Dragon Age Anvil of the Void walkthrough. Dragon age: origins: additional tasks - game tactics and tips from the masters

Story quests

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

In fact, you don’t have to do much to get into Orzammar - go to the gate, listen to the guardian squabble with Loghain’s envoy Imrek, announce your desire to enter the city, then either kill Imrek or drive him away - and the guardian will let you into Orzammar .

Non-plot quests

At the entrance to Orzamar, not far from the merchants, one of the magician's apprentices walks, to whom you need to hand over a letter of dismissal.

In the Frost Mountains is one of the caches that you need to visit in the Denerim quest line "Services to the Interested".


ORZAMMAR

Story quests

Passing through the Hall of Heroes and entering the uptown area, you will immediately witness the not-too-personal scene between Belen and Harrowmont (which you may already be quite familiar with if you play a noble dwarf). After talking with the head of the guard after everyone scatters in different directions, you find out that you got to the gnomes at a not very opportune moment - after the death of King Endrin, the Assembly cannot decide who should inherit the throne, and without the presence of the king, no help from dwarfs are not to be expected, for no one will take the responsibility of sending an army to the surface when almost a civil war is going on inside.

It doesn't take a genius to figure it out - you need to do everything possible to ensure that one of the pretenders to the throne becomes the rightful ruler of Orzammar. Which one is up to you, big difference it doesn't (although if you're playing a noble dwarf, you might have a personal score with one of the challengers).

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

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

If you decide to side with Lord Harrowmont, then you should talk to Doolin. It can be found in the Harrowmont mansion in the Diamond District or in the local tavern. If you decide to go into the Assembly before talking to the representatives of both applicants, then Doolin will intercept you at the exit from it. To test your loyalty, you will be asked to compete in the Arena of Trial as the Champion of Harrowmont. Several of his fighters have unexpectedly abandoned the competition, so along the way, it would be nice for you to find out what the reason for this behavior is (although this is not necessary to complete the task).

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

Harrowmont's second fighter, Gwyddon, was informed that Harrowmont had decided to step down and cede the throne to Belen, and that the competition was only held to allow him to "save face" in the process. You can persuade him to take part in the competition by convincing (with the appropriate skill) that Harrowmont is not going to give up.

After you finish all the things, go to the Arena Manager and announce that you are ready for a duel. You will have a series of fights, and the first three you need to fight alone. In the fourth, you will be allowed to choose one of your associates as a partner. In the last fight, if you convinced Baizil and Gwiddon to side with Harrowmont, they can join you if you so choose - or you can take your regular party.

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


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

Lord Days is located in the southwestern part of the thaig. To get to it, you'll have to fight your way through a fair amount of Darkspawn, Abyssal Pursuers (small, sharp-toothed creatures that love to ambush you in obscene numbers) and other dungeon dwellers. When you get to Lord Days and help him deal with the monsters attacking his group, you can finally give him a letter and get assurances that from now on he will support Belen.

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

Regardless of whether you side with Belen or Harrowmont, your next missions will be exactly the same, and the first of them will be to deal with the head of the local mafia named Jarvia, from which there is absolutely no life - especially in Dust Town.

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

Whichever you choose, you'll learn that Jarvia's lair can be infiltrated using special talismans carried by Jarvia's lieutenants. Go to the house in the southernmost part of the area (you could even have been there before and not find anything interesting). However, this time a whole gang of bandits will be waiting for you there. When you remove almost all the lives of the leader, he will beg for mercy. You can kill him or let him go, but in any case, you will receive a talisman in the form of a bone finger, which is a kind of key to Jarvia's lair. Now go to the "Suspicious Door" north of the house with the bandits, and when you examine it, you will get the option to apply the talisman and now you can safely go inside.

Jarvia's lair is teeming with bandits of all kinds, in some places with spiders, and, like any self-respecting bandit den, it is full of numerous traps, so I highly recommend going there with a robber. Jarvia herself is in the east room, and no matter what dialogue options you choose with her, as a result, you will have to fight her. Beware of traps - there are a lot of them in this room, although in fact they are all concentrated in the second half of the room (you can spot them from the numerous barrels placed around).

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

After dealing with Jarvia, disarming the traps, and finishing exploring the room, go to the corridor in the northeast corner - through it you can go to the Humble District through the trading post without returning through the whole stash and Dust Town.

When you report to Harrowmont/Belen about the success of your mission, you will immediately be entrusted with another task - to go to Deep Roads and look for Paragon (Perfect) Branca there, about which you may well have already heard from the locals. Branca is now the only living Paragon of Orzammar, and her support will surely secure the candidate's electoral support. (In case Branca met a sad end in the Deep Roads, you need to find at least her remains.)

At the exit from the city, you will be overtaken by a certain Oghren, with whom you may have already met earlier - or perhaps not, but this does not play any role. Branca is his wife, and therefore he will decide to join your group. You do not have to take him with you right now, even if you agree with his offer, but at some point he will automatically join your group anyway. (Oghren is a berserk warrior who specializes in two-handed weapons.)

Non-plot quests

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

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

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

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

If you delivered the lyrium to Godwin, then you can get from 50 to 65 gold on it plus a dagger, depending on how high your Persuasion is. Report to Rogek about the completion of the task, and you will receive a reward from 10 to 25 gold.
If you cannot complete the quest (for example, if Godwin is dead), then you can sell the lyrium to merchants (although this will not fully refund your losses).

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

In the Archives, one of the Milldrat Keepers will complain to you that a valuable book has been stolen from them. Travel to Dust City and speak with Corebit. He will attack you. You will not find a book with him, but you will find a receipt on his body, from which we can conclude that he has already fused the goods to someone in the Arena of Trials. Go to the Arena and talk to Gredin. He will attack you. After getting the book back from his corpse, you can either return it to Milldrat, or sell the personalities named Gertryn right there in the Arena for a couple of gold.

This quest is given to you by the Naga Stalker Boermor in the Nether District. After you get it, nagas will appear all over the city - a curious cross between a rat and a pig. You need to deliver them to Boermor. The quest will be considered completed after the delivery of the very first naga, but you will be given money for each subsequent one, and if you find all ten, you will receive an additional reward.

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

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

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

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

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

This quest will give you Field in the Unknown District. A few years ago, her son went on an expedition to the Deep Roads and went missing there. He can be found in the Ortan Thai, but over the years and the trials that have fallen to him, poor Ruk has changed so much that he does not want to go back. You can lie to Field that he is dead (this option is only available if you talked to Rook about his mother and he asked you to lie to her) or tell the truth. If Filda finds out that Rook is alive, she will decide to go to him in the Deep Roads, but in any case, the quest will be completed. You can also kill Rook if you want. If you leave him alive, he will act as a merchant for you.

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

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


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

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

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

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

If you activate the Memory Wall in the Archives and then find and activate the three Runestones scattered throughout Orzammar and the Deep Roads, when you return to the Memory Wall and activate it again, you will receive experience as a reward. (Rune Slabs - Next to the Miner Chief at the exit from Orzammar to the Deep Roads, in the southeast cave at Caridin's Crossing, and in the west-central hall in the Dead Moats.)

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

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

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


DEEP ROADS

Story quests

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

After making your way through numerous enemies and ending up at the southern exit, now, when you enter the map of the Deep Roads, a new place will open up for you - Ortan Thayg.

