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Passage of game Dragon Age: Origins - Awakening. Walkthrough Dragon Age: Awakening The impact of actions on the ending of the game Dragon Age: Awakening

Dragon Age: Origins - Awakening (rus. Dragon Age: Origins - Awakening) is an add-on to the fantasy computer RPG Dragon Age: Origins developed by the Canadian studio BioWare. It went on sale March 16, 2010 in North America and March 19, 2010 in Europe on PC, Xbox 360 and PlayStation 3. The add-on story continues the story of the original game.

Game process

The general system of the game is the same as in the original game. One of the gameplay changes is the need to take care of their own lands, making decisions on their defense (expressed in the search for ore and the allocation of funds for the construction of walls). The passage of the story takes from 10 to 15 hours, in addition to the main line, there are a large number of side quests. Relations with fellow party members are somewhat reduced, the romantic line in "Awakening" is absent.

Added two new specializations for each class and line of skills and spells / abilities, ingredients, materials of 8th and 9th levels. In addition, you can buy textbooks of a blood mage and a ripper, and an unlimited number of focus books, allowing you to re-obtain all levels (including party members).

New specializations

This expansion also adds two specializations to each class.

  • Guardian - they own the hidden magic of the Dalish elves, which is practiced by controlling plants and tree roots.
  • Warrior mage - combining the abilities of a mage and a warrior, such wizards are dangerous in battle.
  • Warrior of the spirit - they own magic, but still they are not magicians. They flirt with the inhabitants of the Shadow, who in return give the warriors of the spirit of the power of "Shadow magic".
  • Guard - they are strong in body, they understand that allies are also important in battle, therefore they are capable of different types of defense and defensive abilities.

Rogues:

  • Legionnaire Scout - Rumors of the Legion of the Dead are delightful, with Legionnaires scouting confirmed. They are capable of withstanding any attack that no rogue would have survived.
  • Shadow - masters of ambush and stealth, self-taught robbers, dangerous in battle.

Plot

New characters

Mkhairi- a man, a woman-knight, accompanying the main character during his trip to the Tower of Vigilance, a recruit of the Gray Guards, whom she had dreamed of becoming all her life. After the Tower of Vigil was cleared of the spawn of darkness, it died during a rite of passage. (voiced by Nina Gogaeva)

Anders- Human, renegade mage from the Ferelden Circle. A born troublemaker, Anders has repeatedly escaped from the tower, displaying incredible ingenuity. But despite all his resourcefulness and talent, he never managed to completely elude the templars. After another escape, he was caught and led by the templars to the Circle. In the Tower of Vigil, he finds himself right in front of the attack of the creatures of darkness, who, according to him, upon meeting with the Commander of the Guardians, killed the templars. Can be accepted into the Gray Wardens at the request of the player. Recognizes the Commander's Guard if the Beginning was passed for the mage. It is also one of the companions in Dragon Age II. (voiced by Sergey Kazakov)

Nathaniel Howe is a human son of Rendon Howe. Having infiltrated the Tower of Vigil, which had previously belonged to his family, Nathaniel wanted to take the heirlooms, but he was captured and thrown into prison. Blames the player for killing his father if the Beginning is completed for a person of noble birth. The player has the opportunity to execute Nathaniel, or take him to the Gray Wardens. Nathaniel knew nothing of his father's atrocities. (voiced by Ilya Bledny)

Velanna- Dalish elf mage. Was expelled from her clan. She has a bad character, disdainful of the human race (she believes that it was people who kidnapped her sister and now wants to take cruel revenge on everyone). The player has the opportunity to take Velanna to the Order of the Guardians. Recognizes the Commander's Guard if the Beginning is passed for the Dalish elf. (voiced by Olga Golovanova)

Seneschal Varel told you that one of the Gray Wardens was absent from the attack on the fortress and is most likely still alive. This Guardian, by the name of Kristoff, was trying to figure out the reason why the Darkspawn did not scatter along the Deep Trails after the death of the archdemon, as it had done before. The Seneschal assumes that Kristoff is currently in Amarantine and will advise you to ask about him at the hotels.

At the Lev and Crown Inn in Amaranthine, talk to the owner of the establishment. He will confirm that Kristoff did stay with him - in fact, he still owns one of the rooms - but has not shown up at the hotel for several days. The maid Sorcha, with whom Kristoff sometimes spoke, according to the innkeeper, will tell you that he often kept notes and if you need to know what exactly he was investigating, you may find the key in his notes left in the room.

In Kristoff's room you will find a map of Amarantine with crossed out areas. The only area that is not crossed out on the map is the Black Marshes, so it is fair to assume that Kristoff went to explore this area. There is nothing else you can do here, the continuation of your research will be carried out directly in the Black Marshes, which will then appear on your map.

Captain Garevel has already told you that a couple of hunters accidentally stumbled upon the entrance to the Deep Trails. You will find this pair near the city gates. Colbert will tell you exactly how he and his buddy Mika found the entrance, and will mark it on your map. You can reward him with a sovereign if you like.

The rest of the quest will be carried out directly at the fault site.

Not far from the trade guild's bulletin board is the merchant Mervis, whose caravans, if you remember Mistress Woolsey's story, are constantly under attack in Vending Forest. Mervis will promise you a generous donation if you can stop the caravan robber and mark Forest Vending on your map. The rest of the task you will have to complete there.

Non-plot quests

These two quests are mutually exclusive, so think carefully before accepting one of them.

Not far from the city gates, a certain "Dark Personality" whispers to you that he has a lucrative offer to you and will ask you to follow him. The essence of the proposal boils down to this: the smugglers believe that you, as the Commander of the Sentinels and the Earl of Amaranthine, should receive a percentage of the profits from them. What services they require in return is not difficult to guess.

At the entrance to the city you will be stopped by a guard who will announce the need to search your things for contraband. After that, constable Aidan, who recognized you as the Guardian-Commander, will intervene. The constable will complain about the difficulties with the smugglers and will hint that if you want to help, he will be very happy about it.

Accepting a quest from a Dark Personality or Constable Aidan will permanently cancel out the possibility of completing the tasks of the other side.

If you accepted the offer of constable Aidan, then go to the shopping arcade. There, next to the gunsmith, you will find a Suspicious Subject. After you speak to him, he will start to run. Chase him, on the way to deal with the gangster gangs that have arisen on your way (there will be five of them, and their leaders are always magicians). After the last gang, the Suspicious Subject will disappear into the locked basement of the Abandoned House, and you can go to report your progress to Constable Aidan.

The constable will assume that there must be a guard somewhere near the smugglers' den, and he probably has a key. Go back. The Dark Personality is indeed on guard (and a couple more bandits will join him after the start of the fight). Take the key from his corpse and go to the basement.

The basement is not large - in just a few steps you will come across a Smuggler Leader with a few assistants. A short conversation will end with a fight. Head back to the constable for your report and quest completion. If you want, you can do it through the second exit - it leads to the "Lion and Crown" tavern.

Nathaniel and Sigrun will approve of your actions.

If you decide to help the smugglers, then the Suspicious Subject will give you your first task: persuade the bartender of the Lion and Crown tavern to open a secret passage for them in one of the rooms. Go to the hotel. Convince or intimidate the bartender (alternatively you can just pay him 1 gold) and return to the Dark Person. Now he has other problems - some robbers not from their organization get in the way. Go to the indicated place and interrupt them.

Now talk to the Leader of the Smugglers. Looks like the lieutenant of the guard is creating a problem for them. The lieutenant needs to be removed, but to get to him, you need the key to the city guard building. This key is with the sergeant, and he himself is on the city wall. Kill him and take the key.

