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Dao awakening walkthrough. Dragon age: origins: awakening - guides and walkthroughs

Perhaps this is the best game of the series. "Dragon Age"... At least for me. An interesting plot, a lot of dialogues, humor. I even played the game and I don’t remember how many times ... A warrior, a magician, a robber, a man, an elf and a gnome. Also for MGY and ZhGG. In general, for everyone and everything ... Well, and a few points that I would like to note in this game.

For myself, I found the best option for the arrangement of the characters and their interaction. Namely: Alistair must become king. If so, then my Persian must be a woman to take the place of the queen. (True, in the future, despite the assurances of the developers about the transfer of the save to the subsequent parts, we will not see this. The Queen will still be Anora McTeer) Friends and associates: Leliana, Wynn, , Ogren, these are those who are directly in the unit of the GG. Everything must end with a wedding Alistair and GG. (This became possible thanks to the efforts of modders)

There is a character there whose name is. Who commands a gang of bandits called themselves "Antivan Ravens". We meet him when they set up an ambush. But what is a bunch of thief O for the Gray Warden? Definitely, all the crows were killed (only this one remains alive), ... but here the developers came up with a strange move. You can finish off this jerk, or you can keep him alive. And moreover, even an affair with this idiot is envisaged, and ... a wedding ... Nonsense, complete nonsense ... There was never a desire to take Zevran into the detachment. I acted like a normal person with a normal psyche, the first desire after an attack on me was to destroy the enemy, which I have always done.

Never left alive. The very essence of this character, his actions and actions are disgusting to me. In addition to dislike and simply disgust, this type cannot cause. The fact that he is a great commander is not confirmed by anything. There is a mention of dubious victories in battles, but against the background of what is happening, it is hard to believe ... (... was there a boy?) But the fact that he is a vile and capable of betrayal is fully disclosed. In general, I can't imagine what one should be guided by in order to save his life, and later to give gifts. You have to be a masochist to allow this to happen (to keep him alive and make him a Gray Guardian).

About Wall... Qunari's spy. A couple of times I took him to the detachment, but then I stopped. The character is so-so, nothing as they say. The developers did not manage to make him an interesting, colorful and noteworthy character.

About love affairs. There is a place for fantasy to roam. I played with everyone I could play with. But there is such a quirk, all these adventures have an impact on the relationship between the characters in the future. As in life, a feeling of jealousy and dislike arises between your companions if you go beyond all limits. So in the DLC "Witch Hunt" only in one case I managed to persuade to take me with him through the portal. It turned out only after all the "Beginning" I only followed her from the beginning to the end.

Starting the passage of Dragon Age: Origins - Awakening, you are immediately given the choice to import the old hero or take a new one. I will not describe all the stages of creating a new character, as they are in the original walkthrough. Yes, and I imported my old hero, which was much better developed than the new possible character. So, having imported or created your hero, we begin the passage of Awakening ...

And it all starts with the fact that you watch the screensaver, which tells the story of the last months. The archdemon fell, but the darkspawn did not disappear. Let's do without spoilers, because you yourself can perfectly see what was in the video. You head to the tower that used to belong to Earl Howe, but no one meets you along the way. Strange, isn't it? And then a survivor runs out to meet you, followed by the creatures of darkness. Kill them quickly, it's not difficult. After the death of three terrible creatures, talk to the survivor, asking him about everything you can about. He will leave for help, which should be on the road, and while you talk to your companion Mkhairi, I think that information from her will not be superfluous either. Then go inside, deal with a huge and a couple of small dark trash and go first to the right corner of the map, save the survivor, then to the upper left corner. Two survivors will be waiting at the gate, and you go to the inner gate.

Be careful, you can get hurt from the explosion of this very gate. And, having entered them, the first step is to kill the genlock emissary, who will be very unpleasant to conjure. In general, in Awakening, the passage of battles in most cases needs to start with the killing of magicians, but this is so, a lyrical digression. After his death, again run to the upper left corner, saving one of the survivors. Here you will have an updated task, according to which you will need to get bandages for the guards. Quickly run to the right, where you will have to rescue two more survivors and get the bandages according to the mark on the map. Got it? Running back, the wounded are dying! Give the bandages and continue to the inside of the Watch Tower. By the way, this location will be your home throughout the entire passage of Dragon Age: Origins - Awakening, so be careful with it.

And when you go inside, you will be surprised that the outpost has been destroyed. Finish the dialogue with Mkhairi and go comb the building. Turn right on the map immediately. There you will see a sorcerer who burned one of the creatures of darkness. Talk to him and take him to your squad. Follow this corridor to the end and rescue the survivor, which will update your quest. So, we need to ransack the entire tower and find other survivors, which we will continue to do. Climb to the battlements on the walls and walk forward. Exterminate everyone who can resist there, turn the ballista and fire a volley. After smothering all opponents, go inside and pull the lever. You will watch the video clip in which you will see how one very cunning dwarf blew up a detachment of spawn of darkness. Well, let's move on, because the passage of Dragon Age Awakening - Awakening is just beginning ...

Disassemble the barricade, go downstairs, kill the creatures of darkness and move through the opened gates. Before entering the main hall, open the door on the left and release the survivor. Now - inside the main hall. After the death of all the creatures of darkness, go into the room on the left, and then - straight ahead. After passing along the corridor, you will meet an old acquaintance of Ogren, who is to be saved from the crowd of the Spawn of Darkness. Kill them and take an old friend to your team. By the way, it should be said that Ogren always accompanied me throughout the passage of Dragon Age Awakening. Great jokes, great fighter ... Oh well. Collect trophies and go to the right - you haven't killed everyone there either. Free the last survivor and move north, since only there is a passage available to you.

In the hallway, you will find Rowland, who is bleeding to death. He will tell you the story of the storming of the fortress. And an interesting story about a talking creature of darkness. Well, then, there is something to do during the passage. We move forward, there is only one road, along the way I cut out the creatures of darkness, which are present in large numbers there. Have you reached a new exit on the battlements? Save! And only now keep driving.

Go ahead and kill the spawn boss, who also talks a lot. On the murder, the liberation of the fortress will end. Watch an interesting video in which you can take Ogren and Anders to the Gray Wardens. Or you may not take it. The choice is yours, but I would still recommend accepting them. The company will not be superfluous. After that, you will be told that this estate belongs to you. And the first thing to decide is to increase the number of gray guards. Conduct the dedication. True, not everyone will survive it ... May the faithful combat friend Mkhairi rest in peace. After that, keep watching the video and end the chatter. This is how you complete the first stage of the Dragon Age Awakening walkthrough.

