Walkthrough Dragon Age: Origins. Dragon Age: Inquisition

Walkthrough: Vault Village

Walkthrough: Vault Village

E that church scholar lives in the shopping district opposite the Bitten Nobleman tavern, and spends his whole life studying the legends of the Ashes of Andraste and looking for the whereabouts of this relic. However, Genitivi himself will not be at home, but his assistant Waylon will be there. Then you can take action in the following ways:

- P Get Waylon to admit that Brother Genitivi was planning to go to Calenhad Lake. There, in the Spoiled Princess tavern, an out-of-place innkeeper can be Persuaded to tell that he is nervous about some dark personalities hanging around, and that they require all sorts of tall tales to be told to everyone who wants to. When you leave the tavern, you will have to fight with an impressive detachment of incomprehensible personalities. If you lure them to the pier itself, Templar Carol can help you deal with them. Then you will only have to return to Denerim and demand a report from Waylon.

Walkthrough: Vault Village


Walkthrough: Vault Village

- R ask Waylon long enough to catch him on all sorts of inconsistencies and reservations (high Cunning is desirable), and then back him up against the wall. As a result, Waylon will attack you, and you will not need to go to Calenhad Lake.

- n start searching the house, and Waylon will immediately forbid you from doing this. If you continue, he will attack you.

AT as a result of a search of the house, you will find the body of the real Waylon in the back room (and you will understand that you were talking with an impostor) as well as the journal of brother Genitivi, who will update the task and give a new mark on the map where you have to go.

Village Refuge

Walkthrough: Vault Village


Walkthrough: Vault Village

P Arriving at the village, you will find that it is small and the small population will only grimly mumbling to strangers get out of here, because they do not belong here. Also, a bloody altar in one of the village houses and a boy, after a short conversation, showing a human finger, will lead you to think about the strange things happening in the village. Soon the locals will run out of patience, and they will take up arms. To do this, you will need to talk to the local leader Eric at the church on top of the hill about Brother Genitivi, or if you rush into the back room of the trading post and kill the shop owner.

Walkthrough: Vault Village


Walkthrough: Vault Village

P after that you will only have to kill all the inhabitants who have raised weapons against you. From the body of Eric, you need to remove a special medallion, and then inspect the church for secret passages. One of these will open a previously hidden room, where brother Genitivi will be, who will tell you about this place, his misadventures and how to get to the Temple of Andraste, where the Ashes are stored.

Walkthrough: Vault Village


Walkthrough: Vault Village

E If you immediately started by going to the church, you can go outside and clear the village from the sectarians, otherwise you will immediately be transported to the temple, and Genitivi is not necessary to take with you - you only need Eric's medallion.

AT The Ruined Temple has two floors filled with cultists of various classes and traps, so it is worth taking a rogue with a pumped lockpicking skill.

Cultists are also very fond of ambushing, so do not stretch your group.

Walkthrough: Vault Village


Walkthrough: Vault Village

FROM The north door will be locked. The key to it is in one of the chests in the same locked southeastern rooms, and the key to the latter is in the Chambers of the Cultists in the western part of the map. When you return to the first hall, a new squad of cultists will be waiting for you there. The next door to the north opens after lighting the sacrificial brazier (the wick can be found in the southwestern rooms, which are guarded not only by the cultists, but also by the bronto, and the black pearl is in the chest with the key to the central hall).

Walkthrough: Vault Village


Walkthrough: Vault Village

D You will then have to go through a room with traps and ballistas. Ballistas won't fire if your rogue disables two tripwires, but there are also traps on the floor.

AT In the last room with a fork, you will meet with a new detachment of cultists led by the Ash Ghost. The very choice of the corridor - right or left, does not really matter, except that in the western one you will find four chests. In the one that turns out to be locked, there is a pack of arrows, and in the rest - ghosts. In the east corridor you will come across more traps.

Walkthrough: Vault Village


Walkthrough: Vault Village

FROM The next tier of the Ruined Temple will be inhabited, in addition to cultists, by baby dragons, often attacking from ambush. There are many traps here, and sometimes the robber will not be able to detect the hidden cultists - they will only reveal themselves when you come to this place in the open. There are also enough traps here.