After receiving the key, go into the house. After a short conversation with the lieutenant, deal with him and the rest of the guards. On the lieutenant's body you will find the camera key. There is a certain Jacen in the cell. If you free him, then he can help you at the end of the game when defending the Tower of Vigilance.

Report your success to the Smuggler Leader and the quest will be completed.

This quest is very closely related to the "Righteous Path" storyline quest, but you do not need to complete the last one to complete it. Follow the main story until you meet Velanna for the third time (at the Dalish camp) and she joins you. (For details, see the description of the "Righteous Path" story quest in the "Forest Vending" section.) Immediately after that, you can report your success to Mervis.

Telling Mervis that the elves were behind the destruction of his caravan will not approve of Welanna, but Nathaniel will. If you do not mention the elves, but simply say that you solved the problem and punished the guilty as you saw fit, then Velanna will like this.

You will receive this quest by talking to a woman named Alma, who is in the Church Building. From her abrupt phrases, one can understand that her husband Karrem has disappeared somewhere. Go to the Lion and Crown Tavern. In the corner of the main hall, you will find a scrap of a note from which it becomes clear that Karrem has a habit of walking along the city walls. Go to the door to the right of Constable Aidan - and at the end of the passage on the wall you will see another note.

Now head to the southern part of the city. In the houses opposite the exit to the world map, you will find Karrem. Alas, you cannot do anything for him - tell Alma what happened and your quest will end there.

This quest is given to you by Wynn, standing near the entrance to the Church of Amarantine. If you exported a hero from the Beginning and during the game Wynn died, then this quest will not be available to you. Find Ines in Vending Forest, as Wynn wants her to take part in the mages' meeting. Ines is located in the very southeastern corner of the Forest map. However, she will not go anywhere just like that, since she wants to first find an especially rare plant. The coveted flower grows on the northern border of the map, just northeast of the entrance to the silverite mine.

In addition to the fact that Ines will finally go to the meeting, you will receive an additional reward from her - recipes for superb health potions and lyrium.


Trade Guild Quests

Collect four bottles of antivirus poison scattered across the city streets (actually there are ten of them, but they are scattered across only four locations). The bottles are: on the counter of Glassrock's gunsmith, on a cart just north of Constable Aidan, on a table on the northernmost street (not far from Black Wolf), near Master Henley.

Sulfur Alvard's sword can be found in one of the crates in the Blackmarsh docks. These docks will only be open to you after you return from the Shadow. You won't be able to find the sword until you get the quest.

You don't need to give Alvard's sword anywhere, you can keep it for yourself. The quest is considered completed immediately after you find it. This is a pretty good two-handed sword.

Approx. ed .: This sword also randomly drops in the Avvar crypt under the Tower of Vigilance from one of the lords, but the sword that fell randomly does not end the quest, you just have two identical swords in your backpack after you find the quest item in the Black Marshes.

Find eight pagan statues with inscriptions in Vending Forest and copy them for research purposes. Four statues are located in the part of the map up to the bridge, beyond which you met Velanna, and four - beyond the bridge.

The statues are located:

On a hill almost exactly east of the entrance to the Vending map, near the marauder's camp;

On both sides of the southern road leading to the bridge, southwest of the bridge itself (the one to the north is on a hill);

South of the bridge, very close to it;

Just north of the Dalish camp;

On a hill north of Ines;

Not far from the Dark Fiend camp;

The last statue is at the end of a dead end almost exactly east of the previous one - or exactly west of the silverite mine.

From my point of view, these statues are much more convenient to search in the "camera from behind" mode, since, unlike the "camera from above" mode, you can view a much larger area.

Find the silks that the missing caravan was supposed to deliver to the Traders Guild. In total, you need to find nine parts of the product, and they are all in the Vending Forest:

In a barrel by the plundered caravan, almost at the very beginning of the map;

In a chest on the other side of the same plundered caravan;

In a barrel near the place where you met the first group of marauders;

In a pile of clothes in a marauder camp;

On the corpse of the marauder after the battle at the camp of the marauders (southeast corner);

Along the north road in a crate by an overturned wagon and a little further in a crate by a second overturned wagon;

Inside the chest of the last plundered caravan.

This quest only appears on the Notice Board after completing the Law & Order / Smuggler's Affairs quests. Go to the underground passage where you met the Leader of the Smugglers, and deal with several of the Shadowspawn (including the emissary).

Note: there is a glitch in this quest - sometimes it does not appear, perhaps its appearance depends on whether you opened the hatch to the "Crown and Lion" tavern (even when passing behind the city guard).


Church Quests

As usual, Church quests hang on the notice board next to the Church building, and you receive a reward for them from the preacher standing next to you.

Robbers and extortionists haunt the inhabitants of Amaranthine - mainly those who live in the suburbs, where there are almost no guards. All you have to do is deal with four groups of bandits in the southern part of Amarantine (in front of the city gates).

Donate five regular first aid kits to the Church.

Donate five potent healing poultices to the Church.

Speak with Ser Rilien at the Church building. She will ask you to help the templars find three apostate mages (who, she says, are also blood mages). Keep in mind that agreeing to this quest will displease Anders and Velanna (although their respect will drop by only one point).

Mages are pretty easy to spot - they roam the streets of the city, incessantly muttering something to themselves. One is located near the shopping arcade, the other is not far from the entrance to the fortress wall in the north, and the third is in the southern part, closer to the "Lion and Crown" tavern. If you try to talk to them, they will run and become hostile. After you deal with them (unfortunately, you will not have the option to just talk and get a choice - to let them go or not), you will receive a key (that is, a mark on the map) to the location of their leader. He is hiding in one of the dead ends south of the shopping arcade and is hostile from the start. This is the orange boss, so be prepared. After his death, go to the bulletin board and get a reward.

Templars need five samples of ancient Sylvanian bark, as it is good for anti-magic shields. Ancient Sylvanas are found in Vending Forest. They are not hostile to begin with, but look like ordinary trees and only attack if you get close enough.

Two lie in wait for you in the southeast corner of the map, northeast of where you find Ines. One is located not far from the surviving member of the militia, just to the north of him. Another one is located on a hill almost exactly east of the previous one. The latter sits a little south of the pit with corpses in the northwestern part of the map.

If you complete this quest, Anders and Welanna will not approve.


Orphaned by Plague quests

A series of pranks of city residents (and you) from a couple of local jokers disguised as orphaned children. These quests can be obtained by reading the message board in the main hall of the Lion and Crown tavern.

Approx. ed .: To avoid a bug with reputation with Sigrun and Justice, we advise you to complete this series of quests only after recruiting these characters into the squad.

Nathaniel, Sigrun and Justice will not approve of your actions, but Ogren and Anders will quite like such a joke.

If you come to Church a little later and listen to the murmur of Lyanna's mother, you will understand what exactly the "cute orphans" gave her.

Lovely children managed to lose a bunch of things on the street, which they humbly ask the benefactors to return to them. So what do they want? And they need: a pie, a hammer, soles, a doll and a pitchfork. They are all in the streets of Amaranthine. The pie is next to Master Henley, soles are not far from the gunsmith Glassrick, the doll is in the southeastern part of the city, next to the hay wagon, the hammer is to the right of the entrance to the Lion and Crown Hotel (it is not on the ground, but like on the wall), the pitchfork - to the north of the hotel entrance.

The apology to Melissa will be enjoyed by Justice, Sigrun and Nathaniel.

This is the last of this series of quests. If you have completed them all, then the jokers will be mentioned in the epilogue and you will see that something good has come out of all this mess. (Sometimes, due to a bug in version 1.3, they are mentioned even if you have not finished their quests, but this is exactly a bug.)