Taig Ortan is filled with Shadowfiends and spiders, as well as spirits, golems, and other equally unfriendly denizens of the local dungeons. Your goal is to break into the northeastern part of the thaig, where Branca's diary is located. Be careful - when you reach the place with the diary, you will have to fight with the boss - the queen of spiders. I recommend running away after she appears, because in this case she will follow you and you can avoid the simultaneous fight with other spiders that will appear later. The queen will disappear a few times when you take a certain percentage of her health away, but will return to the battlefield pretty soon. After dealing with her and the rest of the spiders, read Branca's diary. Now, when you enter the Dead Paths map, a new location will open up for you - Dead Moats.

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

If you clear the bridge and the area behind it, the Doom Legion will follow you to hold the new line, but they won't advance beyond that, so you'll have to rely on your own strength. Move across the map, fighting off the hordes of Darkspawn - in some places almost an entire army will be waiting for you - for example, in the south-central part you will meet the orange boss - Forge Master - along with the elite Alpha Harlock and numerous "white" opponents. It's best to scout with your rogue first - there are traps here too.

Having overcome all the obstacles, you will stumble upon Hespit - Captain Branca. At first, she will just appear in front of you from time to time, uttering some rather creepy verses in an undertone, and then you can talk to her in person. From a conversation with Hespit, you can find out that Branca, apparently, is still alive, and that something extremely terrible happened to the dwarves accompanying her (especially women) - but, in general, you will not get particularly intelligible information from her .

After passing through the cave with Hespit, you will come out into a rather spacious hall, where several ogres will be waiting for you. After clearing the hall from the enemy, you will find that one of the doors is locked and requires a key. Go to the south door, where you will see some legionnaire spirits, and take the Key of the Legionnaires from the altar at the end of the corridor. The spirits will then become hostile, so be ready for battle.

You now have the key to open the Evil Door. Go through it and the corridor and pretty soon you will come across a huge and extremely nasty looking boss of the area. So, now you know what the Womb of the Fiends of Darkness looks like, producing them into the world.

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

When you deal with her tentacles (and they have a habit of disappearing when you deal some damage to them and reappearing a little later, so this can take a while), then the uterus itself will no longer be such a dangerous opponent. You can finish her from a distance, you can do it in close combat (cou de gras - mercy strike - with a melee weapon looks very impressive), just keep in mind that, like ogres, she can grab the enemy and start shredding him on pieces in the air.

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

After you enter the Paths map, a new location will open up for you - the Forge of the Void. When you enter it, Oghren will automatically join your group (if he was not in it before) and you will have the opportunity to change the rest of its composition if you want.

In the Forge, you will finally meet Branca and get information from her about what happened to her and her dwarves. After talking with Branca, you will have to fight off several attacks from the Shadowfiends. Having dealt with them, go along the corridor to the room with the golems. It is filled with poisonous gas, and to turn it off, you need to turn the four levers in the center of the room. Golems will revive when you get too close to them, so it makes sense to retreat from the room as soon as the first golem activates, deal with him, repeat the procedure until the room is completely clear of the enemy, and only then turn off the gas and proceed further.

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

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

In the final cave, you will meet Karidin himself. He will explain how he was able to create golems in his time and why he now regrets it. At the end of your conversation, Branca will appear and you have to make a decision: to side with Caridin or Branca. If you side with Branca and Shale is in your group, he will defect to Caridin and you will have to fight him. If you side with Caridin, you will - as you would expect - lose quite a lot of approval points with Oghren (although he will still side with you in battle).

Whether you sided with Branca or Caridin, look out for the lyrium veins scattered around. I strongly recommend using them as often as possible - firstly, this is a free increase in your mana and health, and secondly, if you do not, your opponents can use them. Also, if you are having difficulty with the battle, I can recommend some way to temporarily immobilize the main boss (for example, with a Force Field) and deal with the golems first. Don't forget that golems are usually very sensitive to magic, while gnomes are the opposite.

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

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

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

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

Non-plot quests

Find three bags of demon body parts in the Deep Roads and put it back together. The first bag is located in the Aedukan Thai in a small cave with the Creatures of Darkness approximately in the center of the map, the other two are at the Caridin Crossing - in the southeast and northeast caves. When you have collected all three bags, go to Ortan thaig and activate the altar in its southern part in front of the bridge with spirits and golems. The appeared demon can be killed, or you can let go in peace, having previously demanded a bribe of 25 gold from him. If you kill him, there is a chance that he will drop the magic sword or armor, but in most cases you will not get anything but moral satisfaction.

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

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

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

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


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

Before starting to describe the passage storyline The game is immediately worth noting that the introductory parts of the story will differ from each other depending on which character you choose to save the world. In order to avoid confusion from the very beginning of the story, your obedient servant considers it necessary to describe all the options for plotting. So, briefly and in order.

Dwarf - Crown Prince

After a little chat with the servant, immediately go to the celebration, where you will meet with your father. From him you will receive instructions to find your brother Belen, who is in the Arena of Trials. He will tell you that your other brother is plotting something evil. As soon as you have time to return together back to the banquet hall, you will immediately be kicked off to one godforsaken city. On the way to it, you will meet a small number of opponents that you should easily deal with, especially since a group of allies will join you on the way. When you reach the city, deal with a small detachment of mercenaries and get a trophy in the form of a signet from the finger of one of them. Entering the house, place your associates on the plates that stand out against the general background. After this simple procedure, you will become the proud owner of a shield from a sarcophagus. With this wealth, go outside and break the wall, after which you will have to fight a little. For committed fratricide you will be put in jail. Before you get used to the official situation, you will be sent into exile so that you can join the order of the Gray Wardens. Having scattered all the ill-wishers along the road, you will finally meet Duncan and go with him to Ostagar.

Dwarf - Untouchable

Here, first of all, go with your partner to the tavern, where you will need to knock out a batch of lyrium from the local merchant, allegedly stolen from the Charter. Having taken the goods from him, go to your owner Berat, who will not appreciate such official zeal and will accuse you of theft. To earn the forgiveness of the boss, you will have to go to a kind of gladiator fights, in which you need to poison one of the opponents of your group. True, you will also have to replace the fighter who dropped out due to drunkenness, putting on his armor. Then distract Mylarom with a conversation while your accomplice poisons his drink. After that, you will find several trifling battles in the arena, followed by an unpleasant exposure and imprisonment. After getting out of prison and freeing your friend, make your way along the corridors, at the end of which you will finish off your employer. Now, with a clear conscience, get out into the street and after an unpleasant meeting with the guards, meet Duncan, who will offer you to go with him to Ostagar.