Walkthrough: Vault Village


Walkthrough: Vault Village

P Heading straight ahead into the northeast halls, you'll encounter a Dragonmaster who drops an excellent sword for a battlemage. And further, in the nest of dragons in the northeast, you can find an amulet for the Blood Mage, which will add an entry to the Codex.

Walkthrough: Vault Village


Walkthrough: Vault Village

AT cave in the northwest of the location you will meet with the leader of the cultists named Kolgrim. Your decision on whether to accept his offer or not will determine the Approval of your companions. Some may be so upset by your decision that they will leave the group (if they stayed in the camp) or simply attack you. In the first case, you can still try using Persuasion to insist that the companions stay with you - in this case, you should answer that you are not to blame for this act. Sheila and Morrigan will approve of the decision to support Colgrim, Stan, Leliana, Wynn and Alistair will be against. If you promise to immediately kill Kolgrim, then increase the influence of Leliana and Wynn.

Walkthrough: Vault Village


Walkthrough: Vault Village

E If Kolgrim's offer was rejected, he and his lieutenants will attack your party. From the body of Kolgrim, in addition to the beautiful ax, the Horn of Kolgrim is removed, with which you can lure and try to kill the High Dragon. However, it is quite possible to offend this flying lizard if you manage to get the dragon out of the bow or spell, otherwise it will not attack first.

Walkthrough: Vault Village


Walkthrough: Vault Village

P After talking with Kolgrim (it doesn't matter if the leader of the sectarians remains alive or not), go to the top of the mountain - the High Dragon will live there. Now your path lies in the Gauntlet, where the Guardian will meet you. He will be able to tell you about himself, the cultists, and Andraste, and in turn will start asking questions himself. Your answer has nothing to do with it. Next, the Guardian will require you to pass several tests and prove yourself worthy in order to see the Ashes.

Walkthrough: Vault Village


Walkthrough: Vault Village

H and the first test you will need to answer a few questions that will be asked by the ghosts of those who knew Andraste well in life. If the answer is wrong, they will attack you. To open the next door, you must answer eight questions correctly or defeat all eight ghosts.

Walkthrough: Vault Village


Walkthrough: Vault Village

P correct answers to questions:

Armor - Dreams

Elisai - Melody

Havard - Mountains

Basil - Revenge

Katair - Hunger

Maferat - Jealousy

Hessarian - Mercy

Shartan - House

Walkthrough: Vault Village


Walkthrough: Vault Village

T who you meet in the next room depends on your character's backstory (a nobleman will meet his father Bryce Cousland, a city elf will meet Shianni, a Dalish will meet Tamlen, a mage will meet Jovan, a commoner dwarf will be Leske, and a noble dwarf will meet Prince Trian) . Your answers here are also irrelevant. Having expressed his opinion, the ghost will give you the Reflection amulet (only if you did not refuse to answer the Guardian's question) and disappear.

Walkthrough: Vault Village


Walkthrough: Vault Village

AT in the next room, you will have to fight with ghosts that are doubles of your group, but not identical copies (the set of spells and skills, and sometimes weapons, is different). Having dealt with them, follow further into the room with a cliff. On its sides there are six plates, clicking on which activates different parts of the bridge (the plates on opposite parts of the abyss make the bridge material). You will need to place your companions on the slabs so that the bridge becomes real and more or less solid. If you go solo, then three friendly ghosts will automatically be added to your group here.

Walkthrough: Vault Village


Walkthrough: Vault Village

H To cross the bridge, follow the next instructions.

P leave three characters on the second slab on the right and the third and sixth on the left, and put the fourth on the second section of the bridge.

P move the character from the third plate on the left to the fourth plate on the right, and move the character from the second plate on the right to the first plate on the left. Move the fourth character on the bridge to the third section.

P Move the character from the sixth plate on the left to the fifth plate on the right, and move the character from the fourth plate on the right to the second one from the left. With the character on the bridge, go through the last part of the path - and the bridge will appear in full. Your companions will join you and the Ghosts will disappear.