After all this, you will find yourself in the Throne Room of the Vigil tower. There is a sorceress, from whom you can enchant weapons, and a merchant, from whom you can buy or sell something. Talk to Mistress Wolsey, who is to the left of the throne, and agree to her help. After her - talk to Captain Garvel. Both have one assignment, which is good news. Well, finally, Varel. After talking with him, you can already leave the throne room, since you have nothing else to do here.

Leaving the throne room and choosing your assistants, you will talk to the guard, who will tell you about the petty thief, who was barely tied up by four guards. Take two more tasks from her. After that, immediately go down to the dungeons of the Tower of Vigilance and talk to the Jailer. And it turns out that the thief is the son of Earl Howe. This is an unexpected meeting. I think another gray guard will not be in the way. Take him into your ranks and do not be afraid - he will survive. After that, talk to Varel again and attend the swearing-in. Then again a conversation with Varel and two conversations in a row with those whom he names. Also, Tamra should take a task about the assassination attempt. And in general, talk to everyone in a row, I think it will not be superfluous to you. After all this, you have a difficult decision to make. Choose which is more important - to protect the city, trade routes or farms? I chose to protect the farms. And do not forget to talk about the conspiracy, after which you can safely finish the reception. In general, it should be noted that the passage of Dragon Age Awakening is simply replete with decisions. Sometimes they are small, sometimes important, but you have to make decisions on your own.

Get out into the street, you have a lot to do. First go to the blacksmith and listen to his eternal whining. There you will be mentioned about good metal and armor for soldiers. Are you getting a connection? After that, go to the sergeant, who stands near the door, and talk about the remaining creatures of darkness. Naturally, agree to help!

So, you go to the dungeons of the fortress, where there could still be creatures. The blockage will be cleared and it's time for you to move forward. And the first person you meet is mabari. Examine his body and remove the scroll with the note. A certain Adria is hiding on the lower floors. Well, we'll get you out along the way. The spawn of darkness awaits you in the next room. After their death, go to the room in the north and pick up the letter and gift. Then - to the room to the south, where screamers will jump from the ceiling. They, too, must be deprived of their lives, and then pulled by the torch in the wall in order to open the secret door from the chests, in which there are many supplies. Try not to have unexplored territories and unfinished quests during the passage of Dragon Age Awakening.

Now you can return to the hall and continue moving towards the dungeon. When you get to the prison and kill the ghosts, you will again have two paths where to go. First we go west. Before you is a crypt with aggressive skeletons, which are best to rest. After that, search all the sarcophagi. You will find one key, and there will be four keyholes. Well, then let's continue on our way. Now from the prison to the north. There you will meet the very Adria, who had to be saved. True, now she must be reassured, and not saved, since she has become a ghost. Peace be upon her, but it's time to move on. And then we have a blockage, which will take about a week to clear. Well, then let's move upstairs. At the top, we just have to talk to the gnome and give him a large sum of 80 gold, if, of course, you have them. And now you can leave the location.

Now let's go to the Lost Asylum, where the poor girl is being held captive. The passage of Awakening does not let us relax. When the leader of the robbers speaks to you, first demand to show you the girl, and then convince him to let her go. When he releases the captive, the robbers can be killed. Be sure to take a very good level 9 dagger from the leader of the robbers. Everything, you can leave this location.

We go into the Turnoblov estate and go directly to the north. Here you will find a bunch of spawn of darkness, led by the Ogre. Kill them naturally. True, you will not be able to save your family. Therefore, we will confine ourselves to ransacking corpses and killing all hostile entities.

Enter Amarantine and immediately go right to the box. From there, take the discarded diary, it will still come in handy, because in Dragon Age: Origins - Awakening, the passage is thought out so that every little thing comes in handy. Continuing straight ahead, you will stumble upon Colbert, which you badly needed. Talk to him and ask where he saw the creatures of darkness. Finish the conversation with him, thank him and walk a little forward, where they will give you another letter. Well, great. Now I advise you to go back a little and turn to the left in order to take the task from some Dark Personality. The task is to talk to the innkeeper. Agree and move on.

The guards will try to block your way, but his boss will immediately appear and remove the negligent guardian of order from doing business. He will make you an offer to talk to him about the smugglers. Well, you can and even need to talk! True, if you complete this task for the guard, then during the passage of Dragon Age Awakening you will not be able to get into one location. Agree to his assignment and go to the market (this is on the left) to the suspicious type. As soon as you start talking, he will run away. Don't worry, just follow him, systematically destroying group after group. After the destruction of the last group, which will already stand behind the fortress, you can return to the chief of the guard, constable Aidan. He will also send us to the smugglers' den. Kill the dark person near the entrance and take the key for yourself. Now you can go down to the basement.

Immediately at the entrance, take the gift in the box and move on. By the way, it should be said that in Dragon Age Beginning - Awakening, the passage is replete with gifts. And gifts are a useful thing, as they increase the hero's attitude towards you. And in the very first hall the leader of the smugglers and comrades will be waiting for you. It’s not very wise of them to stand and wait in the middle of the room, but oh well, peace be upon them. Exit through the SAME entrance as you entered and turn in the task. Have passed? Move to the market and ask the price of the goods from the merchants, they are very good there. After that, talk to Mervis, the representative of the trade guild. He will tell you that the creatures of darkness are playing pranks in the forest. Well, we need to run there as soon as possible, otherwise the trade is worth it. This means that we will go there.

And here we are in Lesu Vending. All we need to do here first is to kill all living things up to the bridge. Search every corner, search all the chests and kill both trees and robbers. When finished, cross the bridge. And here will be the most interesting passage of this location in Awakening. An elf will appear, who will demand the return of her sister, otherwise she will continue to kill people and rob caravans. Well, move forward. Here you again have to beat and hack until you find a survivor. Its location is marked on the map, so you won't get lost. After you inflict a blow of mercy on him, the creatures of darkness will appear ... Poor creatures, they thought to profit from us ... Now we move to the camp of the Dalish elves, destroying the enemies summoned by the elf along the way. At the top, you will have to talk to her again. Here you will have to take her to the detachment and go to storm the mines, in which the creatures of darkness are hiding.