Regardless of the decision that Wynne makes at the end (whether to stay in Ferelden, return to the Circle of Mages, or go to Minrathous with Sheila), she can be met in front of the Church in Amaranthine. The city has become the next stop on the long journey to Newarra, where she travels to the College of Mages. Once again, something amiss is happening in the brotherhood: the libertarians want to completely separate from the Church. And if they gather enough supporters, then expect disaster. Before parting, Wynne will ask him to do a small favor - to find a sister in the Circle, Ines, who has been living in the Vending forest in recent months, looking for another plant unknown to science (task "Botanist Ines"). If you forget about her hobbies and eccentricities, Ines is a respected magician and also reasonable. Such a supporter would be useful in "pacifying" rebellious magicians. You can find Ines in the southeastern part of the forest, behind and. She is not going to rush headlong into the College of Mages. She is concerned about more important things - experiments, planting and seeds of the northern spine. You can find a rare plant with wide dark green leaves and a thorny stem on the hill east of the entrance to the silverite mine in the Vending forest (the very north of the location).

Reward from Ines for delivering Northern Spike Seeds in Dragon Age: Awakening:

  • An excellent healing poultice and an excellent lyrium potion.

The pestilence brought with it great destruction and misfortune. People were forced to flee and seek refuge in cities. Many refugees have accumulated at the gates of Amaranthine, but there were also those who decided to cash in on someone else's grief. In the tavern "The Crown and the Lion" you can find the "dasca of the Asiratefshih abductions because of Mora", where offers of "work" appear from time to time. Behind the disguise of the asiratefshhhhchildren from behind the kids are two boys, standing in front of the door of the tavern. Sometimes they will exchange funny remarks with each other about a mysterious benefactor. Completing all the tasks brings not only fun, but also affects the ending of the game.

Asiratefshikh's requests for Blight in Dragon Age: Awakening:

  • Orphaned by Mora?- put 50 silver coins in a mug on food and clothes.
  • Orphaned by Blight (again)- put 2 gold coins in a wooden box on pillows and blankets.
  • Moonshine for kids- Take away the moonshine from Hubert and deliver it to the tavern. Hubert's hideout is behind Grocer Octam in the Amarantine mall.
  • Sermons by Giustinia II- Pick up Leanna's mother's book from the church of Amaranthine and bring it to the tavern.
  • These lovely orphans- to thank mother Leanna for the book by adding herbs to her bed. The herbs lie on the bench next to the notice board, and the bed is in the side room of the church.
  • Marauder hunt- find a pitchfork (on a tree to the right of the entrance to the tavern), a hammer (on a rope to the left of the entrance to the tavern), soles from shoes (near Glassrick's gunsmith), a doll (behind a cart in front of the stairs to the tavern) and a pie (near Master Henley).
  • Gift for Melissa- collect and install the scarecrow in front of Melissa's house. The house is to the right of the main gates of the city, behind Constable Aidan. The knife is in the kitchen at the Crown and Lion Tavern, and the scarecrow stands in the fields in front of the city entrance.
  • Compensation for damage- pick up flowers from the church and deliver them to the door of the offended Melissa.

Impact of actions on the ending of Dragon Age: Awakening:

  • Dirk, one of the pranksters who hid behind the Plague Orphaned sign, was fortunate enough to survive the Battle of Amarantine. The generosity of a mysterious benefactor, who responded to the requests of the Orphaned by Plague, inspired him to establish a charitable foundation to help children who lost their parents in the attack on the city. Melissa, his beloved, over time gave birth to him two little tomboy.

VIGIL'S KEEP / VIGIL'S KEEP - ARRIVAL

Subject quests

Attack on the Vigil Fortress

Briefly informing you that the Darkspawn did not retreat to the Deep Paths, as they were supposed to after the death of the archdemon, and therefore you must deal with the situation as the current Guard-Commander of Ferelden, you will be sent to Vigil Keep in Amaranthine. If you remember, this former possession of Arl Howe was given to the Gray Wardens by the monarch of Ferelden at the end of the previous game.
Accompanied by Mairi - a warrior with a shield and a sword - you will arrive at the fortress and immediately notice that something is wrong here. In a second, a frightened soldier will fly straight at you, pursued by several Spawn of Darkness. After you deal with them, he will tell you that the fortress has been captured by the Fiends of Darkness, who somehow managed to get inside without being noticed by the Gray Guardians.

After the report on the situation, the soldier will go home - either, on your order, he will go to look for a safe place, or in search of reinforcements from possible patrols on the road. Now you have the opportunity to get to know your companion a little better - Mairi, who was previously a knight in Denerim and is now a recruit of the Gray Wardens. Mairi has not yet gone through the Fusion ritual, but is enthusiastic about the possibility of being the Gray Warden. Together with Mairi, you have to clear the courtyard of the fortress from the Spawn of Darkness. You will encounter genlocks, harlocks, screamers and even one ogre, but none of them are elite, so they are unlikely to present a problem for you.

In some places, the surviving soldiers, whom you can save, are fighting off the Spawn of Darkness. There are four of them (two in the outer courtyard, two in the inner courtyard) plus a merchant who, unfortunately, ended up in the fortress at the moment. You will receive nothing but moral satisfaction from rescuing the soldiers, but the rescued merchant will later sell his goods to the fortress merchant at a discount, and he, in turn, will distribute this discount to you.

Explore every corner - sometimes opponents appear only when you cross a certain point. In addition, there are many unlocked chests scattered around the fortress. If you exported your old GG to Awakening, then their contents may not be something significant to you, but if you started the game as a Guardian of Orlais, his equipment and money supply are very limited, and there are considerable costs ahead - so that any little thing will help the cause.

As you approach the inner gates of the fortress, you will be greeted with a knocking down salute by a genlok emissary - though an ordinary one, not the elite. Having dealt with him and the rest of the Fiends in the courtyard, look around just in case, to be sure that you did not miss anything, and go into the building.

After a short dialogue with Mairi at the entrance to the fortress (where you can lose or gain influence with it), you will be immediately attacked by several screamers. Having dealt with them, inspect the area. You will see that the northern corridor is closed with bars, and the western door is locked with a lock that cannot be broken. All you have to do is follow the eastern corridor.
As soon as you step out the door into the eastern corridor, you will meet another survivor of the attack - the magician Anders. If you yourself play a magician (it does not matter, the GG from the Beginning or the Orlesian), then Anders may notice that he remembers you from the Tower, but, in principle, this does not matter much. Anders frankly admits to being a renegade mage who escaped from the Tower of Mages. The Templars caught him and were already on their way back when, in their misfortune, they decided to stop at the Vigil Fortress. None of them survived the encounter with the Spawn of Darkness. Regardless of how you conduct a dialogue with Anders, he will offer you to temporarily join forces.

Anders is a spiritual healer, who also has a super-useful spell Cone of Cold, which can be very useful, especially if your (a) GG is not a magician (but even if he is a magician, then the second one is unlikely to interfere in this situation). He also has several unsold points that you can immediately invest in spells and skills at your discretion.
Already three of us follow the door to the fortress wall. There, a group of Shadowspawn awaits you, led by your first elite adversary in the Awakening, a genlok emissary. If your (a) GG knows how to hide, then he (a) can quietly slip to the ballista and deliver an impressive blow to the enemy before they notice you. After defeating the enemy, follow on. Having crossed the threshold of the next door, you will find yourself in the western part of the entrance hall - just behind the door that was impossible to open earlier. As it turned out, it was impossible to open it for a very good reason - behind it was an impressive barricade of various pieces of furniture and stones. The lever behind the door opens the grate in the north corridor. When you turn it, you will see how a certain gnome quite spectacularly blew up a group of Spawn of Darkness and disappeared.