AT your last test is to cross the wall of fire. After activating the altar, you will understand how to do it - take off all your armor and weapons, remaining naked, and in this form cross the fiery wall. After that, the Guardian will appear. If you've followed all the instructions, he'll declare you worthy to take some of Andraste's Dust, and if you walk through the flames while wearing armor or fulfill Kolgrim's condition, the Guardian will attack, summoning a couple of Dust Wraiths to help.

Walkthrough: Vault Village


Walkthrough: Vault Village

T also, if the shrine is defiled, you will be attacked by Wynn and Leliana (unless you "hardened" her by doing personal quest bard in a special way), or these ladies will leave you after a conversation in the camp, if you did not take them in the Gauntlet (Leliana can also stay if you deceive her).

To open this place on the map, you need to find out that Brother Genitivi is looking for sacred urn with the ashes of Andrasta, which we need to cure Earl Radcliffe. Having found the house of Genitivi's brother in Denerim, we will find out from his assistant that Genitivi left a long time ago and did not return. The assistant will not really say where the brother went. Therefore, we are trying to get into the back room of the house. The assistant will not like it and we help him understand how he was wrong. After that, in the room we find a map indicating the village and the corpse of the real assistants of brother Genitivi. You can go to the village (although along the way you can drop by Calenhad Lake and chat the tavern keeper. After that, some sectarians will attack us on the street). Arriving at the village, the guard will not meet us very friendly, but still let us go further. We will see an absolutely normal village with suspicious comrades.

Shelter Village.

Shelter Village.

Having reached the shop, we can trade and, having tried to go into the next room, we will explain to the shopkeeper that he was wrong. There we will find the corpse of a Redcliffe soldier. On the street, sectarians will already begin to attack us ... we go higher and higher and get to the church, where in a quick battle we kill everyone and find a secret door behind which lies a slightly alive brother Genitivi.

Shelter Village.


Shelter Village.

The brother will tell us about the sectarians and the temple in the mountains and how to get there. We go after him and open the door to the temple ... which we will explore. Very nice location IMHO.

Shelter Village.


Shelter Village.

Shelter Village.


Shelter Village.

Shelter Village.


Shelter Village.

We examine all the premises in which we will eventually find several Scrolls of Banastor and Ancient Elven Gloves+ keys to go further. With fights we get to the "fork". It doesn't matter if you go left or right.

Shelter Village.


Shelter Village.

Shelter Village.


Shelter Village.

Shelter Village.


Shelter Village.

Making our way through the sectarians and spirits, we will stumble upon dragons. By the way, from larger dragons, you can collect skins for armor that a blacksmith in Denerim can forge.

Shelter Village.


Shelter Village.

Just running through the caves, we will notice 2 ways. along one of the paths, we will stumble upon a sectarian overseer from whom you can probably slutate the only sword for the Battle Mage. A little ahead we will see several dragon eggs and an amulet for the Bloody Mage.

Shelter Village.


Shelter Village.

Shelter Village.


Shelter Village.

Shelter Village.


Shelter Village.

Returning back and going through another tunnel, we will meet a certain father Kolgrim, who will make us one offer.

Shelter Village.


Shelter Village.

1. Refuse Kolgrim's offer and kill him on the spot. After that, we will take a pinch of ashes and go home.

2. Agree to Kolgrim's proposal and desecrate Andrasta's ashes (previously taking a pinch of ashes). The truth is you'll have to kill Leliane if she's with you. The Ripper specialization will be unlocked as a reward..(By the way, after that, it seems like you can also kill him)

Shelter Village.


Shelter Village.

3. Agree to Kolgrim's proposal, but taking the ashes does not desecrate the urn. On the way out, kill Kolgrim.

Regardless of what we agree to, there will be a guard and trials ahead of us. Religious chatter with the guardian and party members, answering questions (I won’t write them .. think for yourself), meeting with an old "friend", a battle with your reflections, an invisible bridge (still think for yourself how to pass it first - it's not difficult ) and finally the hall with the urn.

Shelter Village.


Shelter Village.