Isn't it a bit dark in the mines? Yes, the fresh air is definitely quieter and more comfortable. Get down and get used to it, the passage of Dragon Age Awakening will often throw us into such corners of the world. Passing the circle, you will witness your own sleep by the Emissary. Okay, we'll figure it out later. In the meantime, we are waiting for the end of the video, in which Seranni, the sister of our new ally, will give us the key and run away. And we, too, should not linger, it's time to run. First, run north, search everything and get a couple of entries in the diary, and then down to the south. There, use a ballista that will crush a crowd of enemies, then go down and finish off the survivor. More creatures of darkness will come running from the next hall, which also need to be killed. Move everything down and down. Along the way, you will encounter a spawn of darkness who has put on the armor of Ogren. Well, isn't it a creature? Kill her and dress up our beloved gnome again. At the first fork you will see the last surviving gray guard, who will ask you to take the ring that was stolen from him to his wife. Okay, let's take it. But when we find it. In the meantime, we move on ... In a large cave, we scatter another crowd of creatures of darkness with our bare hands and begin to collect trophies. There will also be a corpse, dressed in the outfit of your magician. Let's change her clothes rather, let two characters be equipped normally. Now you can go further. There is only one passage so far ...

And here comes the autosave again and a new room with two test subjects dressed in our clothes. Pick up and equip, no need to walk around naked. Although we fought well without armor, nevertheless, the passage of Dragon Age Awakening is much easier if you are dressed ... There will also be the first fork. And we will go east first. At the small dead end, take the lyrium sand from the deposits and go scout the remaining hall to the east. In this room, there are two useful enemies at once - the dragon tamer, from which a cute hammer drops out. The ring, which we need on the quest, and the dragon, from which we need to pick up the scales. There is also a fresh dragon egg, which is better to pick up than leave to rot. There is nothing more interesting here and you can go to the south tunnel at the first fork. And again the hall is in front of us, in which it is necessary to kill everyone. Of the usefulness here, only the dragon scales removed from the carrier. And we also have only one passage - to the south.

In the south, turn into the Architect's room in the east. A small piece of code and a small amount of 8 gold coins should brighten up the absence of your belongings. By the way, you don't have to collect the code, but the most complete passage of Dragon Age: Origins - Awakening is a passage with a fully assembled code. In the meantime, we move down the map. And there you will find a cunning merchant with whom you can trade and whom you need to invite to the tower of the Vigil, as well as a chest with all your things. Buy what you need from the merchant and go to the next room. And there you will see that very interesting leader of the creatures of darkness. And dragons that will try to kill you. They are quite strong, and you will not be able to kill them with a swoop. Therefore, try to combine potions and skills, slowing down opponents. The main thing is not to let them take off, otherwise they will come out of the fire, disrupting your skills. After their death, that mysterious spawn of darkness will leave, and you will need to take Velana into the gray guard. Great, an extra ally won't hurt. Now collect trophies from the bodies of dragons and move on to the long-awaited exit.

Now I propose to visit the Tower of the Vigil, where it is worth talking to the blacksmith. Talked and got the assignment? Great, now give it to the apprentice ore and talk to Dworkin, who is standing nearby, nearby. Give him the lyrium sand you found earlier. Then talk to Voldrick, who will ask you to find deposits of granite to repair the tower. Agree and go talk to the private, who will give you 10 gold gratitude and send you to the throne room for a trial. Be sure to save before going there, in case you screw something up in the passage of Awakening ...

In the throne room, talk to Varel and the trial will begin. The first case is the case of the peasant Alec, who stole two bags of grain from our treasury. What will you do with it? Hang up? Or will you whip? I've decided to invite him into the army and it was right. Everyone was satisfied. The next case is civil. There you have to choose who to give the land to - the impudent girl or our ally. But the trouble is, the girl has an official paper confirming her right to property. Which one will you choose? I chose the third option. And the last thing. Put a nobleman in prison and all the business, why think about the choice? That's great, the task is completed and you can leave.

Now talk to the sergeant, who stands opposite the entrance, and go to the cleared obstruction. And they found a way out to deep paths. Well, let's investigate. We immediately move to the north, where you can profit a little and donate a golden statuette, and then we go south and explore the territory. There, after walking along the alley and killing a couple of the creatures of darkness in the outcrops, turn to the mine with gems and profit there. Then return to the main path and move on. When you come to a fork, you will find that it is not a fork in any way, and there is only one way - to the south. In front of the circle of the forgotten, be careful, as skeletons run out there, which must be reassured. Do it and move on, because the passage of Dragon Age: Origins - Awakening does not stand still.

Follow the trail of bones and save in front of the door to the forbidden room. As soon as you go, you will be attacked by a ghost, which is quite difficult to kill. And when you almost disintegrate it, it will fly away in an unknown direction. We must find him as soon as possible. Our path lies to the east. Run along the corridor, collecting all the goodies along the way. When you get to the corridor with evil spirits, an autosave will occur. Kill the ogre boss and all the little things around. Then quickly take trophies from the body of the ogre and kill the ghost that appears. So, after killing the ghost, you will complete the task and start a video in which our gnome friend will repair the gnome mechanism to close this passage. Excellent, the task is completed and you can go upstairs with Sergeant Maverlis. Now you can exit this card. I suggest we go to the Thicket Hills.

First, run to the north and destroy the two executioners. Then go along the path to the east, cross the bridge, listening to comments from Nathaniel and save. Then go and walk in one direction, on the way pick up the things of the hunters and rescue the gnomish woman who is being dragged by the creatures of darkness. She will tell you that the legion did not cope with the creatures and only she survived. Take her to you and go down to Kel Hirol.

Here you are in the long-forgotten city of the dwarfs. Now admire the view and head downstairs. There, talk to Yucca, a dwarf dying, and move forward. There is only one way - you can't go wrong. Kill the creatures of darkness, collect trophies and go across the bridge. Save immediately after it just in case. Nothing remarkable will be there until the largest hall, in which you will first meet the maggot children. Kill them all, there is nothing to leave any scum alive, and enter the main hall. Be careful, there are a lot of traps here. Kill everyone in the hallway and move on. You will see one enemy who has not attacked you yet. This is the master of the golems. Kill him quickly and quickly and take the golem control rod from his body. You will need it for painless killing of the above-mentioned golems. Now collect trophies from them and move on. On the stairs ahead, revive the golem, let it fight for you. And you kill everyone, take trophies from the chests in the north and south, and go through the lobby. Next, you will see a sea of ​​ghosts that pretend to live their own lives. Go and follow the same path. You won't come across anything particularly remarkable along the way. This way you will calmly walk to the entrance to the shopping district. In general, it should be noted that in Awakening, the passage of locations is quite linear, so it's easy to do ...

Immediately you will see a video in which some spawn of darkness kill others. Well, let evil fight against evil, good will help a little. Move forward. And from the main hall to the room to the north. Take the belt from the sarcophagus there and kill three revived golems. After that, you can move on to the east. In the next room, kill the creatures of darkness that are fighting with each other and go to the room to the south, where you should pick up the dwarf tablets. They will be useful to you further. Now heading north.