Deal with the few that survived and follow the bars to the north. In a room to the north of the grating, you will encounter Ogren fighting off several Shadowspawn, which include a genlock emissary and an alpha harlock. After the end of the battle, Ogren will join your party. His welcome speech will be slightly different depending on whether your GG is the hero of the Beginning or the Guardian of Orlais, but in any case, his respect for you will shift to zero, as if he had never seen you before in his life. Alas. Out of sight - out of mind, not otherwise ...

So now you finally have a full-fledged group at your disposal! Go further, dealing with opponents, who at times will be elite. On the way, you come across a wounded man named Rowland. In general, he will not tell you anything new except for one interesting detail - he saw the Spawn of Darkness, which spoke an ordinary human language, which, in principle, is rather unusual for them. Depending on how you behave in conversation with him, you can lower or increase Mairi's respect. (If you order her to finish off Rowland, then, of course, she will not like it, but if you tell him "Get your strength!", Then her respect for you will increase.) Rowland, unfortunately, cannot be saved. After the end of the conversation with him, go further to the door to the outer wall.

Having crossed the threshold, you will encounter the very Fiend that Rowland told you about. He does speak, but the conversation will not last long and will almost immediately turn into a battle. This is your first fight against the orange boss in Awakening. At the end of the battle, Seneschal Varel will thank you for saving you, but his outpouring of thanks will be interrupted by the arrival of none other than Monarch Ferelden in person.
If you exported the GG from Inception, then it will be the one who became the ruler at the end of the game, and if you play the Guardian of Orlais, it will always be Alistair. In the ensuing conversation, Ogren will offer himself as a recruit for the Gray Wardens. If you refuse, then you will not have any more opportunity to get him as a companion. Also, the templar accompanying the monarch will demand the immediate arrest of Anders. If you decide not to interfere, you will not see Anders again. Alternatively, you can claim your Right of Summoning and, despite the objections of the templars, the ruler will allow you to take Anders as a recruit of the Gray Wardens. Alistair / Anora will have a little talk with you about your immediate task in Amarantine. The conversation will be slightly different depending on whether your GG knows the ruler personally and how much personally, but in any case, after that he / she will leave back to Denerim, wishing you good luck. Now you have to attend the Fusion ritual, which will be conducted by Seneschal Varel. After its completion, you will finally gain control of your hero and can begin to fulfill the duties of the Guardian-Commander.

Note: The outcome of the Merge is a foregone conclusion. Regardless of what you did and what you said earlier, this will not affect his result.

Non-plot quests

Medical equipment

At the walls of the fortress in the western part of the courtyard, one of the surviving defenders will ask you to bring medical equipment for the wounded. A chest with medical supplies is located in the most southeastern part of the courtyard. Keep in mind - this soldier may die if you do not come to his aid in time, and then you will not be able to get this quest.
Note: in the chest near the wounded, for which you ran for medicines, there is a helmet from the Stormchaser set.

Survivors of the attack

Find and help several surviving inhabitants to escape inside the fortress. You will receive this quest when you come across a man fighting off two Evil Fiends a little further than where you met Anders. You need to find the rest, and there are four of them (counting the above). The second survivor sits in a side room in the northern corridor, literally a few steps after the grate that blocked your path. Go to the large hall through the door next to this room and then turn east - in the next rooms after the hall you will find two more. (And in the last eastern room, you will also find the emissary of the genlocks and the alpha harlock.)


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VIGIL FORTRESS - AFTER THE ATTACK

So, you got at your disposal a whole fortress, which from now on is your base of operations. There is a chest near the door to the courtyard, where you can store what you don't want to load your backpack with. Here, in the Throne Room, all your companions will be located.
In addition to selling the recipes for the runes and the runes themselves, the ambassador from the magicians Sera can enchant your weapons and armor, if you need it.
Check back often. Not all tasks appear at once - for some, certain conditions need to be met or a certain amount of time has passed. In addition, it is here that from time to time your companions will feel the need to talk to you (occurs after you reach a certain influence with them or by completing their personal quests).

Subject quests

Awakening

Speak with Seneschal Varel, Captain Garevel and Mistress Woolsey, who will inform you of the situation in Amarantine. Talking to them will give you three main missions of the game: Last of the Legion, Path of Justice, Shadow of Blackmarsh.

Non-plot quests

Captive

The soldier guarding the entrance to the castle will tell you that the Gray Wardens captured an unknown person who was trying to get into the fortress. They had to work hard to catch him, and one of the Guardians half-jokingly remarked that he would make a good recruit. The prisoner is held in the castle casemate until you, as the Commander and the current Earl of Amarantine, decide what to do with him.
Go to the dungeon and talk to the guard. He does not know anything about the prisoner, since he refused to give his name. Go and talk to him. The prisoner will tell you that his name is Nathaniel Howe and he is the son of the late Earl Howe. Nathaniel will be a little more aggressive if your GG is a Guardian from the Beginning, and especially if he (s) is Cousland, but one way or another he admits that he came to the fortress with the idea of ​​killing you, but he changed his mind on the spot and only wanted to take something. which of memorabilia, since he had nothing left to do with his family.
At the end of the conversation, the seneschal will appear, who will ask about your decision. Your options are to execute Nathaniel, set him free, or use Summoning Power by making him a recruit of the Gray Wardens. In this case, the seneschal will conduct the Fusion ritual and Nathaniel - without much joy, I must admit - will join the ranks of your comrades-in-arms. Nathaniel is a rogue archer, analogous to Leliana. It can be very useful if your GG is not a robber, managing locks and traps and scouting the area.

Trade must continue

If you return to the Throne Room a little after your first appearance, then you can ask Mistress Woosley if she can help with equipment for your soldiers. She will advise you to look for more merchants who would agree to establish trade relations with the Vigil Keep. You can find two of these vendors. You will come across Lillith while traveling across the world map, where you will have the opportunity to save her from attack. Another trader, Qunari Armas, is located in the Silverite Mine of Vending Forest. In order for him to agree to cooperate with the Vigil Keep, you need to apply Persuasion.

Oath of allegiance

Seneschal Varel will introduce you to the Amarantine bananas. If you have a persuasion leveled up, use it in your greeting to get more support.
If your GG is a Guardian of Orlais, then Lord Guy, if you speak to him, will loudly declare his dissatisfaction with the subordination of Amaranthine to the Orlesian. You can calm it down with Persuasion, and then you have to decide what to do with it. You can execute him to intimidate other disaffected (which will worsen your relationship with the nobility), release him in peace or put him under arrest.

Protecting the earth

This quest appears when you take the oath of allegiance from the Amaranthine banns, if you talk to Lord Eddelbrek. The problem is that you don't have enough soldiers to guard both the city and the surrounding lands, and you need to choose which of them is a priority. (As a third option, you can choose to guard the trade routes.)
Lord Eddelbreck, a large landowner, will advise you to protect the villages. If you talk to the Esmerell bann, she will try to convince you that the city as the center of Amarantine needs more protection than the common peasants. Of course, they have their own interests to advise this way - Bann Esmerell lives in the city, and Lord Eddelbreck owns the land around him. Brief the seneschal of their advice and give him directions according to your choice of protection priority.

If you choose to defend the merchants, the merchant in the Juraja fortress will offer you a richer assortment of goods. If you decide not to defend the peasants (that is, you chose trade or the city), then in the future it will be more difficult for you to negotiate with them. If you choose to protect the peasants, this will be reflected in the epilogue and you will gain more influence with them to pacify them in the event of a riot.