Human - Mage

After a short briefing, you will immediately start right off the bat, as you will immediately have to engage in a small fight. Then you will meet one magician named Mouse, who will recommend to communicate with two spirits. The first of these will be the spirit of honor. From him you will receive a staff, but not before you defeat him in a duel. Then, going a little further and scattering another portion of evil spirits along the way, you will encounter a second spirit - the demon of idleness. You can fight him or try to solve 3 of his riddles. As a reward for this, he will teach the magician Mouse to turn into a bear. Go back, where with the help of the Mouse, deal with a pack of ghost wolves. A little further you will meet with the demon of anger, after a short skirmish with which you will need to defeat him. After these adventures, you will wake up in your bed and, after talking with Jovan, you will find out that you need to see the head magician Irving, whose chambers are located on the second floor. When you get to the place, you will come across a group of people in the corridor, including Duncan. After talking a little, ask him to leave and continue your conversation with Jovan. After you promise him your help, you will need to go to the center of the hall, where one of the pacified will ask you to bring him permission from his superiors in exchange for a fire rod. Direct your steps to the laboratory, where one of the sorceresses lives. During the conversation, you will find out that she is ready to provide you with paper in exchange for cleaning the warehouse from spiders (the warehouse is located here). Having coped with the task, take the document from her and exchange it for a fire wand. Now you, along with Jovan and your comrades, will have a walk into the dungeons of the tower. After pretty much wandering through the catacombs and requisitioning a number of guards, you will reach a room with a closet and a statue of a cat. After pushing the first one and using a fire strike on the second, move on, where a small skirmish and the desired amulet of Jovan await you. After getting to the surface and meeting with old acquaintances, from whom Duncan will reject you, go with him to Ostagar.

Man - Noble

After talking with your father and Duncan who came up, you will go to your brother's bedchamber. Going on the way to the kitchen and sorting out with his faithful dog with a whole battalion of rats, meet with your brother and talk to him, after which you go to bed with peace of mind. After waking up and realizing that you have been attacked, bravely scatter the adversaries in the corners and talk to your mother, then go down to the main hall. Carry out a systematic cleaning of the premises there and go outside through one of the doors and make your way to the already familiar kitchen. After talking with the dying father there, agree to join Duncan and go to Ostagar.

Elf - Urban

After the unpleasantly interrupted wedding, talk to Duncan and Valendrian. After finding out from them the reason for what happened, go to administer justice to Denerim's castle. Entering through the door for the servants, having previously cut down all the guards, get hold of alcohol and poison (you will get fire water in the kitchen, and poison in the pantry). Poison three more soldiers with this potion and move on to meet the kidnapper Vaughan. After killing him, take the girls home and accept Duncan's invitation to join the Gray Wardens.

Elf - Dalish

Faced with a detachment of people, deal with them for a couple with your friend and go to the ruins. There, having reached the mirror room, you will meet with an unfriendly creature, defeating which and going to the mirror, you will wake up in your camp. After chatting with Duncan, first go to the elder's apprentice, and then return to the ruins, destroying everyone in your path. In the mirror room, after talking with Duncan again, go back and tell everything to the elder. Now you can safely go to Ostagar.

Elf - Mage

This plot is fully consistent with the history of the Man - the Magician, so there is no point in repeating it again.

Ostagar

So, having reached Ostagar, the first thing I recommend is that you thoroughly look around and wander around the neighborhood. Having coped with this task, go in search of Alistair - a new companion in your difficult endeavors. After interrupting his intellectual dispute with the magician, escort your new acquaintance to Duncan, from whom you will receive the task to collect three flasks of demonic blood and get old scrolls from the archive of the guards. Now, together with Alistair and two other party members, go to the swamps, where your squad will first be attacked by wolves, and then by the very demonic creatures whose blood you need to get. Having coped with the first task, I recommend that you wander through the swamps in search of a red and white flower (if you are not playing as a noble person). When you find it, then give the plant to the owner of the kennel in Ostagar. The reward for this will be the Mabari fighting dog (it will become available at the end of this game segment). Having reached the ruins of an old tower, located somewhere in the center of the swamp, your squad will face fierce resistance from all evil spirits. It is not surprising, because the desired scrolls should be stored in the chest, which stands in the middle of the ruins. But they are not there, since they have already been privatized family contract witches - Flemeth and Morrigan. After a tactful conversation, you will not only be handed the manuscripts, but also sent back to the city. After meeting with Duncan and having passed the rite of initiation, go to King Kailan from whom you will receive a new task. You will need to cross the bridge and light a signal fire on the tower, which has already been captured by enemies. Make your way upstairs, chopping enemies into small vinaigrette until you reach the fourth floor. Here I strongly recommend that you concentrate, because on top floor tower you will find a hefty little animal, responding to the nickname ogre. Tips for destroying it are pretty straightforward - have plenty of healing potions with you and in no case knock your squad into a heap. If you do this, then in one attack, the org will be able to deal massive damage to all your comrades. Having coped with the monster, set fire to the torch, thereby completing the mission. Waking up in Flemeth's house and learning bad news from her, you have no choice but to go to the village of Lothering together with Alistair and Morrigan, who agreed to help your squad. By the way, if you got a flower in the swamps and gave it to the owner of the kennel, then along the way you will meet the dog Mabari, fighting with several spawns of darkness. By helping the animal, you will find a true ally for the rest of the game.

Lothering

As soon as you enter the village, a bunch of extortionists will stand in the way of your detachment, demanding money for the passage. There is nothing to stand on ceremony with them - take and chop everyone into cabbage. In the village, a bunch of side quests await you, but if you want to immediately move further along the storyline, then head to the tavern. There you will have a small brawl with Loghain's soldiers. In the event that you show mercy to them, another character named Leliana will join your party. After heading towards the exit from Lothering, you will encounter a man named Stan locked in a cage. If you want to release him for good behavior, then you will have to go to the local church and ask the abbess for leniency towards the prisoner. It can be done different ways- from bribery to threats, but if Leliana joined you, then Stan will be released automatically. With the whole private company, go to the exit from the village, where your squad will have to provide all possible assistance to two sly gnomes, fighting off the attacks of evil spirits. In return, you will get the opportunity to sell junk accumulated during your adventures at a halt.

Then you are free to choose which region to go first. The order of the missions does not play a fundamental role, but your humble servant went through the storyline of the game in the following sequence.

Mage Circle Tower

Having reached the pier, persuade a man named Carroll to ferry you to the tower. When you get there, you will learn from Gregor that things are going lousy in the towers and if your squad enters there, the doors behind it will immediately close until peace and quiet and God's grace come (keep this in mind in order to stock up on the necessary things in advance) . Immediately after entering the tower, you will be met by a detachment of surviving magicians led by a person named Wynn. Persuade her to join your ranks and with her systematically make your way to the fourth floor of the tower. The first floor is not particularly difficult to pass, but on the second, quite dangerous blood magicians roam. In addition to them, you can meet the pacified Owain there and get a black grimoire that Morrigan will like. On the third floor, among other things, beware of crazy templars and bear traps. But on the fourth, get ready for a meeting with the demon of Idleness, which will send your hero into the dusk, and one without the support of the team.

Dusk

Once alone, get ready to fight Duncan and your comrades. After defeating them, activate the pedestal of the twilight zone and talk to Niall. Now go through the shadow portal to meet with the demon of rage. As a reward for winning you will be given the ability to turn into a mouse. In this guise, we return back to Niall and click on the shadow pedestal. Five new destinations will become available to you. First, head to the burning tower. Here you will be met by a lot of fiery creatures, so the freezing spell will come in handy. Climb to the second floor, where, among other things, destroy the fiery demon and get the ability to turn into a burning person. Now you are not afraid of fire. Go to the location called the invasion of the creatures of darkness. Now that you can ignore the flames, you will easily reach the hall in which the brave templar fights with all sorts of abominations. Help him cope with them, and he will present you with a form of spirit as a sign of gratitude. Well, go to get the last form in a location called the Shattered Circle. Move forward and systematically take out all the enemies that come across to you feet first. Your goal is to go up to the second floor, where 2 golems are waiting for you, which, of course, you have to kill. Congratulations, you have obtained the final form of the golem!