After reaching the forge and again destroying the crowd of spawn of darkness there, go behind it, collect trophies and repair broken things with the help of a golem and an anvil. Let me remind you that throughout Dragon Age: Origins - Awakening, there are no unnecessary components. Things are not very good, but for a collection they will come in handy. This will get you to the jail. A certain Stefan is imprisoned in the cage. Take the rune from him and release it. There is an anvil to the left of the cage. Use it and talk to Ogren. After the prison, a fork awaits you. First head south where you will find an area marked as a tomb. Before you runestones and a sarcophagus in the center. Click the runes so that the signs on them match the signs on the walls. It's easy to do, so it's not worth your while. When all five signs are in place, run to the grave and take interesting gloves from there. Now you can return and head southwest from the fork.

Clear the rest of the terrain, ransack the treasury, and go down into the thicket hills, in order from there to head to the vigil tower and unload a little. I personally have no space left at all, so we will continue to clean up Cal Hirol a little later. In the meantime - to the Tower of Vigilance. Then give the ore to the blacksmith, and the tablets to Dvorkin. Him the lyrium sand. After that, descend again into the thicket hills and from there - to the shopping district. And from the shopping area - to the lower limits. We continue to clean up ...

And below you start running along the tunnel until you reach the golem and the mage-spawn of darkness. Both of them must be killed ... Which, in principle, is not so difficult to do. I immediately threw my thief at the magician, shackling him, and while the thief was having fun, I killed the golem with the rest. And the magician was no longer difficult to finish off. Then move along the remaining corridor, killing the emerging tentacles. When you reach the very end, cut two chains, which will kill the uterus. After that, you can consider Cal Hirol cleaned up and leave. Another stage in the passage of Dragon Age: Origins - Awakening is completed.

And we will go again to the Tower of Vigilance. Crush the riot of the peasants in the bud, then talk to the blacksmith, giving him the golem shell. He will give you a list of what he needs to get for work. Well, let's look. In the meantime, go down to the basement and go to the crypt, which you have not yet opened. You should already have all three remaining keys. Have you opened it? Go inside, clear the tomb from ghosts and collect trophies. Very good boots are already there. Now you can leave the basement and go up to the throne room. And in the throne room an assassination attempt is being organized on you. Well, death to them. After that, take those who wish to the gray guards and end up with equipment. Amarantine awaits us!

In Amarantyne, give the lucky hoof to Mika, for which you will receive a monetary reward. After that, go to the market and give the great news to Mervis. If you convince him to pay extra, you will receive a total of 30 gold. Fine. In the same place, take all the tasks from the board of the Trade Guild. Walk a little to the north, and, after going around the house, take a woolen padding in the chest near the locked door. Here is the item for the armor. By the way, Velana brewed the master's lyrium potion for me, for which many thanks to her. Now let's go to the "Crown and Lion" inn. First, go to the end of the inn and talk to Nida. She needs to give her a wedding ring that her husband died trying to make this world a better place. Then go to the Tavern Master and talk to him about Christoph, the gray guard. Take the key to the room, since Christophe has not appeared for a week. We need to check what it can be. Examine the map, from which it becomes clear that Christophe is in the black swamps. Let's go there, but later. Take trophies from the chests and go talk to the innkeeper. Convince him to pretend he trusts the smugglers. On this the task will end, since now you simply have no one to help. Well, the passage of Dragon Age: Origins - Awakening will not be impoverished from this.

Now let's go to church. If you do not pray, then for a bunch of tasks. Take everything from the bulletin board, and also take a flower pot. Now talk to Wynn, an old friend. Agree to fulfill her task, an old friend after all. Then dive into the church. There, collect all the trophies, inspect everything you can, and talk to the templar. Then go to the girl and take the quest to find the missing husband. Now move to the inn, where you will find a piece of note to the right of the counter. It mentions footbridges high above the city. Okay, we'll get there too. But first, go outside the city walls and destroy all the robbers. Returning, find the second house to the right of the path and in the compacted earth you will find the treasure you were looking for. This is a pitiful ring, but the task will be completed and it will be possible to breathe a sigh of relief. Next, run around the city, finding three maleficars, and kill them. After that, get the quest to kill their leader, who is standing in the corner of the trading square. After his death, we go to the preacher for a reward. Have they taken away? Well, of course, you shouldn't leave it, it's not for nothing that in Dragon Age: Origins - Awakening, the passage always tries to lure money out of us. Now go to the gate, where the constable is, and go into the left door, if you stand with your back to the city. Here you will immediately see a chest with a first-aid kit, and a little further - a new piece of note. Now go out of town, to the very exit from the area. On the left is the house where the hanged husband is. Peace be upon him ... We go to Alma, we will tell her about everything. Now we have finished all the quests in the city and will go for a walk in the Vending Forest.

In the Forest, we need to find nine cuts of silk, which are needed for the quest, eight statues and five pieces of Sylvann bark. So run around the map, searching corpses, describing statues and killing sylvan. It is impossible to give a clear location. When you do all this, you will definitely find the corpse of a scientist, from which you need to take a stone and a diary. Next, run to the circle of stones, in which you need to put the missing stone. After that, go in a circle, clicking all the stones. This will give a chest that appears with a necklace inside. True, the necklace is frail, so you don't have to try too hard. Then, in the same part of the map, go south and talk to Ines. She will ask you to bring her the seeds of one plant, the northern spine. And after that she will go with you to the council of magicians. Well, it must be so. You can find it north of Ines, to the right of the mine. Take the seeds and return to Ines. She will thank you, give you a reward, and hit the road.

Now we can return to Amaranthine and turn in all the tasks. Have passed? Go to the Gunsmith Glassrick and buy pure iron from him. You can now return home to the Vigil tower. Talk to Voldrik there, give him samples of granite and select the soldiers. He will be happy and happy, and you will receive an unlocked achievement and a completed task. Then give all the ingredients to the blacksmith and take the armor from him. The blacksmith, of course, will twist, but the armor will be excellent. He grumbled a lot both in the original game and in Dragon Age Beginning - Awakening ... So it's time for us to go to the black swamps ...