The Nascent Conspiracy

If you used the Persuasion option in your greeting while taking the oath of allegiance from the Amaranthine banns, talk to Sery Tamra - she will warn you that a conspiracy is being prepared against you. She will promise you to deliver the conspirators' letters in a few days. If you haven't used Persuasion, talk to Anders during the ceremony, and he will tell you that he accidentally overheard a suspicious conversation that smacks of conspiracy against you.
Talk to the seneschal, and you will have several ways to resolve the situation. You can do nothing and wait for news from Sera Tamra (or do nothing at all, if Ser Tamra did not share her suspicions with you, and you learned about the conspiracy from Anders). You can invite family members of the surrounding nobility to "stay" in the castle, who, if necessary, will act as hostages. The seneschal will not be overly pleased with this option, and your vassals will not particularly like it. You can send soldiers to spy on nobles, but this will not bring any tangible results, since ordinary soldiers are not very strong in the delicate matter of intelligence. And finally, the seneschal will mention a certain "Dark Wolf" whom you can hire to obtain information.
If you decide to find him, then in Amarantine you will be given a note with an invitation to a meeting. The Dark Wolf (or the one who pretends to be him ... you know that if you completed a certain quest line in the Beginning) will get you the information you need, but first it will require 50 gold as a payment. If you do not have the required amount available, he will wait until you collect it. After receiving the fee, he will show you the place where the conspirators are going, after which you will only have to go there and interrupt them. If you want, you can kill him after he gives you information.
Note: you can get a note from the Dark Wolf even if you decide not to use his services in a conversation with the seneschal.
Note2: in order for the Dark Wolf to receive the information you need, you need to leave the territory of Amarantine streets (entrance and exit to any building is fine).

And you, Esmerell?

One of the possible options for the development of the Nascent Conspiracy quest. Appears if the GG decided to wait for the development of events with the alleged conspiracy and do nothing about it. In this case, after the attempted uprising of the peasants in the throne room, several bannas, led by Esmerell, will await you. Seneschal Varel will protect you from the assassin's arrow, but you will have to carry out the further battle without him. The bannas are not very strong (and besides, you will have your companions with you), but they will have an orange boss with them - an assassin of the Antiviral Ravens.
After the end of the battle, exit the throne room so that everything in it returns to its place.
Note: this quest will not appear if you have already visited the gathering place of the conspirators, acting on the information received from the Dark Wolf.
Ending this quest will also end the Nascent Conspiracy quest.

Judgment Day

This quest will appear after you complete one of the storyline quests. The sentry at the gate will tell you that the seneschal was looking for you.
Go to the throne room. As Earl Amarantine, you will have to make decisions about punishing your guilty vassals. You can also completely refuse to understand the cases and transfer decisions on them to the discretion of the seneschal. If Varel makes decisions, then there will be no consequences from them - neither positive nor negative.

In total, you will have to deal with three cases. One of the peasants, Alec, stole two bags of government grain to save his family from starvation. The death penalty is imposed for theft of the crown's property, although if this grain belonged to someone else, he could get off with rods. You can execute him, order him to be whipped, or order him to join the army, which will allow him to feed his family. The execution of Alec (less - flogging) will arouse the discontent of the peasants and in the future it will be more difficult for you to come to an agreement with them.

The second case concerns a desertion case. A soldier named Danella resigned as her family was threatened by the Darkspawn. You can execute Danella, because even in peaceful days, desertion always meant the death penalty, you can take into account her circumstances and put her in prison for a year, or you can do nothing against her and offer her to move her family to the Fortress, where they are will be safe. In the latter case, it will worsen the situation with the desertion of soldiers who will not fear severe punishment. If you execute Danella, it will worsen your reputation in the eyes of the peasants.

If you received a warning from Sera Tamra and have not yet gone to deal with the conspirators on a tip from the Dark Wolf (or did not hire him at all), then instead of Danella you will have to deal with the case of Sera Temmerli, nicknamed the Bull. Ser Tamra was found murdered and Sera Temmerli was seen fleeing the crime scene, but there is no further evidence against him. You can execute him, release him, or put him under arrest indefinitely - while the investigation lasts.

The last case is the examination of land claims. Earl Howe promised Lady Lisa Pakton the land of Sera Derren, who had opposed him and Teirn Loghain in the past. In addition to the obvious options to take the side of Lisa or Derren, you can take the land for yourself (this will bring you 100 gold) or give it to Lisa, but apply Persuasion to Seru Derren, promising him appropriate compensation.

Peasant uprising

Business price

Voldrik Glavonak, a gnome builder, will ask you for additional resources to upgrade the fortress. You can tell him to get by with the amount that has already been given to him, but if you want to improve your castle with the latest dwarven technology, then promise him 80 gold (or immediately pay it if you have one).
Note: Your decision about additional funds for the fortress may affect certain events at the end of the game.

Build for ages

If you talk to Voldric Glavonak some time after completing the quest The Cost of Business, he will complain about the poor condition of the fortress walls and suggest that you look for a suitable material - for example, granite - to repair them. Granite can be found in the Vending Forest, where you will go on the "Path of Justice" story quest. Report the find to Voldrick and send soldiers to guard the workers.
Whether you reinforce walls with granite or not can affect certain events at the end of the game.

Necessary materials

Herren and Master Wade, who have temporarily settled in your fortress, will ask you to supply them with materials from which you can craft suitable equipment for your soldiers.
In total, you can find three deposits:
The viridium deposits are located in the dungeon of your own fortress, where you will go on the quest "What Lurks in the Abyss."
The Iron Deposits are located in the Kal'Khirol Trade District, where you will travel on the Last of the Legion main mission.
Silverite deposits are located in the mine in the Vending Forest, where you will go on the "Path of Justice" story quest.

What lurks in the abyss

Talk to Sergeant Maverlays. She will express to you suspicions that the Spawn of Darkness who attacked the fortress appeared from the dungeons of the castle, which, according to some, reach the Deep Trails. The sergeant also suspects that the explosions arranged by the dwarf Dvorvik caused several collapses in the dungeon, and now there are Fiends, cut off from the surface. Tell her to order to dismantle the blockage and go inside the dungeons.

In a small room marked on the map as "Prisoner Lists", several screamers will ambush you. In the same room there is a cache - activate the statue of Andraste, and then - the torch on the wall, and the secret wall will slide to the side, opening a chest with good loot, including a ring that gives +4 to constitution.

In the room marked as "dungeon", there are several prisoners under the castle. If you let them go, Nathaniel and Anders will approve. The corpses on the floor here will come to life when you enter the room, so be prepared. There is a closed door to the west of the prison cell. If you pick the lock, you will find the Avvar crypt behind a small corridor. A dozen or so skeletons - warriors and archers - will appear in the crypt when you enter it. Their appearance can be activated in "stealth" mode - if you want to throw spells at them from afar before they notice you. After the battle, examine the sarcophagi. In one of them you will find a key. This is one of the four keys that you need to unlock the door in the crypt, the rest you will find a little later, when you clear the blockage in the deeper parts of the dungeon. If you don't have a rogue with you or his lockpicking skill is not high enough to open the door, it's okay. A little later, after clearing the second blockage, you will find a key.

In the northernmost part of the dungeon, you will find Adraya, the undead, and a deposit of veridium that you can report to Herren about. You will also find that due to the next blockage you cannot advance further. Sergeant Maverlays will promise to inform you immediately when the rubble is cleared.

The rubble will be cleared after you complete one of the story quests. Talk to Sergeant Maverlays - she will take you to a cleared place.
So, you are on the Deep Paths, so it is not surprising that you will meet all kinds of Fiends of Darkness. There are also undead living here in some places, but you will not find anything too serious until you meet the orange ghost boss - the Dark Ghost. The Dark Ghost can do a lot of electricity damage, which, if you remember, absorbs mana and stamina. After a while, when his health drops by about 25%, he will call for help from several skeletons. When you deal with everyone and reduce the lives of the Ghost to almost zero, he will retreat into a kind of dungeon, where he cannot harm you, but you cannot do anything to him either. Activate the device from which the beam holding the ghost is emanating. This will free him and give you the Ghost's Revenge sub-quest, but it is not necessary to complete this quest to complete this quest.