Now you can safely go to clear the twilight zone, destroying all the older demons in turn. The first of them, Slaveren, is waiting for you at the same location where you acquired your last form, with which you can easily defeat him. The next candidate for the corpses - Utkiel the crusher, very reminiscent of an ogre, lives in the invasion of the creatures of darkness. Scattering his minions in the corners, you will defeat this bastard too. Returning to Niall, enter the ghost door and fight the lady named Yovena, as well as two of her cavaliers. Don't forget the burning tower zone! The demon Ragos is waiting for you there. In fact, this opponent is much inferior to your burning person form, so killing him will not take much strength. The last guard on the way to the demon of idleness will be a certain Vereville, who lives in the templar's nightmare. Now you can free your comrades-in-arms, scattered across locations called a nightmare. Just convince them that everything around is just an illusion, and they will be able to join you in order to help defeat the demon of idleness. This will not be easy at all, so get ready for a long and exhausting battle. In it, your opponent will repeatedly change his appearance, so that you do not yawn and transform into the necessary forms.

Mage Circle Tower

Having coped with the adversary, you will be transported back to the tower, where the first thing you will do is looting - remove an extremely useful little thing called Andralla's Litany from Niall's body. In front of the stairs upstairs you have to talk with the templar Cullen, who offers to finish off all the surviving magicians. Whether you agree to it or not is up to you, although you can refrain. Upstairs, another enemy Uldred is waiting for you. Apart from his ability to transform into a giant demon, he can also turn the remaining mages against you. To prevent this from happening, use the selected Litany of Andralla on them. After the victory, return to Gregor in the company of Cullen or Irving to enlist from him a promise of help in the final battle against evil. Having walked around the tower to your heart's content, direct your steps to the village of Redcliffe.

redcliffe

The first person you meet in this area will be a certain Thomas, who told you about all the horrors that take place in the village. Entering the main temple, you will see Ban Tegan and discuss with him the unhappy state of affairs. He will ask you to help the local mayor Murdoch and the knight of Perth to organize the defense. To get started, go to the mayor, who will direct you to the blacksmith Owen, so that he puts the worn out uniforms in order. After reaching his house and persuading the blacksmith to do the work in exchange for a promise to find the missing daughter, return to Murdoch. Now go to the mill for a rendezvous with Sir Perth. He will ask you to go to Mother Hana to bless the coming battle. There is nothing to do, satisfy his pious whim. Having done this, return to the knights and wait for darkness (for it to come, click on the corresponding inscription in the conversation). With the coming of night, the battle will begin. After you beat off a few attacks of the revived skeletons, you will be informed that things in the church area are going badly for you and you need help there. Go to a given position and continue to crush the revived bones in a new place. After the fight, talk to Bann Teagan and go to the castle in search of Eamon and Connor in the company of Eamon's wife Iseult. Go down into the dungeon through the entrance located in the mill and, after passing through a short corridor (on the way you can decide the fate of Jovan imprisoned in a cage), you will find yourself inside the castle. Here, in addition to the next portion of opponents, you will find the lost daughter of a blacksmith. Don't babysit her and send her on your own to daddy. After leaving the courtyard, immediately open the gate so that the allies come to the rescue to help you defeat another company of ghouls. Climbing upstairs, you will see the desired Connor and Ban Tegan. Both of these characters are clearly out of their minds, and Tegan will also throw himself at you with bad intentions. Having dealt with him, deal with the main problem in the face of Connor. The best option (although not the only one) to solve this problem is to ask for help from the circle of magicians. Since it has already been completed earlier, Irving will immediately agree to help. You are also required to enter the twilight and fight the demon that has inhabited Connor. After banishing him, you have to find a way to heal his father - Eamon. To complete this task, you will have to go to the city of Denerim.

Denerim

First, go to the house of brother Dzhenitevi, who, alas, will not be there. But on the threshold you will be met by his assistant Waylon, who will inform you that the person you are looking for has sailed to the area of ​​​​Calenhard Lake. If you try to talk this dubious person, or just go to the back door of the house, then the impostor will impersonate himself and attack your hero. In a popular form, explaining how he was wrong, you will find the body of Jeniveti's real assistant in the back room, as well as information that you need to look for him in a village called a shelter. There is nothing to do, follow the given direction.

Village

It cannot be said that this outback is very happy about the appearance of your detachment, so do not waste time and immediately go to the chapel. There, after a short conversation with Father Eirik, send him to the next world, as well as the comrades who came to his aid. Take the medallion from the corpse of Eirik and in the next room behind the secret passage you will find brother Dzhenitevi, who will offer you to go to the ruined temple.

ruined temple

Once inside the temple with the help of the medallion, get ready for a warm meeting with a whole bunch of enemies. Robbers, cult magicians, and ash spirits in the company of archers live here. Your goal is to get to the cultists' rooms, in one of which you will get hold of the key to the previously locked door. Go back and go to the previously inaccessible area, where you will find another key. After opening another door for them and, after going forward a little, you will find yourself at a fork. Which path you choose does not matter. In any case, your squad is waiting for a meeting with a new batch of opponents, among which there will be large and small dragons. After dealing with these dinosaur relatives and collecting trophies, you will meet the leader of the cultists, Kolgrim. Here you can choose from two options - agree with his proposal or go for a banal murder. It is easier to choose the second option, besides, you will get hold of a signal horn. Now, with a clear conscience, get out to the surface. Ignore the flying dragon (although with the help of a trophy horn you can challenge it to fight) and go into the neighboring building. Here the guardian will meet you and enter into a lengthy discussion with you. Do not lose your temper, and you can easily go further into the testing room. Here you will be asked riddles. If you answer everything correctly, then you will pass on unhindered, if you make a mistake, you will have to wave your sword. In the next room, your evil counterparts are waiting for you, after the battle with which you will have to solve another puzzle. To solve it, simply arrange your comrades-in-arms, as indicated in the screenshots, gradually moving the main character forward along the bridge.

When one hero crosses the abyss, the rest will be able to do it. In the next room, you need to take off your equipment so that you can go further. Now we take the coveted sacred ashes and exit the caves. Enter the temple again and make Brother Genitivi happy, then return to Redcliffe Castle, where you heal Eamon and enlist his support in the final battle. It remains to agree with the dwarves, the road to which runs through the frosty mountains.

frosty mountains

On the way to the capital of the dwarves Orzamar, you will encounter another group of hunters for other people's good. I think that you yourself guessed what exactly needs to be done with them. Upon reaching the city gates, you will witness a verbal skirmish between Orzamar's guards and a group of Loghain's men. You can kill the squad homo sapiens or persuade them to leave.

Orzamar

Entering the city, first of all discuss current affairs with the head of the council, Bandelor, located in the diamond district. During the conversation, it turns out that your squad will have to take one of two sides in order to prevent unrest in the city. You can seat Harrumont or Prince Belen on the throne. Since your further actions will differ depending on the chosen side, I will describe both scenarios.