You are greeted by carrion eaters in the video. You will have to deal with them as soon as you go a couple of steps forward. Well, let's do it. Now collect trophies and follow the path. At the first fork in the road, destroy another batch of wolves, take the love letter from the destroyed house in the "branch" of the path in the south, and move clearly to the north of the fork. After walking a little along the path, you will stumble upon a dragon bone. Guess why you need it? Correctly to insert into the skull lying nearby. Walk a little forward to the gap in the veil and examine the veil. You won't be able to go through here, so turn around and go to the fork, from which you go to the northeast, to the destroyed house and further, to the gates of the destroyed city. Here for the first time you will encounter pestilent werewolves, but they are weak opponents. In the city, you should first go to the north, where the riddle lies, which is a continuation of the quest, and search the corpse of Mabari, from which we will get the veins we need. Also, slightly to the right, there is a chest, an old letter and a pack of werewolves, which behave extremely aggressively. Destroy them and go even further east to pick up the city archives. You can now exit through the north gate. There will be a gap in the veil again, which will give you a new task. At the fork, head north again to find the third puzzle and some werewolves. And Christoph's temporary hideout, which is much more interesting. So in Dragon Age: Origins - Awakening, the passage is gradually revealed ...

Well, let's take a little to the west. In the circle of stones, take the torn page, kill the next werewolves and, going a little further west, take the dragon bone. Now walk east along the top edge. Here, at one of the gaps in the veil, you will find a cache left by an unlucky merchant. That's it, his mission is complete, we move south, for another dragon bone and a bundle of experience from killing the inhabitants of the swamps. When you find the third piece - go east, to the Body of Christophe. There you will find the last piece of dragon bone. Then use the body of Christoph and find yourself surrounded by the creatures of Darkness. And someone First will try to throw you into the Shadow. But he will abandon himself too. Here is a moron ...

Then he will refuse to cooperate and will incite his charges against us, whom it is elementary to interrupt. Well, we will act here too, since the passage of Dragon Age: Origins - Awakening allows it. Follow the path until the first skirmish. Here you will see on the right a device for breaking the curtain. Use it and one of the gaps will close. I think it's clear what they want from us. Further we go along the top edge of the map to the west. Next to the runic circle, you will find another device. Destroy the demons of desire and close the device. Then go to the runic circle and start lighting the stones. It is very easy to light them, therefore it is not worth the description. Once ignited, you will be attacked by demons of wrath, which will appear in turn. After the death of the latter, a rune stand will appear, which must be activated in order to influence the real world. Go further west, still keeping to the edge of the passage. In the corner, you will stumble upon the last device to be extinguished. Extinguished? Move on...

And further - it is to the south. When you reach the close entrance to the village, save yourself. Then go around it along one road accessible to you, killing everything and everyone along the way. There will be another permanent increase at the dock. But further, in front of the entrances to the crypt, you will meet a girl who comes to visit the ashes of her father. But again "someone" goes, and she will hide in horror in a crypt. You will deal with these "someone". Then - dive into the same crypt. There, run along the road to the first fork. A restless soul will be waiting for you on it. She will run along the corridor to the west, you run after her. It turns out she set a trap for you. Intimidate the demon and head south from the fork

There will be monsters waiting for you and a transition to a new area. That's where we need it. Come in boldly. Run around the village, collecting new permanent increases, and come to the center, to the Spirit of Justice. Talk to him and break into the evil baroness. Oops, surprise, what a Dragon Age: Origins - Awakening walkthrough throws up a lot. Our old acquaintance has already agreed with her. So you have to kill him first. And kill, since he is constantly distracted by your random allies. This is very easy to do. Now he is a corpse and the baroness takes his power, and you find yourself in the real world. And the very Spirit of Justice joins you, only in a human body. Recruit a squad again, considering the impossibility of throwing the Spirit out of it. After that, quickly run, destroying the shadow portals. After all the portals are destroyed, we run to the estate. There you will have to kill the demon that was in the Baroness, which is not difficult to do. After that, go west, open the previously closed gates and rummage through all the boxes, including the dragon bone. You will also find there a sword that was needed by one lord. Ok, now let's move to the dragon's head. When the last bone is in place, you will see a flash of something that turns out to be a spectral dragon. Go upstairs and kill him. Moreover, when he jumps into a circle, do not let the lights reach him, as he will be treated. But killing him is not difficult, just long and dreary, which is not typical for the passage of Awakening. After that, take the bones and trophies and go ... to the place of Christophe's death. There you will find the fifth riddle. Then run to the circle of stones and take away the sixth puzzle. And from there - run to the right on the map, to the pond, which is the third from the left. There you will find a bottle with a ring and a note, which will finish your quest.

Head to Amarantine. There go to the tavern and take the oil in the room on the right. And then - to the Tower of Vigilance. Give the blacksmith the sword for execution, collect all the necessary components and have fun carrying the best weapon in the game. Just don't roll your lip too much. After the end of the game it will be stolen. And you will not be able to complete Dragon Age: Origins - Awakening so that it remains with you. But for now it belongs to you, so use it. Then, if you have finished all the other cases, talk to your Seneschal and go to fight. And here you are, at the head of a tiny squad, set off to destroy the creatures of darkness. Doesn't it look like anything? And I have good associations with the original game ...

Come to the city and kill those who are nearby. Then the news will be brought to you that the Mother will soon storm the Tower of Vigilance. And it's up to you where to go and what to defend. I chose to burn Amaranthine and advance to defend my tower. Perhaps the hardest choice throughout Dragon Age: Origins is Awakening ...

And then there was the defense of the tower. Lots of fights and little to tell. Four stages of defense, all related to killing enemies - that's all. Varel fell, and it was a bereavement. But after the enemies retreated from the walls of the fortress, I made the decision to move after them in order to kill the womb. Exit the territory and go to the Mother's lair. There you have to move in a straight line, killing the creatures of darkness. At the end of the location you will see the highest dragon, which also has to be killed. When everyone is dead, go inside. As soon as you enter, your sorceress's sister will speak to you. And she will give us a message from the Architect. Okay, let's figure it out. While the road is one - go forward, destroying opponents and collecting crystals. Under the spiral staircase, insert four crystals into the cells, which will activate the artifact. Go ahead and you will have a conversation with the Architect. You choose whether to listen to it or not. Only I have no confidence in all creatures, so I rejected his offer and killed the spawn of darkness. Then he activated the second tower. Do you collect crystals? When all three artifacts are activated, dive into the Nest.

And in the nest everything is quite simple - talk to the Mother and kill her. Killing her is long, but easy. It is better to immediately throw three fighters on the tentacles, and with one, the strongest, cut the Mother herself. This will keep the balance and give the hero an interesting achievement. And with the death of the Mother, the game will end ... You will read a lot of interesting things about the upcoming events, but ... You can read them yourself. For sim I take my leave, the passage of Dragon Age: Origins - Awakening is completed!