Move forward and soon you will find another orange boss - the Ogre Commander, surrounded by other Fiends. When you deal with him, the Dark Ghost will take over his body and you will have to fight him a second time.

After defeating the possessed ogre, Sergeant Maverlice and Voldrick will appear. Voldric will activate defense mechanisms that will keep Vigil Keep safe from attack from below for at least another ten years. After you tell the sergeant that you want to go to the surface, this quest will be completed.

Adraya's plea

This quest is closely related to the quest "What Lurks in the Abyss." In the very first room in the castle dungeon, you will see a wounded mabari. Attached to it is a note of help from a woman named Adraya. You can simply examine the dog and take a note, or use the Survival skill and calm the animal first (for this you will get + 2 respect points with Nathaniel). Apparently, Adraya fled to the basement, fleeing the Spawn of Darkness. Nathaniel will be very worried about this note, since, according to him, Adraya was like a mother to him.

You will find Adraya in the northernmost part of the dungeon. Alas, she has already turned into a gole and will attack you as soon as she notices. Her death will complete this quest.
From the body of Adraya, you can remove a wonderful ring for the magician - the Ring of Mastery - giving + 10 to the power of magic.

Temple of Korta

In the room north of the entrance to the Deep Paths you will find the Temple of Kort. If you touch the altar, then you will have a choice of what to do with it.
If you offer a donation in the form of a diamond or a golden idol, which can be found on the corpse of a nearby Spawn of Darkness, then you will receive a good two-handed ax "Rage" as a reward. Placing Corrupt Iron on the altar, which can be found a little further down the Paths, will desecrate the altar and destroy it. You won't get anything. If you take donations from the altar for yourself, you will receive 15 gold, but the golems in the room will come to life and attack you.

Ghost's Revenge

This quest appears after the release of the Dark Ghost from his light dungeon on the Deep Paths. After you defeat him in the guise of the Ogre Commander, the ghost will disappear. He will retreat into the Avvar crypt, which you probably already noticed during your cleaning of the vigilance fortress dungeons.
To get into the crypt itself, you need a key, which is on the Shadowfiend's body on the Deep Paths near the gate that Voldric sealed, but you can just pick the lock in the same way. But in order to get from the room with the ghost, you need four more keys. One of them is located right there in the crypt, in one of the sarcophagi. One lies in a chest near the Temple of Court in the Deep Paths. The other two are in locked chests, also on the Deep Paths.

When you have unlocked all four locks, you can proceed to the room where the Dark Ghost will take over the body of the Avvar Lord (orange boss). He will be helped by two more revived Avvar lords. When you defeat all three, your quest is over.

Letters to the Sentinel Commander:

The sentry at the castle gate has some letters for you. These are petitions from your vassals with various requests for help.

Daughter ransom

From one of your vassals - Lord Bensley - bandits have kidnapped his daughter, Lady Eileen, and are demanding a ransom of 30 sovereigns for her. Go to the territory that appears on the map. You can pay the bandits the required amount - and then everything will be over. You can refuse to pay - in this case you will have to fight and the chance that the girl will die is quite high. If you have a developed conviction, then you can persuade the bandits to first return the hostage to you, and only then you will pay them. After Eileen is returned to you, you can either pay as promised, or attack them - in this case the girl will not be hurt.
If Eileen survived, then the sentry at the gate will give you a message from Lord Bensley with thanks and 10 gold.

In the far side

The widow living in the Tournobel estate asks you to protect her from the Spawn of Darkness. Unfortunately, apparently, there is no way to do this - even if you go to the specified place immediately after receiving the letter, all the inhabitants of the estate and their few defenders will already be dead. You just have to kill the Spawn of Darkness, who captured the estate, and your quest will be completed on this.
Among other things, you can remove 13 gold and a diamond from the body of the widow Tournobel, and on the body of the templar, not far from the exit, there is a part of the Stormcatcher set.

Missing Goods

This quest will appear some time after the completion of the two previous quests - Ransom for the Daughter and In the Far Side.

This letter is not even a petition as such, but simply information for you that a ship with goods crashed off the coast of Amarantine. People were saved, but the goods were not, and they remained on the coast, where, most likely, they will be plundered by marauders and robbers in the near future. Go there and deal with a group of marauders, which, in addition to archers and warriors, will also include a Blood Mage. The quest will end when you take the first batch of goods from the chest.
Note: Apparently, this product is only good for being sold - but on the other hand, each shipment costs two gold pieces, and there are more than a dozen of them.

The work of the master

Wade still dreams of working with exotic materials that you can find during your travels. This quest includes three small sub-quests - according to the amount of exotic raw materials that you will find during the execution of the three main missions:

Down to the bone

If you bring the Ancient Dragon Bone found in the Blackmarsh Queen's Lair to Wade, he will give you a list of the ingredients needed to transform it into a weapon of your choice - a one-handed or two-handed sword.

Ingredients:
Elder Dragon Bone
Fresh Dragon Egg (Found in the Silverite Mine of Vending Forest in the Dragon Trainer Room)
Diamond (can be found - for example, on the Deep Paths under the Vigil Keep)
Major Fire Protection Potion (can be purchased from Yuraya in the throne room)
Fire Rune of the Grandmaster

The "Vigilance" sword will have the same bonuses regardless of whether you choose its two-handed or one-handed option. In addition to the basic characteristics, you can ask Wade to pay attention to attack, defense, ease of blow, or let him make his own choice.
Defense bonuses: + 10 defense, + 10% chance of evading attacks
Attack Bonuses: + 15% Critical Strike / Backstab Damage, + 3% Critical Strike Chance
Impact ease bonuses: +50 stamina, +0.5 stamina recovery in battle.
Wade's Choice: + 3 All Stats

Depending on whether you choose Mobility or Strength for the sword, it will receive the following bonuses: Mobility: +6 attack, + 5 cold damage Strength: + 1.5% armor penetration, + 5 fire damage

Golem Power

If you bring Wade a piece of Inferno Golem armor, which you will have to fight in the final battle of the mission in Kal'Khirol on the quest The Last of the Legion, he will give you a list of the ingredients he needs to forge the armor.

Ingredients:
Inferno Golem Armor
Master's Potion of Lyrium (I personally did not come across it either in the drop from monsters or from merchants, but you can make it yourself if the magicians have the appropriate Potion-making skill. The recipe for the potion is in the sarcophagus in the dungeon of the Vigil Fortress - where you will come for the final battle on the quest "Revenge of the Ghost")
Pure Iron (sold in Amarantine from Glassrick's gunsmith)
Woolen stuffing - in a chest on the northernmost street of Amarantine, near the Dark Wolf
Bloody Lotus - can be found almost everywhere, including the area around Vigil Keep (when you arrive there early in the game) and Vending Forest.

The Golem Armor is a massive piece of armor with great gains in strength, constitution, fire resistance, and physical resistance.

Heart of the Forest

If you bring Wade a piece of wood from Elder Sylvanus located in Vending Forest, he will give you a list of the ingredients he needs to make a bow or shield of your choice.

Ingredients:
Wood of the Elder
Flawless Ruby (can be found - for example, in Kal'Hirol - or purchased from Master Henley in Amarantine)
Butter (in the kitchen of the Lion and Crown Tavern in Amarantine)
Cat Veins (found on a dead mabari in Blackmarsh)
Electric Rune of the Grandmaster (can be made by yourself)

After completing the quests Heart of the Forest, Power of the Golem and Work on the Bone, the quest The Work of the Craftsman will be considered completed.

More explosions!