Shelter Village.


Shelter Village.

Shelter Village.


Shelter Village.

After that, we are free to leave...but the dragon can be killed. I think it's worth it? Yes, and everything contributes to this ... in this transition, you can change party members. Using the horn of Kolgrim, we summon the dragon and start the battle. To be honest, the first playthrough was somehow calmer :) And right now he was running ...

You can start this quest back in Lothering by talking to the Knight of Redcliffe in the village church. You will receive information about Brother Genitivi by searching the body of a dead knight on the highway (where the robbers attack you). If you did not pay attention to this conversation, then Isolde and Tegan will send you for the Urn in Redcliffe, after you repulse the night attack on the village.


So, you have to go to Denerim to find a certain brother Genitivi, who devoted his whole life to studying the legends about the dust of Andraste and searching for his whereabouts. Brother Genitivi's house is located in the market area in its southern part. You will not find Genitivi himself there, but you will find his assistant Waylon.

The conversation with Waylon can go a number of ways. First: after some hesitation, he will tell you that Brother Genitivi seems to have gone to Lake Calenhad. If you go there, a very nervous innkeeper, after the appropriate use of Persuasion, admits that some suspicious individuals are hanging around, threatening him with self-mutilation and forcing him to lie about not seeing or hearing anyone. Upon exiting the tavern, you will be attacked, and after dealing with them, you can head back to Denerim to sort things out with Waylon.

Path number two: when talking with Waylon, your GG will feel that everything is not okay in his story (this happens if you have a sufficiently high Cunning) and will demand an explanation, as a result of which Waylon will immediately attack you and you will no longer need to travel to Lake Calenhad.

Path number three - search the house, and Waylon will intervene, forbidding you from inspecting the rooms. If you insist, he will attack you.

Search the house after Waylon's death and you'll find Brother Genitivi's journal, which mentions a certain village called Haven. You will also find the corpse of the real Waylon (no wonder he did not want to let you in there!) - although at this stage you most likely already suspected that you were dealing with an impostor.


Go to the Vault. The inhabitants of this village are distinguished by downright rare inhospitality - almost everyone with whom you talk will tell you in person that strangers have nothing to do here. I recommend that you first of all visit a local trading shop - in case you need any of their goods, otherwise they will not be available to you later.

The residents of the Vault will not have patience for strangers for a long time. They will attack you if you: enter the local Church and question the local leader, Eric, about Brother Genitivi; examine the blood-stained altar in one of the houses; insist on having a look at the back room in the trading post.

After that, you will have no choice but to kill them all.

In the Church building, behind a false stone wall, you will find Brother Genitivi. He will tell you that in order to enter the ruined temple that leads to the ashes of Andraste, you need the medallion of the cult leader Erik. If you haven't already searched his corpse, return to him and take the medallion.

If you like, you can tell Brother Genitivi that you want to secure the village before going to the temple - then you can go outside and finish off those who have not yet been finished off before. If you don't, you will automatically be transported to the temple. In principle, you don’t have to take Brother Genitivi with you, only Eric’s medallion is required, which will open the entrance for you.

The Ruined Temple consists of two tiers, and they are literally packed with cultists of various stripes. The traps here are also quite numerous, so having a rogue with you is a good idea. Also beware of the numerous ambushes from both the cultists and the Shadows, which from time to time will appear behind you in an already cleared or seemingly empty space.

You will soon find that the doors leading north are locked. In order to open them, you first need to get the key to the southeast rooms. It lies in the Patterned Chest in the western part of the map, marked as the Chambers of the Cultists. The mentioned cultists are just an incredible amount, so if you have spells of mass destruction, then they can be very useful. After taking the key, open the southeast rooms, and in one of the chests you will find the key to the north doors.

The next closed doors to the north can be opened by lighting a fire on the sacrificial altar (although in some versions this is not necessary, for some reason they are open anyway).

After passing all the doors, you will stumble upon an ambush - the Ash Ghost and the cultists will attack you near the fork. After you deal with them, choose whether you go to the western or eastern corridor. Both lead to stairs to the next level, so your choice doesn't matter. Of the other notable corridors, I note that if you go west, you will find four chests in one of the rooms. The locked chest contains normal loot, while the other three summon ghosts when you open them.

