. Therefore, she allowed the spirit to settle in herself, and it can only be destroyed by killing the vessel. After her speech, the Keeper will turn into a huge and rather strong monster.

When the demon's life is gone, the Keeper will reappear in its place, begging to be taken back to the clan. Realizing that this is a demon's trap, Merrill will pierce it with his sword. Comfort the girl and return to the Dollars. Well, then the messenger, bad news and severed heads, however, you will have to chop off your heads, since the Dollars, having heard about the death of Maratari, will rush into battle. You will have to massacre the entire elven camp while listening to Merrill lament about "what have I done". Genocide can be avoided by vilifying Merrill in front of the elves, but then there will be one less friend in the ranks of your friends. In any case, after you deal with the problems, talk to the elf in her shack.

service and error.

We check mail. We are approached by a certain Cullen who assures us that Aveline has received many complaints, that she exceeds her authority, gets pets and does not fulfill her duties as a captain of the guard at all. We go to Aveline, she will react very negatively to such accusations and offer to take a walk with her and her husband Donnik tonight. We agree and wait for the sunset, after which we head to the port area of ​​Kirkvol, having previously taken the page to our squad. After running around the area, you will stumble upon Donnik, famously cracking down on pirates. Hating ask him about work. The rumors about Aveline turned out to be false. It's time to talk to Cullen in the Casemates.

The templar will report that he did not doubt the captain, but as long as there are complaints, he is obliged to report this to the top. He will also tell you that most of the complaints come from the Lower City. You probably guessed where we are going now. On the spot, talk to guard Brenen. She will tell about another guard who joined the society "against the tyranny of guards and strangers." The meeting of this society will be held in the Underbelly, so we are heading there.

Jiven is already making a speech to his henchmen with might and main. Ask Aveline to speak up and get ready to fight. The former guard, although he looks rather weak, however, has an incredibly huge supply of vital energy, so the fight will be hot. After finishing with him, return to the Barracks. Aveline is a little worried, but her husband will calm her down.

Serve cold.

Archmage Orsino is looking to meet you. Go to him in the Casemates and talk. Orsino suspects several magicians of treason and asks to get into some kind of secret meeting that will be held today in the Upper City. He himself cannot go to it, because, having left the Circle, he will automatically be enrolled in those who will be at the meeting. Wait for the night and go to this gathering. There you will be met by a bunch of templars and a couple of mages. When they see you, they will attack. After killing everyone, search their bodies, one of them you will find a note that says about their secret headquarters in a warehouse. Guess where we're going now?

Arriving at the warehouse, we deal with a crowd of templars. When the fighting subsides, Keran will appear and tell about the plot to remove Meredith from her post. He will also mention that the conspirators kidnapped your sister. Having received the coordinates of their shelter, we go there. Having burst into a gathering of rebellious magicians, try to solve the matter peacefully. Nothing good will come of this, and the apostate whose life you once saved will order you to be killed. There were many who wanted to. When only cooling corpses remain of the mages and templars, talk to the rescued Betony. At the end of the conversation, Meredith's warriors will arrive. Explain to them what happened in this clearing and return to Orsino with a report.

Last straw.

There will be a war. The war between the templars and magicians, and you need to make a choice - which side will you be on. Choosing for whom, you will fight, kill opponents and then decide the fate of Anders, because of which all the unrest in Kirkvel began. It is possible to describe what will happen next in a few words: Templars kill magicians, magicians become possessed. We kill everyone who meets on the way, and when we get to Orsino, we try to settle the matter peacefully. Meredith wants to kill every magician, every last one. She gives us time to prepare for battle and leaves. Talk to all your associates and then get ready for a fight. After destroying the first wave of templars, we watch a scene of how Orsino, using blood magic, turned himself into something terrible, but it is worth noting that it is quite strong.

Having defeated the monster, we hasten to get out of the Casemates. A distraught Meredith orders the templars to attack the Protector, but they refuse, and then she herself rushes into battle. It turns out that all this time she was driven crazy by the idol (the one we found on the deep paths) from which her sword was forged. Having lost one quarter of her life energy, the girl will use the power of the idol and revive the huge statues at the entrance. When Meredith falls, the Guardian's story will be interrupted. And even Varric doesn't know what happened to him next.


Walkthrough - Act I: Storyline (end)

Powder Hopes/Blackpowder Promise

As you travel across the world map (usually on your way to the Ragged Coast), you will come across the Dwarf Javaris and his bodyguards fighting off an attack by spiders. Help them. At the end of the battle, the dwarf, impressed by your combat abilities, will offer you a job: get rid of a group of Tal-Vashot (Qunari who rejected the Qun - you can remember them from Stan's stories if you played Inception) that settled on the Ragged Shore. Why does he need it? He needs to impress the Qunari Arishok in order to negotiate a special explosive powder that only the Qunari have the recipe for. If you tell him that you are willing to help, because in the process you will get rid of the robbery gang, then you will earn Friendship points with Aveline. You will receive Rivalry points with Aveline if you say you will do it for money.
Head to Ragged Shore and take the south road at the first fork. The Qunari camp is located at the northernmost point of the map. As you approach him, you will be greeted by a friendly Qunari who will warn you not to go any further, as Tal-Vashot will attack if he sees you. After that, he himself will retire, since the robber paths of Tal-Vashot did not really suit his taste. You can offer him to hire you, but he will refuse.