You will receive this quest from Dvorkin Glavornak after you finish one of the storyline quests. To work on bombs, to which he has a rather unhealthy addiction, he needs lyrium sand (not to be confused with dust!). To complete the quest, you just need to give him 2 portions of lyrium sand.
Lyrium Sand can be found in Kal'Khirol and in the Silverite Mine in Vending Forest.


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AMARANTINE

Subject quests

Shadows of Black Marsh / Blackmarsh

Seneschal Varel told you that one of the Gray Wardens was absent from the attack on the fortress and is most likely still alive. This Guardian, by the name of Kristoff, was trying to figure out the reason why the Darkspawn did not scatter along the Deep Trails after the death of the archdemon, as it had done before. The Seneschal assumes that Kristoff is currently in Amarantine and will advise you to ask about him at the hotels.

At the Lev and Crown Hotel in Amarantine, talk to the owner of the establishment. He will confirm that Kristoff did stay with him - in fact, he still owns one of the rooms - but has not shown up at the hotel for several days. The maid Sorcha, with whom Kristoff sometimes spoke, according to the innkeeper, will tell you that he often kept notes and if you need to know what exactly he was investigating, you may find the key in his notes left in the room. In Kristoff's room you will find a map of Amarantine with crossed out areas. The only area not crossed out on the map is Blackmarch, so it's fair to assume that Kristoff went to explore this area.
There is nothing else for you to do here, the continuation of your research will be carried out directly in Blackmarsh, which will then appear on your map.

The last of the Legion

Captain Garevel has already told you that a couple of hunters accidentally stumbled upon the entrance to the Deep Trails. You will find this pair near the city gates. Colbert will tell you exactly how he and his buddy Mika found the entrance, and will mark it on your map. You can reward him with a sovereign if you like. The rest of the quest will be carried out directly at the fault site.

Righteous Path

Not far from the trade guild's bulletin board is the merchant Mervis, whose caravans, if you remember Mistress Woolsey's story, are constantly under attack in Vending Forest. Mervis will promise you a generous donation if you can stop the caravan robber and mark Forest Vending on your map. The rest of the task you will have to complete there.

Non-plot quests

Law & Order / Smuggler Affairs

These two quests are mutually exclusive, so think carefully before accepting one of them.

Not far from the city gates, a certain "Suspicious Person" whispers to you that he has a lucrative offer to you and will ask you to follow him. The gist of the proposal boils down to this: the smugglers believe that you, as the Commander of the Wardens and the Earl of Amarantine, should receive a percentage of the profits from them. What services they require in return is not difficult to guess.

At the entrance to the city you will be stopped by a guard who will announce the need to search your things for contraband. After that, constable Aidan, who recognized you as the Guardian-Commander, will intervene. The constable will complain about the difficulties with the smugglers and will hint that if you want to help, he will be very happy about it.

Accepting a quest from a Suspicious Subject or Constable Aidan will permanently nullify the ability of the other side to complete the quests.

Law and order

If you accepted the offer of constable Aidan, then go to the shopping arcade. There, next to the gunsmith, you will find a Suspicious Subject. After you speak to him, he will start to run. Chase him, on the way to deal with the gangster gangs that have arisen on your way (there will be five of them, and their leaders are always magicians).

After the last gang, the Suspicious Subject will disappear into the locked basement of the Abandoned House, and you can go to report your progress to Constable Aidan. The constable will assume that there must be a guard somewhere near the smugglers' den, and he probably has a key. Go back. The suspicious Subject is indeed on guard (and a couple more bandits will join him after the start of the fight). Take the key from his corpse and go to the basement.
The basement is not large - in just a few steps you will come across a Smuggler Leader with a few assistants. A short conversation will end with a fight. Head back to the constable for your report and quest completion. If you want, you can do it through the second exit - it leads to the "Lion and Crown" tavern.
Nathaniel and Sigrun will approve of your actions.

Smuggler Cases

If you decide to help the smugglers, then the Suspicious Subject will give you your first task: persuade the bartender of the Lion and Crown tavern to open a secret passage for them in one of the rooms.
Go to the hotel. Convince or intimidate the bartender (alternatively you can just pay him 1 gold) and return to the Suspicious Subject. Now he has other problems - some robbers not from their organization get in the way.
Go to the indicated place and interrupt them. Now talk to the Leader of the Smugglers. Looks like the lieutenant of the guard is creating a problem for them. The lieutenant needs to be removed, but to get to him, you need the key to the city guard building. This key is with the sergeant, and he himself is on the city wall. Kill him and take the key.
After receiving the key, go into the house. After a short conversation with the lieutenant, deal with him and the rest of the guards. On the lieutenant's body you will find the camera key. There is a certain Jacen in the cell. If you free him, he can help you at the end of the game while defending the Vigil Keep. Report your success to the Smuggler Leader and the quest will be completed.

Trade problems

This quest is very closely related to the "Righteous Path" storyline quest, but you do not need to complete the last one to complete it. Follow the main story until you meet Velanna for the third time (at the Dalish camp) and she joins you. (For details, see the description of the "Righteous Path" story quest in the "Forest Vending" section.) Immediately after that, you can report your success to Mervis.
Telling Mervis that the elves were behind the destruction of his caravan will not approve of Welanna, but Nathaniel will. If you do not mention the elves, but simply say that you solved the problem and punished the guilty as you saw fit, then Velanna will like this.

Until the death tear us apart

You will receive this quest by talking to a woman named Alma, who is in the Church Building. From her abrupt phrases, one can understand that her husband Karrem has disappeared somewhere. Go to the Lion and Crown Tavern. In the corner of the main hall, you will find a scrap of a note from which it becomes clear that Karrem has a habit of walking along the city walls. Go to the door to the right of Constable Aidan - and at the end of the passage on the wall you will see another note. Now head to the southern part of the city. In the houses opposite the exit to the world map, you will find Karrem. Alas, you cannot do anything for him - tell Alma what happened, and your quest will end there.

Botanist Ines

This quest is given to you by Wynn, standing near the entrance to the Church of Amarantine. If you exported a hero from the Beginning and during the game Wynn died, then this quest will not be available to you.
Find Ines in Vending Forest, as Wynn wants her to take part in the mages' meeting. Ines is located in the very southeastern corner of the Forest map. However, she will not go anywhere just like that, since she wants to first find an especially rare plant. The coveted flower grows on the northern border of the map, just northeast of the entrance to the silverite mine.
In addition to the fact that Ines will finally go to the meeting, you will receive an additional reward from her - recipes for superb health potions and lyrium.


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Trade Guild Quests

Collect four bottles of antivirus poison scattered across the city streets (actually there are ten of them, but they are scattered across only four locations). The bottles are: on the counter of Glassrock's gunsmith, on a cart just north of Constable Aidan, on a table on the northernmost street (not far from Dark Wolf), near Master Henley.

Sera Alvard's Lost Sword

Sulfur Alvard's sword can be found in one of the crates in the Blackmarsh docks. These docks will only be open to you after you return from the Shadow. You won't be able to find the sword until you get the quest. You don't need to give Alvard's sword anywhere, you can keep it for yourself. The quest is considered completed immediately after you find it. This is a pretty good two-handed sword.

Maferat statues

Find eight pagan statues with inscriptions in Vending Forest and copy them for research purposes. Four statues are located in the part of the map up to the bridge, beyond which you met Velanna, and four - beyond the bridge.
The statues are located:
on a hill almost exactly east of the entrance to the Vending map;
at the marauder camp;
on both sides of the southern road leading to the bridge;
southwest of the bridge itself (the one to the north is on a hill);
south of the bridge, very close to it;
just north of the Dalish camp;
on a hill north of Ines;
not far from the Dark Fiend camp;
the last statue is at the end of the cul-de-sac, almost exactly east of the previous one - or exactly west of the silverite mine.