If you decide to support Lord Harrumont, then after talking with his representative, find out that two brave fighters do not want to side with Harrumont in the arena of trials. We'll have to have an educational conversation with them. The first of them, Gwiddon, will have enough of your eloquence, but Bayzil will balk and demand in return for his consent to bring him the letters stored in the indicated place. There is nothing difficult in this assignment, so when you bring the required to Baizil, he will agree to participate in fights. True, you will also have to wave your sword in the arena, and not just once, but as many as 5 times. Having emerged victorious from all the fights, go to the local tavern, after which you will be awarded an audience with Lord Harrumont.

If you choose the side of Belen, you will again have to talk with the candidate for the throne not directly, but through an intermediary. He will instruct you to play the role of a messenger and take incriminating correspondence to Lord Helmy and Lady Days. With the first, everything is simple - he is resting in a tavern and, after reading the letter, immediately agree to take the side of Belen. With the lady you find in the diamond district, things are a little more complicated. She will send you to her father. Follow the indicated area, completely teeming with various villains. Help Lord Days fight them off and give him a letter. After that, go back and get an invitation to Prince Belen.

Whichever side you take, the further instructions will be the same. Go to a dusty city and deal with a gang led by a certain Jarvia. On the main square of this seedy town, talk to Nadezhda, who is sitting by the fire. She will point you to the door, which the bandits regularly pass through, it remains only to get the key from it. It is located in a nearby shack, in which you will be met by a small enemy squad. After dealing with him and taking the key, unlock the closed door with them. Faced with the guard, naively demanding a password from your team, cut it and move on, exterminating everyone in your path. After reaching the prison, free the prisoners and go forward to meet with Jarvia. The battle with her will not be easy, because of her bullish health and a large number of minions who get confused under your feet. Finally, having defeated the beast, return to bow to the contender for the throne for a new task.

And it is not going to be easy. The essence of the order is as follows. You need to find a kind of super female blacksmith named Branca, since it is she who has a decisive vote in choosing a new king. To complete this mission, you will have to go to a location called the deep paths, where at the very beginning of your journey you will meet the husband of the desired heroine Oghren, who will join your group. Having reached the Karidina crossroads and finished with the opponents, go into the cave, after which you will find yourself in a large hall. The number of opponents in this zone just rolls over, besides, on the bridge, your invincible squad will be cordially greeted by an ogre who has come to the rescue. After passing the hall, go through the tunnel, chopping everyone in your path, you will finally get to Taiga Ortan.

By visiting this location, you will encounter extremely hard-hitting opponents in the form of giant spiders. The only good news is that the arachnids attack not only the brave heroes, but also the supporters of the dark forces, which you will witness when you reach the large hall. Clean up the remnants of the surviving adversaries and go through the corridor, after which you will fall into the next hall with a new batch of opponents. Also, here you will meet a half-crazy dwarf Rook, with whom you can talk. Come forward like a bulldozer and pretty soon you will meet the mother of all this spider brood. I advise you to use a variety of braking spells in this fight more often in order to reduce the indefatigable jumping ability of the boss. After the victory, read Branca's diary, from which it becomes clear that your further path lies in dead ditches.

When you reach the bridge, you will witness the brave resistance of the gnomes to the forces of darkness. Help them deal with the hordes of adversaries, and then cross the bridge liberated from enemies and run to the gate. Since they are closed, you will have to move around through the side tunnel. By the way, after rummaging around a bit, you will find a set of dead legion armor. After going a little further and ending up in another large hall, you will be subjected to targeted fire from the archers. In addition, their leader has a particularly powerful bow, which will make your next battles a little easier. Nearby in the tomb you will find another piece of armor, then boldly continue your way forward to the hall, which is inhabited by animated skeletons, and one more armor is waiting for you in one of the coffins. After wandering through the corridors, you will meet a crazy woman who will report that Branca has gone further. Blow into the temple of the dead legion, where you will find the last piece of armor and the key to the door leading out of the area of ​​the dead moats. Behind the door, find the medallion lying in the coffin, and destroy the ghosts that have flown in from nowhere. Well, now get ready to fight the new boss! Chop up this overgrown octopus is not easy and not quick. The main thing - do not attack him in the forehead, but rather start by destroying the tentacles. When a miracle-yudo loses limbs, it will be possible (and necessary) to move into close combat. After defeating the boss and going through the following tunnels, you will unexpectedly meet Branca. Now you need to escort her to an artifact called anvil of the wasteland. Your squad will overcome new corridors without any problems until they get into a room filled with gas and inhabited by four golems. First, turn off the gas by activating the valves on the sides, and then deal with the opponents one by one. After passing through the next room, in which golems are also waiting for you, you will find yourself in a hall where you will be attacked by the spirits of the dwarves, animated by a mask on a column. To cope with this sorcery, after each destruction of the spirit, you will have to thresh on the anvil standing right here. After seven or eight repetitions of this exercise, you will be able to proceed to the final (by God, I'm not lying!) fight in this location. Here the game again gives you the choice of which side to take. If you support Branca, then you will have to fight against Caridin and his four companions. Branca herself and 4 more golems will be on your side. In case of sympathy for Karidin, he will have to control his own forces with the support of three golems against Branca and her four stone assistants. Whoever you choose, in the end, you will be given the perfect crown and sent on your way. With the received trophy, you will have a direct path to Orzamar, to perform the coronation of your chosen heir. By the way, no one forbids you to change your previously made decision and put any of the two applicants on the throne. Having restored the monarchy and enlisting the support of the newly-made ruler, it's time to stomp into the Brecilian Forest to free the Dalish from the invasion of werewolves.

Brecilian forest

Upon entering the forest, you will immediately be stopped and escorted for a conversation to the elder Zathrian, who will tell you that werewolves are attacking his fellow tribesmen and therefore the elves are not up to helping you now. Another thing is if your squad, out of the kindness of their soul, will cope with the leader of the werewolves, who lives in the depths of the forest. By agreeing to complete this task, be prepared to exterminate not only werewolves, but also well-known spawn of darkness. True, a little later your squad will meet one of the leaders of the talking wolves, with whom, with a certain amount of eloquence, it will be possible to disperse in peace. Further, making your way to the edge, you will meet with extremely unfriendly Ents. When the enraged trees are turned into sawdust, your party will be able to get to their leader, who is set up quite peacefully. This huge oak tree will ask you to bring him an acorn stolen from him by some crazy person. On the way to the eastern part of the forest, you will meet a dying female werewolf who will ask you to hand over the scarf to her husband. Take it - it can help in passing. The aged kidnapper is located in the hermit's clearing in the northeastern part of the forest. You will have several ways to take the acorn from him. For example, exchange for some other item (a scarf received earlier will do). Although I personally liked the option of killing this forest pest more. We return with prey to the oak and give him the stolen acorn. In return, he will supply you with a magical staff, allowing you to enter a previously closed area of ​​​​the forest, where you will be attacked by the already familiar local werewolf leader. Having dealt with him, go to the ruins in search of the main ghoul.