After clearing the corridor (or both), go to the next tier - Lair of the Wyrmlings. Baby dragons are called wyrmlings. They are not very strong, but quite numerous, and quite often attack you from ambush, appearing behind your back. Of course, there are enough cultists there too. Unlike the first tier, here you will stumble upon elite enemies.

Your goal is to break through the superior enemy forces into the northwesternmost cave. Considering that ambushes are waiting for you in many places, it is best not to attack the enemy headlong, but to lure them one or two from afar. (Although, of course, it all depends on the level, tactics and equipment - it is likely that by this point your group is already so powerful that no crowds of enemies are afraid of it.) In any case, it is a good idea to pre-recon with a robber, who at the same time can neutralize traps so that they do not interfere underfoot at the most crucial moment. Sometimes a rogue can activate a pending ambush himself - and sometimes you need to walk through the "meeting point" in the open so that the enemy reveals himself.

After making your way through a myriad of enemies, the leader of the cultists, Kolgrim, will greet you in the northwestern cave. He will have a very unexpected offer for you. Accepting it or not is up to you, but some members of your group will be so upset that you sided with the cultists that they will either attack you or leave your group forever (if they were not with you at the time of your decision). True, in the latter case, with the help of Persuasion, you can convince someone to stay, assuring that you are not to blame for the act.

If you rejected Kolgrim's offer, then you will have to fight him and his assistants. From his body, in addition to other loot, you can remove the Horn of Kolgrim - an item that allows you to challenge the High Dragon to battle. (Although, if you try hard, you can lure the dragon without it.)

After killing Kolgrim or agreeing with him, go to the top of the mountain. You may not pay attention to the dragon - he himself will not fly up to you. In order to challenge him to battle, you need to either use the Horn of Kolgrim, or try to hit the dragon with an arrow or spell from a fairly long distance, while he is basking on a snowy peak. His death is not required to complete this quest.

Enter the Labyrinth. You will be greeted by a Guardian who can be questioned about the cultists, himself, and even Andraste herself. You can answer the Guardian's question as you like, after which he will torture your companions a bit and send you to win the honor of seeing the ashes of Andraste. You didn't think it would be shown to you so easily, did you? Not at all - first you need to pass several tests in order to be considered worthy of such an award. There are four of these tests.

For the first test, you need to correctly answer the questions of the ghosts of Andraste's friends and enemies, who are waiting for you at the closed door. If you answer incorrectly, the ghost becomes hostile and attacks, but the death of the ghost is still counted in your favor, so even if you could not answer a single question, but defeated all the ghosts, the door will open.

Answers on questions:

Elisai - Melody

Armor - Dreams

Lady Basil - Revenge

Havard - Mountains

Maferat - Jealousy

Katair - Hunger

Shartan - House

Hessarian - Mercy

Having dealt with the first riddle, go to the next room. Who exactly you meet there depends on who the GG is (for example, a magician will meet Jovan, a Dali will meet Tamlin, a nobleman will meet his father, etc.). The ghost will talk to you and, regardless of your answers, you will be able to go further, where you have to fight the ghosts of your group. (They are not 100% replicas and may have skills and spells that your characters do not have.)

First, take one of the characters across all the tiles to find out which plate activates which part of the bridge. You will notice that some slabs will only activate one piece, while others will activate two. In order to make part of the bridge stable, you must activate two plates on opposite sides. But that's only part of the task, as you'll need to move forward after that.

In short, you need to put two characters to activate the same part of the bridge on opposite sides of the cliff, and the third one to activate the same and the next part of the bridge. After that, rearrange your characters so that the two that activate the cell with the character on the bridge are always on opposite sides, and the third one will move in such a way as to activate the next one.

The order of activation of the plates:

Second on the right, third on the left.

Go to the first part of the bridge.

The remaining character goes to the sixth slab from the left.

Go to the second part of the bridge.

The character from the third slab on the left goes to the fourth slab on the right.