Main plot
The attack on the tower of the Vigil
Our gallant gray guard, who received the title of commander after defeating the archdemon, is sent to the erling Amarnathine entrusted to him in order to restore his prosperity and protect him from the creatures of darkness. We are met by Lieutenant Mkhairi, a soldier girl from the Vigil tower legion, who dreams of becoming a gray guard. On the way to the tower itself, we see complete devastation and traces of battle, and in a moment the creatures of darkness will attack us. It becomes clear that the tower has been attacked. We take out weapons and fight our way to the inner rooms of the tower. On the way we save all the survivors (see the quest "Vigil Tower Survivors"), we meet the magician Anders, who wandered into the fortress, fleeing from the templars, and our old friend in the Original, the gnome Ogren, who, having escaped from his wife, decided to become a gray guard. The four of us make our way to the roof of the tower and save the seneschal Varel. The miniboss at the end of the quest will be a talking spawn of darkness. We kill him and complete the quest.

Awakening
This is a global quest for the entire expansion. To complete it, you will need to complete a number of secondary quests in the main storyline:
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As soon as you take back the tower from the creatures of darkness, King Alistair will arrive in the fortress, accompanied by a high-ranking templar and several soldiers. Talk to your best friend in the Original. You recall a little your joint wanderings, after which Alistair will entrust you with the mission of restoring the Erling Amarantine and strengthening the influence of the gray guards in it. Naturally, we promise to do everything in the best possible way. Then the templar will jump into the conversation and ask him to hand over the criminal to her for execution. We are talking about Anders. Alistair will offer you to decide the fate of the fugitive magician. You can just keep it with you, or you can declare the right to call. If you go according to the last option, then Alistair will defiantly shut up the representative of the church. After the fate of Anders is decided, Alistair will wish you good luck and set off from the tower along with all his retinue. And great things await us. First of all, you need to increase the number of gray guards. Seneschal Varel will offer you a rite of passage. As you remember from the Original, when Duncan initiated you, the ceremony will require the blood of the darkspawn, a silver goblet and 3 recruits. You won't have to get blood this time. The Seneschal will also have the cup (he is a prudent man). You have recruits: Mkhairi, Ogren and Anders. Begin the ceremony. Unfortunately, not everyone will survive it (Mkhairi will die).
After that, you will again find yourself in the throne room. Warel will introduce you to Ms. Woolsey (she will take over the duties of the treasurer) and with Captain Garvel (it will have everything related to the army and the protection of the surrounding lands). Each of this trio will have an assignment for you, the completion of which will help you complete the global quest "Awakening".

Side quests
Vigil tower survivors
We simply save all the survivors during the liberation of the Vigil tower from the spawn of darkness (there are 4 of them, taking into account the guy who will give you this quest). The main thing is to save the merchant, it will help you in the future.

First aid to the wounded
In the western part of the courtyard of the fortress, one of the soldiers will ask you to bring medical supplies for the wounded. A chest with these supplies is located in the southeastern part of the courtyard. Hurry up because the injured could die.

Prisoner
As soon as you leave the tower on the street for the first time, a private girl will turn to you and tell you about the thief who was caught the other day. Now he languishes behind bars in the dungeon. Let's go there. The thief turns out to be the son of Rendon Howe named Nathaniel. While we will sort things out with him and talk about the atrocities of his father. The jailer will bring the Seneschal. What to do with the prisoner is up to you. The most correct decision would be to declare the right to draft (in this case, you will immediately get a good thief into the party). however, you can simply give him his family things and let him go on all four sides (if you do this, you will later meet Nathaniel in Amarantyne with your sister, after which he can still be accepted into the gray guards). You can, of course, execute the poor fellow, but this is extremely stupid. One way or another, after deciding the fate of Nathaniel, the quest will be completed.

Invasion from the ground

Talk to Sergeant Maverlis. She will tell you that under the tower there is a network of underground passages, and since the spawn of darkness appeared in the tower suddenly, then most likely they came just through these caves. Perhaps they even lead to deep paths, but at the moment it will not be possible to find out, because Due to the efforts of one crazy gnome-demolitionist Dvorken (you saw him when you liberated the tower) the cave was filled with stones. You need to go down into the dungeons and reach the place of the blockage, getting rid of the remnants of the creatures of darkness. First, look into the room marked on the map with the inscription "Prisoner's Notes". Go to the statue of Andraste, and then pull the torch to the right of it, you will see a secret with a chest in which there are very useful things (one +4 ring to the constitution is worth something). Next, carefully examine all the rooms, free the prisoners from the dungeon, Anders and Nathaniel will approve of this. Then go to the wounded mabari and take the letter from his neck (take the quest "The fate of Adria"), use Nathaniel to break open the old family crypt. In it, deal with the skeletons, search all the sarcophagi, find one key (you will find the other 3 later), then examine the bag in the center of the hall, take Howe's family bow from there (you can give it to Nathaniel). Exit the crypt and make your way to the rubble. There, for the second time, talk to Sergeant Maverlis and the gnome architect Voldrick. They will decide to disassemble the blockage. The blockage will be dismantled after you complete one of the three tasks of the main plot (of your choice) and return to the Tower of Vigilance.
Go on deep trails. First, head north and complete a small quest. "Temple of Court"(read more below). Then search the mine with gems and fight your way through the undead and darkspawn along the only accessible passage, collecting the missing keys to the Avvar crypt. There will be no serious opponents until you enter the room behind a locked door. There you will be attacked by a ghost who fights with electricity very painfully. When he has a quarter of his life left, he will call for the help of skeletons. Deal with them and again take up the ghost. He will not let himself be killed. When he dies, he will be transported to a place where you cannot inflict damage on him (he will not damage you either). The beam will hold it in a safe place. We activate the device that removes the beam, and free the ghost (the quest will appear "Revenge of the Ghost"). The monster will fly away in an unknown direction, but we will see it again. We go further to explore the deep trails. Soon we will stumble upon the mini-boss of this location - the ogre commander. You will have to kill him 2 times, tk. after the first kill, his body will be possessed by a ghost. As soon as the enemy is defeated, Sergeant Maverlis and Voldrick will come down to you. Talk to them and seal the passage to the deep paths for the next 10 years. As soon as you come to the surface, the task will be completed.

The fate of Adria
In the dungeons of the Vigil tower, when we go to the rubble, we will stumble upon a wounded mabari. We take a letter from his neck, from which we learn that a certain Adria and her escort were ambushed by the creatures of darkness somewhere below. We go in search of the girl. We will find Adria almost at the very rubble, but alas, she will already become a ghost by that time. We kill her in order to save her from suffering and complete the quest.