Ruin

Get down and systematically exterminate the evil spirits crawling under your feet until you reach the large hall. Here you will have to fight the first serious dragon in the game. Before proceeding with the attack of the fire-breathing lizard, I strongly recommend that you neutralize at least some of the traps, which are found in abundance here. The adversary himself is best harassed with ice spells, keeping mages and archers as far away as possible. In addition to a significant victory reward, your group will be able to go to the second level of the ruins. Here, skeletons also join the spiders, and when you reach the next room, you will encounter the ghost of a child, which, however, is not dangerous. Going out into the corridor and having reached the fork, it is more expedient to turn right. By the way, right there you can find a blue crystal, with which you can get the specialization of a combat Mage in the next room with an altar. Having overcome a couple more rooms stuffed with traps and enemies, your invincible armada will have to fight with a creature called witchcraft horror. He is absolutely nothing terrible, so when you cope with him, bravely dive into the lake and get ready to find yourself in a werewolf lair.

There will be a small battle with shaggy enemies, after which you will be able to achieve an audience with the leader of the werewolves. And again, the game gives you the freedom to choose the side for which you have to fight. Having decided to support the werewolves, you, in the company of a fanged company, will go to the elves' camp and arrange a mass genocide there. If you support the elves, your group will have to seriously reduce the number of shapeshifting wolves. Well, the most profitable solution would be the option of removing the spell from the long-suffering inhabitants of the forest. To do this, you will have to bring Zathrian to the lair and strongly persuade him to do a good deed. After that, return to the elf camp (if you did not cut it on the side of the werewolves) and get a promise from Zathrian's successor Lanae to help you in the final battle, which is already a stone's throw away.

But before you enter it, you have to go to Radcliffe Castle, in which the Earl of Eamon decides to hold a general meeting to select the supreme ruler. However, all the main actions will take place in Denerim, where you will move after a conversation with Lord Radcliffe.

Denerim

In a conversation with Loghain, I strongly recommend choosing the most loyal and streamlined phrases, and most importantly, you should not mention Alistair in a conversation if you are eager to put him on the throne. Having finished the dialogue, you can safely go to the office of Earl Eamon in which the queen's maid will tell you that her mistress was kidnapped by Earl Howe and is being kept in the mansion against her will. Embark on a rescue expedition to rescue Her Majesty from Earl Denerim's mansion. On the way to the estate, local punks will attack you, so be prepared for such a turn of events. When you reach the house, you will realize that you will not be able to break in through the front doors, so, following the advice of the maid, go around to the back entrance, fighting a group of guards along the way. Further, you can wait until the queen's maid distracts the attention of the guards from the back entrance, or you can brazenly break in there and cut everyone. True, in the mansion, I highly recommend that you walk using disguise. Otherwise, the tour of the estate will be too bloody. Having reached the queen's room, it turns out that a magical seal has been placed on the door, preventing her from leaving. Now go to Howe's room, where you can get hold of interesting documents stored in the chest and try to break into the treasury located nearby. From the office, go down straight to the basement, where you will face the guard nose to nose. However, you do not have to engage in battle, as the agile prisoner will quickly strangle him and change into a trophy uniform. From this moment on, the disguise ceases to operate and you have no choice but to fight with each of the opponents you meet. Also, do not hesitate to release prisoners from captivity along the way. In a little while you will meet with Earl Howe. Howe himself does not pose a serious danger, but with two magicians you will have to tinker a bit. Having dealt with him, return to the queen's room and lead her out. However, Loghain's people will already be waiting for you there, who will offer you to surrender.

If you chose this option for yourself, be prepared for the forced release of the hero from the dungeon (on your own or with the help of loyal associates). In the company of comrades, you will only have to break through the security of the fort and get to the cell in which main character. The reverse is exactly the same. The self-release option is more elegant. First you need to lure the guard to your cell and take possession of the coveted keys there. Next, first get to the chest with your equipment, and then to the mannequin with the uniform of the guard. Now you need to get a password. This is not at all difficult to do if you have the skill of pickpocketing. Just steal the password sheet from the pocket of one of the guards. If you don’t have such talents, then after meeting with the colonel and talking with two recruits, go to the quartermaster and threaten him with problems with the colonel, after which he will give out blades. After talking with the colonel again and answering his question: "Without discipline", go to the exit, where you will find out the password from one of the guards - "Rabbit". Now head to Eamon's mansion.

If you do not want to surrender, you will have to fight Loghain's people, and then go to Eamon's mansion and talk with him and the queen, from whom you can enlist support in the upcoming council.

It's time to visit the Elifian District, but before that, visit the local tavern and talk with the previously released captives.

Elifian District

After learning that the elves are sick with the plague, go to the main square, where you will meet a character named Shianni. From her you will learn about the existence of a dubious hospital, behind the walls of which strange things happen. Having penetrated into this institution from the back door, having previously killed the guard, we examine the premises of the hospital and find a letter there. After that, we get out into the fresh air, scattering several opponents there, and again we speak with Shianni. Now she sends you to a house near the hospital. Make your way through this building, defeating a small group of soldiers, and then head to the storage areas. There you will meet another elf named Devera, who is better to convince that a fight with you is futile. Moving forward with it and killing a small riffraff along the way, you will reach the main villain of the local flood Caladrius. You don’t have to fight him at all, but you can simply agree on a deal in which he will provide you with dirt on Loghain, and you will let him leave. However, by choosing a forceful solution to the issue, you will get what you want anyway, especially since this mini-boss is not very difficult. After leaving the room and talking with Shianni, go to the meeting of the lands.

Assembly of the lands

During the debate, do not let Loghain down and fend off his attacks on you. Also, don't forget to mention the threat posed by the darkspawn. If you have secured the support of the right allies before the council in advance, then you should not have big problems. Realizing that he lost the election, your opponent will become furious and stage a coup attempt. Nip this undertaking in the bud, after which you will have to engage in a one-on-one fight with Loghain. The task is not easy, as your opponent is a skilled fighter with good armor. A magician is best suited for the role of a duelist with him, thanks to his ability to use paralyzing magic. The fighters will have a hard time, but a large number of healing potions will help them. Having requisitioned your opponent, you can choose one of three options - kill him, spare him, or spare him and turn him into the "Gray Guards". Depending on the decision, the game will provide you with various options for the section of the throne, among which you can choose any you want. So, the kingdom is united, it's time to enter the final battle!

final battle

To get started, head to the familiar Redcliffe, which has already been attacked by the minions of the Archdemon. All the survivors took refuge in the castle, where you actually need to go. The walk to the estate will be easy, because you will not meet any serious opponents along the way. Unless a lost ogre wanders into the castle courtyard by mistake and this will be his fatal mistake. Having broken into the castle, talk with Eamon and Riordan and learn from them that the Archdemon's army decided to strike the main blow at Denerim, so the whole honest company will have to return back. Riordan will also inform you that only the “Grey Guardian” can overcome the main adversary, and even then at the cost of his life. Do not rush to get upset! In a conversation with Morrigan, you will learn that you have a chance to survive the last battle if you "help" the charming witch get pregnant from you. If you are playing a female character, then Alistair or Loghain will need to be persuaded to this procedure. However, you can refuse this tempting offer. In this case, your hero will die at the end of the game, and the annoyed Morrigan will leave your squad immediately. Having gone to Denerim in the morning and having cut down all the goners in its vicinity, go to talk to Riordan. Here, in addition to the assignment to find and destroy two enemy generals in the company of 3 associates, you will also get access to the forces that you were promised as support in the final battle during the game. Which armies will be available depends on the decisions made earlier. You can use them one at a time per game location, so dispose of them economically and profitably.