The character from the second plate on the right goes to the first one on the left.

Go to the third part of the bridge.

The character from the sixth slab on the left goes to the fifth one on the right.

The character from the fourth plate on the right goes to the fifth one on the left.

Go to the fourth part of the bridge and cross it. After that, the bridge will harden completely and your comrades-in-arms will be able to join you.

The last test remains - go ahead and you will see a wall of fire. Activate the altar and agree to take off all your gear, then go through the flames. The Guardian will appear and announce that you have shown yourself worthy and you can go to the urn with the ashes of Andraste. If you did not accept Kolgrim's offer, then take a pinch of dust and leave (the doors in this room will take you to the top of the mountain so that you do not have to go through the whole Labyrinth again).

If you accepted Kolgrim's offer, then pour the dragon's blood into the urn, after which you will have to fight the Guardian (and, depending on who is in your group, possibly your own allies. Wynn and Leliana will not forgive you for defiling the shrine. )

The guardian can also attack you if you decide to go through the fire in armor before you desecrate the urn.

In any case, after that, all that's left for you is to go to Radcliffe Castle and present the ashes to Bann Teegan. The relic will do its job and Earl Eamon will instantly recover. His reaction to your actions may be extremely grateful or not very much depending on whether you saved his family or not, but in any case, if you have not yet gathered all possible allies, then you will be advised to do so. When you have gathered everyone and report this to Earl Eamon, your quest will be completed.

Note: if brother Genitivi accompanied you to the temple, then after finding the ashes of Andraste (or defiling it), he will declare his desire to tell the rest of the world about it. If you want, you can kill him. If you have not desecrated the ashes of Andraste and released brother Genitivi in ​​peace, then you can visit him at his house in Denerim and receive an additional reward from him for your labors.

If you did not accept Kolgrim's offer, then saving Earl Eamon will unlock the Champion (Knight) specialization for you. If you accepted it, then instead of "Champion" you will receive the "Ripper" specialization. (If you wish, you can first defile the urn, and then kill Kolgrim and thus get both. Perhaps a glitch ... or a reward for especially sophisticated deceit.)


Bugs:
After "visiting" the urn when moving from the Mountaintop location to the Gauntlet location and back, as well as when moving from the Mountaintop to the Ruined Temple and back, party members receive 750 experience points. Confirmed for version 1.04 (presumably fixed with patch 1.02, but there is a bug in version 1.03).


Best in Vault

The quest is activated automatically immediately after the cutscene in the Vault. You just need to explore everything around, talk to people and find those who can provide us with all possible assistance, namely the three artisans of the Inquisition: the quartermaster, the blacksmith and the pharmacist. After talking with them, the quest will be completed.

Know your enemy

By defeating enemies, periodically on their corpses you can find special items with a yellow icon. Their description will say that they are important for research. Take the items to the right table in the church, in Josephine's room, to the left of the door where the council is meeting. When collecting a certain amount, you will receive a bonus against this enemy and experience points.

Proper Armor

Activated after talking to a blacksmith. We go to the desired table in the forge. There, following the instructions, we create armor. New blueprints can be bought from merchants or found while traveling around the game world. Please note that creating an item according to the same drawing, you can achieve a different effect, because. various materials can be suitable for its manufacture, changing not only the color of the item, but also the properties and bonuses.

In parts

Starts after talking to the blacksmith. You need to upgrade your armor. It is better to perform after the quest "The Right Armor", then it will be possible to improve the armor created by you. To do this, in the same place, at the blacksmith, on the right table, we modify the armor using the improvements found. To do this, simply follow the instructions that the game gives you.

Making potions

The quest is automatically activated after talking with Adan. We go to the table next to the pharmacist, which is highlighted as " choose potions." We drag the proposed potion into a free cell. There are such tables not only at the headquarters of the Inquisition, but also in every camp. Just drag the desired potion from the available ones (you need to find recipes to open new ones) into a free cell or an occupied one to replace the unnecessary one. To replenish their supply, you need to click on the icon in your cell, while you must have enough ingredients.