Temple of Korta
After going to the northern part of the deep paths on the quest "Invasion from the ground", you will stumble upon an altar with donations. Touch it and decide what to do with it. The options are as follows:
- donate a diamond or a golden idol (you can take it from a corpse lying nearby) and get a two-handed ax "Rage" as a reward;
- donate corrupted iron (can be found a little further on the deep paths) and desecrate the altar (there will be no reward in this case;
-take donations from the altar in the amount of 15 gold (in this case, the golems in the room will come to life and you will have to fight them).
With any chosen raklade, the quest will be completed.

Ghost's revenge
The quest is activated after the first defeat of the spirit of the deep paths and its release from the ray dungeon during the quest "Invasion from the ground"(see above). After the second victory over the spirit (in the form of an ogre), this creature will fly away to the ancient Avvar crypt (the same one where we found Hou's bow). By the way, if for some unknown reason you have not been there yet (you could not open the first door), then the key to it can be taken from the corpse of the spawn of darkness (it lies near the gate welded by Voldrick). We go into the crypt and insert all the found keys into the keyholes to open the second door. We go deep into the crypt. The ghost will move into one of the three Avvar lords guarding the ancient burial place. Deal with them. Collect all the goodies and complete this quest.

Oath of allegiance
/ Land protection

As soon as you get into the throne room for the third time, the seneschal Varel will inform you about a meeting with the local nobility, who wants to swear allegiance to you. After taking the oath, you will have the opportunity to speak with three noble gentlemen. Two of them will beg you to provide soldiers to guard their territories: Lord Edelbrek for the village, and Lady Eknaret for the city. Talk to Varel about this. He will offer a third option: to assign soldiers to guard trade routes. And so you will have 4 options for the development of events:
- to preserve the farms - in this case, the peasant revolt can be easily pacified;
- to protect the city - there will be a riot with a fight;
- to protect the trade routes - there will be a riot, but the merchant Yuraya will have new goods in the fortress (this will happen after a while), the peasants can be persuaded not to rebel if you give them grain;
- to preserve everything - nothing good will come of it, because you cannot chase two hares at once, and even more so three.
Decide what you want to guard, and then go to Sir Tamra. She will tell you about the impending conspiracy against you (the quest is activated "Web of conspiracy"). Now you can ask the seneschal to disperse everyone. Exercise "Oath of allegiance" this will be done.

Cobweb conspiracy

During an audience with the nobility, Sir Tamra will tell you about the impending conspiracy against you. This is not surprising, because before you, the bloody bastard Rendon Howe ran everything here, and he had accomplices. Tamra will promise you after a while to get the letters of the conspirators, after which he will leave the tower. Talk to Seneschal Varel about the conspiracy. He will offer you two options for solving problems:
-to take into custody a family member of each subject from the local nobility, in order to force him to submit to himself by blackmail;
-Go to Amaranthine, find the great spy, called the Black Wolf, and with his help go out to the conspirators.
Better to play the second option. The black wolf will find you on its own. As soon as you get to Amarantyne, the very first private of the city guard will tell you that a certain Wolf is waiting to meet you in the central square. Talk to him and give 50 gold in advance. After a few days (just leave Amarantine and enter again) he will return to the same place and tell you about the gathering place of the conspirators. Go there and kill everyone. By the way, the black wolf can also be killed after receiving the necessary information from him.
Note: this task can be completed in another way. Read more in the description of the quest below "And you, Esmerel?".

The trial is coming!
The quest will become available as soon as you complete one of the three main story quests (optional). Return to the Vigil tower and talk to the private who brings you letters. She will tell you that the Seneschal Warel is waiting for you in the throne room on an important matter. We go to the throne room and speak with the seneschal. We have to act as a judge and deal with three cases.
First thing
Peasant Alec stole 2 bags of state grain. According to Ferelden's laws, theft of state property is punishable by hanging. You can do this:
- hang Alec;
- whip Alec with whips;
-call to the army;
It is better to do according to the latter option, so it will be easier for you to peacefully suppress the peasant revolt.
Second case
Rendon Howe, the former Earl of Amarantine, promised the noblewoman Lisa Pakton the land of Sir Derren because he opposed Loghain and Howe himself. Lady Pacton has an official title to the land, but Sir Derren is a longtime ally of the Gray Wardens. You can do this:
- give the land to Lady Pakton;
- give the land to Lady Pakton, but promise Sir Derren to compensate for the losses;
- give the land to Sir Derren;
- take the land for yourself.
The last option is the most acceptable, because you will receive 100 gold!
Third case
Here are two options. If you haven't figured out the quest yet "Web of conspiracy", then the events will go according to the first option, if figured out, then according to the second.
Option 1.
You need to decide what to do with the Temmerlei noble, the Bull. he is accused of killing Sir Tamra (the girl who told you about the conspiracy). After listening to the dialogues, it will become clear to you that he is the killer, but there will be no direct evidence. You can do the following:
-release Temmerli;
- to put in jail for a very long time until all the circumstances are clarified;
- decapitate Temmerli.
Personally, I chose the latter, I did not like his face, a real bull.
Option 2.
The desertion case. Private Danielle quit her post to save her family from the darkspawn. According to Ferelden's laws, desertion is punishable by death, even in peacetime. You can do the following:
- Execute Danielle;
- put Danielle in jail for a year;
-Allow her to transport her family to the Vigil tower.
The last option is good, but it will have a deplorable effect on the discipline of your soldiers. The first option will increase discipline, but harden the peasants against you. Decide for yourself. Personally, I've always forgiven Danielle.
As soon as all three cases are sorted out, the quest will end.
Note: you don't have to make decisions on your own, but ask Varel to do so. In this case, there will be no consequences (not positive, not negative), regardless of the decision taken by the seneschal.

Peasant uprising

These events will occur after completing any two quests from the main storyline. Returning to the Vigil tower, you will see a crowd of peasants who will demand to open the grain warehouses of the fortress in order to feed their families. You have several options:
-to kill the peasants;
- persuade them to calm down and give away the grain;
- persuade them to calm down and disperse;
The latter option is most likely if you:
- Peasant Alec was not executed during the assignment "The trial is coming!";
-gave the order to guard the villages during the mission "Land protection".

And you, Esmerel?

This quest is one of the options for completing the task "Web of conspiracy"... You can get it if you did nothing to detect the conspirators. In this case, immediately after the suppression of the peasant revolt, an attempt will be made on your life in the throne room. Varel will save you from the assassin's arrow. Then take out your weapon and kill all the conspirators, led by Esmerel the bann and the anti-virus assassin. Once all enemies are destroyed, the quest will end.