To begin with, go in search of the first general to the elvenage, where you will meet with Shianna, who will report that the barricades are about to fail. Go to the aid of the defenders of the area and destroy all the small riffraff from behind the barricades, but take care of the general left alone, surrounding him from all sides. For this task, some kind of army specializing in close combat is well suited (Radcliffe's army or werewolves will be just right). Now go to the market square, where, surrounded by devoted ogres, the second gallant general is waiting. The principle of its elimination is exactly the same, so you should not have any problems.

Having dealt with this sweet couple, advance to the palace quarter, where after watching the video it will become clear that your path lies in the Dragon Fort. On the way to it, it makes sense to send another army forward to help deal with detachments of various evil spirits. True, before storming the fort, you will have to repel the wave-like attacks of the enemy from the gates of Denerim. After that, you can safely break into the fort. On its first floor, only a small riffraff is waiting for you, which is easy to exterminate from a distance, but on the second floor you will have to tinker a bit, as there are more serious rivals crowded there. Although, it doesn’t make sense to focus on them specifically - as the game progressed, you had to participate in more difficult battles. Finally, head up to the rooftop and take a deep breath as you face the final showdown with the main villain of the game, the dragon Archdemon.

Archdemon

When fighting him, feel free to use your best forces(mages, golems or elves). Watch his movements carefully. As soon as he decides to breathe fire or rises up - try to have time to take your people out of the affected area. When the level of his life drops below 50%, he will call on his minions to help in huge quantities, and with his last breath he will make walking bombs out of them, exploding the unfortunate people close to your allies. Sooner or later, he will still run out of strength, and he will fall dead to the ground.

So you have completed the game and I hope that this description helped you with this.

The quest starts after the Battle of Ostagar. To defeat the Archdemon, we need allies. We have an ancient treaty in our hands Gray Wardens providing us with allies. One of which is the Dwarves of Orzammar. The teig itself (dwarven name of a city or settlement) is located in frosty mountains, let's go there.

Even before entering the territory of the gnomes, we are met by assassins sent by Loghain (this is not difficult to guess from the greeting). Among them are two crossbowmen and one mage. Having dealt with them, we enter the territory of the gnomes. Near the entrance to Orzammar, we see how the people of Loghain (too many people of the self-styled regent in one territory, right?) Are arguing with the guard. Approaching you can participate in the dispute. If influence is developed, they can be intimidated. Then the people of Loghain will choke with rage, but they will leave, and we will be admitted to Orzammar.

Going out into the Commons, we see how two contenders for the throne of Orzammar are arguing (the previous king died without leaving a successor). Briefly about the candidates:

  1. Prince Belen Aedukan. Quite a progressive reformer - stands up for active trade with the terrestrial, the abolition of the caste system and the right of those deprived of caste to join the army. True, he does not shy away from rather harsh methods.
  2. Lord Piral Harrowmont. A gentle ruler, where Belen uses pressure or forceful methods, Harrowmont makes concessions. True, the lord is very stagnant in traditions: he is categorically against trade with the terrestrial, and flatly refuses to recognize equal rights for the untouchables with the rest.

Below there will be a line of passage for Prince Belen (who passed for Harrowmont can always add this line in a comment or article).

  1. Prince's favor. First task.

To get an audience with Belen, you need to prove your loyalty (or at least neutrality). To do this, you need to convince the two houses that gathered to vote for Harrowmont not to vote for him.

Belen's assistant - Vartag Gavorn - gives us promissory notes, which say that Harrowmont promised the same plot to two houses at once (oh, he's a scoundrel! Just don't ask where Vartag got these papers from). The first quest character is located there - in the Diamond Quarters. Lady Days, after looking at the papers, will agree that they are of local origin. However, she herself cannot cancel the vote, for this she needs the head of the house, which is located on the deep paths in the Edukan teig. He will have to be rescued from the deep hunters. After two repulsed waves, he will look at the bills (just don't tell him who gave them) and say that he will not vote for Harrowmont. After that, he will offer you to return with him to the Diamond Quarter. The second potential voice - Lord Helmi - is located in the community halls at the "Cabatchikov". After looking at the papers, he will say that now he will have to terminate the contract and vote for Belen.

We return with a report to Vartag Gavorn and go to an audience with Belen.

2. Favor of the prince: the second task.

Belen tells us that the Charter, a criminal group of casteless gnomes, is undermining stability in Orzammar, and it must be eliminated. In general, not very difficult, except for the fights with the assassins of the Charter.

You can get into the lair of the Charter by finding the key. To do this, you need to ask Alimar or Nadezhda about the lair. When we enter the distant house, we will find a detachment of the Charter there. The fight will end after beating the leader. He will give us the key. We insert it into the castle and find ourselves in the dungeons of the Charter. Then you just need to kill all the inhabitants there (although there are a lot of them). Then we return to the Diamond Quarter to Belen.

3. Anvil of the Void.

Belen needs to get the voice of the Perfect for a qualitative advantage. The last of the Perfects was Branca, who left on an expedition two years ago. On the way to the Paths, we meet a colorful character - the always drunk berserk dwarf Ogren, and says that he knows where Branca has gone. The quest can be divided into 4 parts.

  • Crossroads of Caridina. It is better if there is an ogren in the squad, it will be easier to find the right path. After traveling through the tunnels, before one of the turns, our new friend will say that the exit is to the right.
  • Teig Ortan. Spiders are the main threat. Approximately halfway we will meet spirits and several golems. At the end, a fight with the Queen of Corrupted Spiders awaits. It drops a good ax (if you don't have a better weapon) and gloves with bonuses to the forces of nature. Branca's diary is located near the battle site.
  • Dead Moats. The main danger is the creatures of darkness. Toward the end of the location we meet Gespit - the mistress (you see, there is no husband from Ogren) Branca. She will tell about Branca's betrayal and run away. In one of the halls lies the key to the main crypt. There awaits a fight with the boss uterus. Beware of the tentacles. It is best to set up tactics in advance so that the archers do not break into close combat. After the victory, Gespit will reappear and, after a short monologue, will commit suicide.
  • Anvil of the Void. A chain of traps. At the beginning of the location, we meet Branca. True, in these two years she has gone crazy, and now she is obsessed with the idea of ​​​​taking possession of the Anvil of the Void. Having overcome all the traps, we find another Perfect - Karidin turned into a golem - the inventor of the anvil. He will tell us about the price of creating golems - they were created from living gnomes. At the climax, Branca appears and says that the golems need to be recreated again. We'll have to choose between two Perfects. If you choose Branca and Sheila is in the squad, then the latter will attack. Also in this case, you will have to fight Karidin. Otherwise - with Branka.

In any case, we get a crown forged by the Perfect. Branca can be persuaded to destroy the Anvil. After that, you can return to Orzammar, where the voting is already in full swing. Regardless of who was helped, we can choose a new king. If Harrowmont is chosen, Belen will attack.

Finding the Anvil of the Nether is one of the main quests, which consists of several parts. You have to go to Orzammar, and from there straight to the Deep Roads - the home of the Darkspawn, of which there will be more than enough.