Clear the path to the cave from several groups of Qunari, among which will be saarbas - that is, a magician in the Qunari language. In the cave itself, be careful - there are several traps. Not to mention the many Qunari eager to take your head off your shoulders.
But although the Qunari groups are numerous, you won't find anything particularly serious until you come across a leader. In this group, in addition to the Qunari leader himself (a strong melee fighter), there will also be a rather powerful saarbas - the magician is much stronger than those saarbas that you met before. I highly recommend taking him out of action first, constantly pounding him with stunning, paralyzing and other tricks in the same vein so that he does not have time to use his spells of mass destruction.

After you deal with the entire group and collect the loot, head back to Kirkwall. You need to find Jarvis at the port at the Qunari headquarters during the daytime. The Qunari guard at the gate will let you in.
Isabela will temporarily leave your group if she was in it when you approach the Qunari headquarters.
Move forward and you will finally get to know the Arishok in person. If you have Fenris in your party, you may hear and receive a few additional dialogues (although these won't affect the outcome of your conversation with the Qunari).
At the end of the conversation, Jarvis will leave the Qunari headquarters, and the Arishok will invite you to follow his example. This will end your quest. At least for now.

Wolves in Sheep's Clothing/Sheparding Wolves

This quest will first appear in your journal under Rumors. For some reason, a certain representative of the Church is found in the Lower City and asks about the Qunari. After completing a few story quests, if you go to the Lower City at night, you will meet her when she tries to hire a few people (who in turn turn out to be bandits and attack her).
Deal with the bandits and talk to the lady who introduces herself as Petris. Impressed by your martial talents, she will offer you a job, for the details of which you should meet her in one of the houses in the Lower City.

Arriving at the meeting point, you find out that the job is to escort a captive Qunari mage out of town. As Petris will explain to you, he will be killed if the Qunari give him back, and the authorities in Kirkwall will certainly do so if the mage falls into their hands. In order not to attract attention on the streets, you should take him outside the city, following a secret underground passage into which you can go down directly from this house. (If you agree to help, you will earn Rivalry points from Fenris and Varric and Friendship from Anders and Merrill.)

In the passage, spiders are waiting for you, as well as many traps. The most serious encounter in the dungeon occurs before the exit to the surface. A group of bandits will take an interest in you, and especially your Qunari companion. During a conversation with them, the leader of the bandits will try to quietly plunge a knife into your GG, but the Qunari magician will completely unexpectedly intervene and prevent this, after which the battle will unleash.
At the end of the battle, talk to Ketojan. True, you will achieve little from him, so you will have no choice but to continue on your way.
Immediately upon exiting the dungeon, you will encounter a group of Qunari. From a conversation with them, it clearly follows that they were pointed at you intentionally.
Basically, it doesn't really matter which way you choose to do it. If you agree with the Qunari, they will perform a ceremonial act of murder on Ketojan, after which they will try to do the same to you, since you have been communicating with him for too long and could be under the influence of demons. If you refuse them, you will have to fight them again, and after the battle, Ketojan will commit suicide, following the precepts of the Kun path. It is impossible to dissuade him from this, no matter what options you choose. (You will receive Friendship points with Anders and Merrill if you refuse the Qunari.) In any case, you will receive a nice amulet as a reward.
If during a conversation with the Qunari you mention that you yourself are a mage or that one of your companions is a mage, they will immediately interrupt the conversation and attack.
Anyway, return to Petris - who will be quite surprised to see you alive and unharmed - and talking to her will end this quest. You will receive 7 gold for completing the quest.

Friends in Low Places

This quest only appears if, at the end of all other story quests, you still have not collected 50 gold to finance the expedition for the quest "Journey to the Deep Roads". (Sometimes it may appear if you have a large amount, but this does not always happen - it may be a glitch.)
Dwarf Dugal Gavori, who will meet you at night in the Lower City near Liren's Store, will offer to finance you for the expedition. In return, you will have to return this money to him twice (that is, 100 gold).
If you agree to his offer, you will receive Rivalry points with Aveline, and if you do not pay his debt upon returning from the expedition, he will attack you.

ATTENTION: after completing all the previous story quests, complete all remaining cases in Kirkwall before you tell Bartrand that you are ready to go on an expedition. The expedition is a kind of epilogue to the first act, and you will no longer be able to continue unfinished tasks if you go on it.