Trade must continue

During or after the oath of allegiance, contact Ms. Woolsey. She will ask you to expand the trading community in the fortress. Just invite all possible merchants to the Vigil tower, convincing them in all possible ways.
You need to find two merchants:
-Qunari Merchant Armaas - can be found in the Silverite Mines of the Vending Forest;
-Lilith's trade - you can accidentally put it on the map and recapture it from the creatures of darkness.
As soon as you invite both merchants, go to Mrs. Woolsey and receive 60 gold as a reward.

The price of the issue

Speak with the Dwarf Architect Voldric. He will gladly help you rebuild the fortress if you give him enough funds. To get started, he will need 80 gold (the amount is not small, but it's worth it). Pay. A little later, Voldrick will need more building materials (see the quest below).

Test of endurance
As soon as you complete the quest "The price of the issue" and come to the Vigil tower next time, Voldric will have a new dialogue. He will complain that the local stone is not suitable for the construction of the powerful walls of the fortress. We need to find granite. You can find him in the Vending forest in the eastern part of it. We tell Voldrik about the deposit and promise to provide soldiers for protection. This completes the quest.

An important element

In the fortress you will meet your old acquaintance the blacksmith Wade from Denerim, as well as his assistant Heren. Wade is always happy to make some masterpiece equipment, but for now you have to upset him and force him to forge weapons and armor for the common soldiers. For this, he really needs good metals (veridium and silverite). You can find their deposits in your travels around the world. There will be three of them in total:
Veridius - in the dungeons under the Vigil tower;
Silverite - in the Silverite Mines in Vending Forest;
Iron - in the Cal Hirola shopping district.
Just tell Heren about every mine you find. Once they are all found, the quest will close.

Give me a bomb!

Find Lyrium Sand in the Silverite Mines in Vending Forest. Give it to Dworken and you will receive a powerful booby trap as a reward. The gnome will ask you to find more sand. A second batch of lyrium sand can be found in Kal-Hirol, and a third on the deep paths below Vigil's Tower. Dworken will make two more booby bombs for you and the quest will close.
Note: it is better to give the portions of sand one at a time, otherwise there may be a bug with the quest freezing (the mark above the dvorken will not disappear).

The work of the master
Wade wants to make some unique weapon or armor, but for this he will need unique ingredients. There are 3 of them in total, and a mini-quest will be associated with each of them.
Heart of the forest
In the Vending forest, kill Sylvanus the Old Man and take the soundworm from his corpse. Wade can use this ingredient to make a bow or shield. To do this, Master Wade will need the following additional ingredients:
-butter (in the kitchen at the "King and the Lion" inn in Amaranthine);
-Faultless Ruby (can be bought from Master Henley at Amaranthine Market or found in Kal-Hirola);
-veins (can be removed from the dead mabari in the black swamps);
-Rune of the great master of lightning (you can make it yourself).
Golem power
In Kal-Hirol, take the plate from the corpse of the boss golem. Wade can make some pretty good armor out of it if you bring him additional ingredients:
-the master's lyrium potion (you cannot buy or find it, you can only brew it; Velanna will do it perfectly, and the recipe for this drink can be found in the sarcophagus in the vigil tower dungeons, see the quest "Revenge of the Ghost");
-pure iron (we buy in Amaranthine from the gunsmith Glassrick);
-wool padding (in a box near the entrance to the guardhouse in Amaranthine);
-bloody lotus (these flowers grow everywhere, you will definitely find).
Lie down to work
Find the Ancient Dragon Bone in the lair of the Queen of the Black Marshes. Wade will make it into a one-handed or two-handed sword (your choice) if you bring him the following additional ingredients:
-Diamond (can be found on the deep paths under the Vigil tower);
-fresh dragon egg (can be found in the silverite mines of the Vending forest);
-great potion of protection from fire (we buy from Yuraya in the throne room of the Vigil tower);
-Rune of fire of the great master (you can make yourself or buy).
You can choose what bonuses will be in the sword yourself:
1st parameter
Penetrating power
+2 to armor penetration, +5 to fire damage.
Mobility
+6 attack, +5 cold damage.
2nd parameter
Protection
+10 defense, + 10% chance to dodge attacks.
Attack
+ 15% critical strike / backstab damage, + 3% critical strike chance.
Ease of impact
+50 to stamina, +0.5 stamina recovery in battle.
Wade's Choice
+3 to all stats.
Personally, I chose penetration + ease of impact.
Once Wade has made all 3 masterpieces, the quest will be completed.

Dedication to Velanna
"The Righteous Way"... Ask Seneschal Varel to perform the initiation ritual. Everything will be successful, Velanna will survive. After that, the quest will be closed.

Dedication to Sigrun
The quest will be available after completing the task "The Last of the Legion"... Ask Seneschal Varel to perform the initiation ritual. Everything will be successful, Sigrun will survive. After that, the quest will be closed.
Note: complete the quests "The Righteous Path" and "The Last of the Legion" to "Shadows of the Black Marshes", tk. otherwise, Varel may not have a cue about the initiation of Velanna or Sigrun into the gray guard.

Private letters
A private girl at the gate to the tower will receive letters from the population. These letters will contain tasks for you. Visit her periodically with each visit to the fortress.
Kidnapped daughter
Lord Edgar Bensley asks to save his daughter kidnapped by bandits. Follow the beacon on the map to the place of the deal. You can:
- give a ransom of 30 gold to the leader - you will save the girl, but you will lose money;
- attack the bandits - the girl will die;
- convince first to let the girl go, and then take the ransom - in this case, the girl will remain alive, and the bandits can be deceived and not given the money, after which they can be killed without risking anything (this option is possible only with the maximum persuasion skill).
Depending on the execution option, the reward will be different:
the girl is dead and the bandits are killed - 5 gold
the girl is alive (no matter what happened to the bandits) - 10 gold.
The reward for this quest is taken from the private along with the second letter (with thanks) from Lord Bensley.
Far in the fields
You are asked to save a family of farmers from the creatures of darkness. We go to the new marker on the map. The village will be devastated, the inhabitants will be killed (there is no way to save them). Kill all the darkspawn in the area led by the ogre. After clearing the area, collect all the goodies and return to the private for a reward.
Rescue operation
This quest will appear after completing the first two tasks during your third visit to the Vigil tower. Head to the coast and deal with the marauders who want to steal goods from the wrecked ship. We kill the marauders, take away the goods and return to the fortress to the private.