You should immediately warn before passing the quest Anvil of the Void in dragon age: Origins, it would be best to take the ingredients with you, as well as a good herbalist and ready-made poultices - you should not pack at random because the journey to the trails will be very long and shops are not expected there, except perhaps for a gnome who has gone crazy, but he has you won't get anything of value.

You can get into the zone only after you pass the Dead ditches at the end of which you will meet one of the most powerful bosses in the game - the Matka. (on our portal you can get acquainted with that)

This stage can also be considered the end of the Perfect quest, according to which you needed to find Oghren's wife, Branka, who also reached the Anvil and blocks the entrance to the cave as soon as you get into it. Here you will definitely not have options to go back.

You will also be given the choice of gathering a group however in any case Oghren will go with you.

During development further developments you will need to support either Branca or Caridina and two results come out of this:

  • Support Branka and Karidin will die and at the end, when there will be a final battle, in addition to the dwarves, golems will also join you. For this you will receive the achievement Pragmatist;
  • Support Caridin and Branca will die and he will commit suicide. Only dwarves will participate in the final battle and you will get an achievement called the Liberator;

If Branca dies, then Oghren will not leave the group and will not condemn you with a certain sequence of actions.

Supported Branca (approval):

  • Oghren - up to +11 if you yield to him upon persuasion;
  • Zevran +4;
  • Morrigan +7;
  • Lelliana -10;
  • Alistair -10;
  • Winn -15;
  • Sheila - leaves the group, so it's better not to take her and then talk to her in the camp after the assignment;

Supported Karidina (approval):

  • Wynn +7;
  • Lelliana +4;
  • Alistair +4;
  • Zevran -5 - if persuaded then -1;
  • Morrigan -3 - if persuaded then -1;
  • Oghren -10, but there is a nuance - wait until Karidin offers to take the reward and let Oghren choose for himself, then the approval will be +7 (after the new king has already taken the throne).

If you took the side of Caridin and Sheila with you then after the end of the quest you will receive a personal task after talking with her. She is a downloadable character that came with the Stone Captive add-on - you can find out about it and other add-ons in the article. After reading the article, you will learn that the game on the main storyline is far from over. This completes the Anvil of the Void quest in Dragon Age: Origins.

Naga Beater Bemor stands in the Commons near the entrance to the Diamond Quarter. He will complain that all his nagas have scattered around the city, and now he will have to close the case. Offer him your help, and he will tell you that even one naga will be enough for him to put things right.

As soon as you agree to capture, nagas will appear in different nooks and crannies around the city. Catch one and take it to Bemor. He will pay you 12 silver coins and the task will be completed. However, you can catch and drag the rest of the nagas to him in order to get the same 12 silver, only he pays not for a piece, but immediately for the batch, so it’s more profitable to take them one at a time, and not in bulk.

Animals can be found in the following locations:

  • At the checkpoint in the Deep Roads;
  • Near Figora shop;
  • On the bridge before the entrance to the Orzammar Trials;
  • In the alleyway behind Janar's shop;
  • Near brother Berkel.

After you take five pieces to Bemor, he will say that you have caught all the nagas in Thedas and nothing more can be obtained from him.

Note 1: there may be a bug when Bemor says that there are still not caught nagas.
Note 2: if you give Leliana a pet naga in the Commons, you can catch him and hand him over to Bemora.

mother's hope

In the Commons near Janar's workshop, you will find Filda the Dwarf, praying for her ancestors to help her find Rook's son, who was lost in the Deep Roads. Offer her your help.

You can find Ruka in Ortan teige. He will start to run away from you, follow him to his camp, where he lives, eating the flesh of the creatures of darkness. You can kill Rook, or you can convince or intimidate him so that you can talk and trade with him (he has a few good items for sale, as well as a couple of gifts for party members). If you decide to spare him, he will tell you why he fled to the Deep Roads, and ask you not to tell his mother about his fate.

If you agree to lie to Filda about his death, Wynn will approve.

If Zevran is in the group, then at the end of the conversation with Rook, he will offer to kill him and you will have to do it. If you still want to avoid this, end the conversation through the trade window.

If Stan is in the party, he will not let Filde lie about the fate of his son and will tell her the truth.

Reward:

As a reward for completing the task, you can get experience, money or the Shield of the Hand (small shield, steel, defense: 1.50, projectile defense: 2.25, + 10% to spirit resistance, +4 to attack).

If Rook survived and you lied to Filda about his death, you will gain experience and a shield. If you killed him but lied about it, you will only gain experience.

If you kill him and tell her the truth, she will curse you and, again, you will only gain experience. If you decide not to look for it, and tell Filda that you looked for it but didn't find anything, she will give you the money.

If you killed the Rook, there is an opportunity to get experience, gold and a shield as a reward. To do this, select the "I doubt you want to hear this" option, and then lie to her about how he died heroically a long time ago.

Note: if you spoke to Rook before you received the quest, you can still complete it, if you return to Orzammar, speak to Filda and then Rook again. However, this must be done before entering the Anvil of the Void location - after the coronation of Filda, he will disappear.

All-time scientist

If you agree to talk to the mages, Wynn and Leliana will approve.

If you tell Janar about his daughter's request before she leaves for the Circle, he will ask you to talk her out of this act. Alternatively, go back and convince her to stay in Orzammar.

If you decide to convey her request to the magicians, then first you need to finish story mission"Broken Circle". Whether Dagna will be accepted to study in the Circle depends on whose side you have taken: mages or templars. Knight-Captain Gregor will be against her studying in the Circle, and First Enchanter Irving, on the contrary, will say that it will be an interesting experience.

Return to Dagna and tell her about the Circle's decision. If you say that they do not want to accept her or that the Circle is destroyed, she will go there herself, without permission. If you tell her that she is expected in the Circle, she will thank you and reward you with a large lyrium potion or a dweomer rune.

Note: if Dagna goes to the Circle, Janar will be very unhappy with this and will stop trading with you. If you don't want to lose your merchant, don't talk to him about your daughter.

outlandish remedies

In the southwest room of the royal palace, the herbalist Vidron is trying to cure his patient, Lady Brodens, who has been poisoned by an exotic poison. To help him, you need to bring an antidote made from rare and expensive ingredients:

  • Elvish root - 4;
  • Stone of life - 2;
  • Concentrating reagent - 2;
  • Flask - 1.

To prepare an antidote, a character or party member must have a maximum level of herbalism skill. Create a potion and give it to the sick. Get experience as a reward.

Lost records

Dwarf Orta is looking for some records of the Ortan house to prove that she comes from this house. Taig Ortan was lost during the last Blight, and records of him are almost gone. However, in the family of Orta's mother, they were believed to be descended from the youngest daughter of the house of Kelana Ortan, who was studying in Orzammar at the time the thaig was lost.

You can receive the quest either personally from Orta, who you will find in the halls of the Guardians, or by taking papers from a chest in Ortan teig, not far from where you meet Rook. Return these papers to Orta to show them to the Council demanding that her family be restored to their title and inheritance.

To complete the quest, speak to her again in the council chambers. You can demand more money to get 5 gold, you can ask her to vote for one of the candidates, or ask for nothing in return after gaining experience.

In any case, if you leave Orzammar and then return there again, Orta will give you 10 gold.