Record transfer

Taken from the pharmacist Adan. He wants to get Teigen's notes, because. he worked on something very important until his death. You need to go north to the abandoned hut. There we pick up the records and give them to Adan.

Applications for weapons

The task appears after talking with the quartermaster, who stands next to the entrance to the church. He will ask you to find materials for making weapons for the soldiers of the Inquisition, namely 5 units of iron, and also assign one sawmill. Go north to the area marked with a purple circle on the map. Once in this area, press the [v] key to scan the nearest area for useful materials and items. If there is something next to you, then, firstly, it will be highlighted, and secondly, the game will signal with a special sound while pressing the key. There is also a sawmill in that area. It can be identified by the stacked logs, and in the center there will be a glowing yellow place for setting the Inquisition mark.

After we find everything, we return to the quartermaster and activate the table next to him, then we create weapons on it.

lotus and roots

The quest appears after Giselle's mother arrived at the Sanctuary. She is standing next to Josephine's room. She will ask you to help the wounded by collecting the necessary plants:


Cultist Reaver x16 Warrior Rank 2
Cultist Archer x5 Rogue Rank 2
Cultist Mage x11 Blood Mage Rank 2
Cultist Assassin x3 Killer Rank 3
x1 Ripper Rank 3
Cultist Overseer x1 Battle Mage Rank 3
Kolgrim (Kolgrim) x1 Warrior Rank 4 Optional quest battle Urn of sacred ashes.
Dragonling (Dragonling) x28 The Dragon Rank 1
Dragon (Drake) x8 The Dragon Rank 3


After the exorcism of the demon in the castle of Redcliffe (in the course of the quest Earl of Radcliffe) Erlessa Isolde or Bann Tegan will offer to find the Urn of Sacred Ashes to heal the Earl. Brother Genitivi knows about the urn.

In Genitivi's house (Denerim, shopping district), Weylon will advise you to look for him in a tavern on Calenhad Lake. You don't have to search - it's a trap. The true direction of the search will show the notebook Genitivi Research right here in the chest. A new location will appear on the world map - the village of Shelter.

If you wish, you can come to the Genitivi's house in Denerim even before visiting Redcliffe. Talking to Waylon starts the quest on its own.

In the Church of Refuge to be taken away Cultist's Medallion at the abbot and talk to Genitivi in ​​the right aisle (behind the secret door). There will be a move to the Ruined Temple. After passing the temple and the Cave location following it, you need to talk with Kolgrim.

You can agree to Kolgrim's proposal (the real choice can be made later). After passing through the Top of the Mountain to the location of the Trial, you need to complete the quest Test of Faith, which will open access to the urn of sacred ashes. Defiling the ashes and talking to Kolgrim at the top of the mountain will unlock the specialization Ripper.

If Andraste's ashes are defiled with dragon blood, Wynn will leave the party forever, even if she was in the camp. The only way to avoid this is to complete the Sanctuary before Wynn joins the Mage Tower. Leliana can become hostile if the ashes are corrupted in her presence, but if she becomes more selfish after doing personal quest Leliana's past, you can convince her to maintain peaceful relations.

Outcome:
755 XP if the temple refuses Kolgrim's offer;
Mace of the Cavalier, if you rob Kolgrim;
two-handed ax Blade of Faith, if you kill Kolgrim;
the ability to summon a high dragon and take possession of its treasures if Kolgrim is killed;
opening a specialization Ripper;
750 XP upon exiting the Trial;
rune-dveomer of the master, if you ask for a reward from Genitivi in ​​his house (if the ashes were not defiled and Genitivi remained alive).


The quest starts by getting a Drake Scale in the Caverns or at the Top of the Mountain. Three scales will be used by Wade at the forge in the Denerim Trade District to make a set of light armor. To get the armor you need to leave the location and return. After providing three more scales, a second, improved set will be made and the quest will end.

If you make an advance payment for at least one set, this will affect the quality of the armor that will be obtained in the next quest Dragonscale Armor. It is not necessary to make two advance payments. After completing the quest, trading with Herren at the forge will become impossible.

Outcome:
two sets of lungs Wade's Armor different quality.