From my point of view, these statues are much more convenient to search in the "camera from behind" mode, since, unlike the "camera from above" mode, you can view a much larger area.

Merchant Goods

Find the silks that the missing caravan was supposed to deliver to the Traders Guild.
In total, you need to find nine parts of the product, and they are all in the Vending Forest:
in a barrel near the plundered caravan, almost at the very beginning of the map;
in a chest on the other side of the same plundered caravan;
in a barrel near the place where you met the first group of marauders;
in a pile of clothes in a marauder camp;
on the corpse of the marauder after the battle at the camp of the marauders (southeast corner);
along the northern road in a box by an overturned wagon and a little further in a box by a second overturned wagon;
inside the chest of the last plundered caravan.

From under the earth

This quest only appears on the Notice Board after completing the Law & Order / Smuggler's Affairs quests. Go to the underground passage where you met the Leader of the Smugglers, and deal with several of the Shadowspawn (including the emissary).


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Church Quests

As usual, Church quests hang on the notice board next to the Church building, and you receive a reward for them from the preacher standing next to you.

The hunt for the weak

Robbers and extortionists haunt the inhabitants of Amaranthine - mainly those who live in the suburbs, where there are almost no guards. All you have to do is deal with four groups of bandits in the southern part of Amarantine.

First aid kits for the Church

Donate five regular first aid kits to the Church.

Potions for the Church

Donate five potent healing potions to the Church.

Out of control

Speak with Ser Rylien at the Church building. She will ask you to help the templars find three apostate mages (who, she says, are also blood mages). Keep in mind that agreeing to this quest will displease Anders and Velanna (although their respect will drop by only one point).

Mages are pretty easy to spot - they roam the streets of the city, incessantly muttering something to themselves. One is located near the shopping arcade, the other is not far from the entrance to the fortress wall in the north, and the third is in the southern part, closer to the "Lion and Crown" tavern.
If you try to talk to them, they will run and become hostile. After you deal with them (unfortunately, you will not have the option to just talk and get a choice - to let them go or not), you will receive a key (that is, a mark on the map) to the location of their leader. He is hiding in one of the dead ends south of the shopping arcade and is hostile from the start. This is the orange boss, so be prepared. After his death, go to the bulletin board and get a reward.

From the Depths of the Living Forest

Templars need five samples of ancient Sylvanian bark, as it is good for anti-magic shields.
Ancient Sylvanas are found in Vending Forest. They are not hostile to begin with, but look like ordinary trees and only attack if you get close enough. Two lie in wait for you in the southeast corner of the map, northeast of where you find Ines. One is located not far from the surviving member of the militia, just to the north of him. Another one is located on a hill almost exactly east of the previous one. The latter sits a little south of the pit with corpses in the northwestern part of the map.
If you complete this quest, Anders and Welanna will not approve.


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Mora Orphans Quests

A series of pranks of city residents (and you) from a couple of local jokers disguised as orphaned children. These quests can be obtained by reading the message board in the main hall of the Lion and Crown tavern.

Mora's orphans

Donate 50 Silver Coins to Orphans (click on the donation box next to the ad).

Mora's Orphans - Again

To be completely happy, orphans really need a bottle of the best wine of the tavern (Antivskoe Brandy) and two sovereigns to boot. Buy wine from a bartender and put it along with the money in the donation box.

Moonlight for Kids

A certain Hubert is engaged in the manufacture of "Moonlight", something like an analogue of local marijuana. Poor orphans ask their benefactors to bring it to them, since they, no doubt, can find the best use for it (exclusively for medical purposes, of course). Hubert's hut is not far from the grocer Oktam. Its three inhabitants will attack you when you enter it. Deal with them, take "Moonlight" and put it in the donation box in the tavern.

Book of Sermons by Justinia II

The unfortunate orphans ask you to get them a book of sermons, which is kept by the reverend mother in the Church. The book lies on the altar and is not guarded by anyone, so you can march forward without hiding and take it. This will cause the displeasure of Nathaniel and Justice and the approval of Velanna and Anders (since, for obvious reasons, these two magicians do not like the Church). In any case, their attitude will change only by one. Place the book in the donation box at the tavern.

These Cute Orphans

The grateful children wish to do something pleasant for the Reverend Mother Lyanna and ask you to plant some special fragrant herbs in her bed. The weed lies next to the notice board. The Reverend Mother's bed is in one of the side rooms of the Church.
Nathaniel, Sigrun and Justice will not approve of your actions, but Ogren and Anders will quite like such a joke.
If you come to Church a little later and listen to the murmur of Lyanna's mother, you will understand what exactly the "cute orphans" gave her.

Return Lost

Lovely children managed to lose a bunch of things on the street, which they humbly ask the benefactors to return to them. So what do they want? And they need: a pie, a hammer, a pair of soles, a doll and a pitchfork. All of them are located in the streets of Amarantine. The pie is next to the Henley master, the soles are not far from the blacksmith Glassiric, the doll is in the southeastern part of the city, next to the hay wagon, the hammer is to the right of the entrance to the Lion and Crown hotel (it lies not on the ground, but as on the wall), the pitchfork - to the north of the hotel entrance.

Gift for Melissa

The orphans want to scare a little lady named Melissa. Nothing too scary - they just suggest that you place a scarecrow with a knife in hand near her house. You can find the knife in the kitchen at the Lion and Crown Hotel, and the scarecrow is in the southern part of the map, on the field outside the city gates. Just northeast of Constable Aidan is Melissa's house. Place the scarecrow and knife on the spot labeled "Soft Earth".
Ogren will love this joke, but Justice and Sigrun will not approve of it.

Redemption

The kids want to apologize to Melissa for their trick with the scarecrow. You should put a bouquet of flowers on the threshold of her house. Flowers can be found in the Reverend Mother's room in the Church. The apology to Melissa will be enjoyed by Justice, Sigrun and Nathaniel.

This is the last of this series of quests. If you have completed them all, then the jokers will be mentioned in the epilogue and you will see that something good has come out of all this mess. (Sometimes, due to a bug in version 1.3, they are mentioned even if you have not finished their quests, but this is exactly a bug.)


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FOREST VENDING

Subject quests

Righteous Path

As soon as you enter the territory of the forest, you will see bandits scurrying around the plundered caravan. Go ahead and deal with them - but be careful: there are much more of them than the group that you noticed in the beginning.

The Vending forest is conventionally divided into two parts - you start in the smaller, southern part. It is connected to the northern part by a single bridge in the eastern part of the map. Go there. On the way, you will have to deal with bandits and silvans - who attack not only you, but also each other. As soon as you cross the bridge, one of the surviving soldiers will run straight at you. From his very fragmentary phrases, one can make out that the elves for some reason revive the trees and force them to attack people. For a long time, however, he will not talk with you, and will run away with all his might, and you will see the mentioned elf - or rather, an elf. She will make a short speech, which boils down to the fact that you must leave her alone, and disappear.

The Dalish elf camp is located approximately in the center of the map, but at the moment it is empty. You will find there only a few shallow graves and, for some reason, weapons scattered all over the place. After examining the camp, go to the western part of the map. There you will meet your good acquaintances - the Spawn of Darkness, who camped in the northern part of the forest. There you will also find a large pit filled with corpses.
Follow south and you will find a surviving member of the militia, clearly suffering from a Dark Fiend poison. He will tell you very interesting facts: it was not they who attacked the elves, but the Spawn of Darkness, who scattered the standard Ferelden weapons in the Dalish camp, which made the elves (or rather, one surviving elf) assume that the people were to blame for the attack. However, all the members of the militia had already been killed before - remember the pit in the north?
The poor fellow will ask you to end his suffering - you can do as he wishes or not, but at the end of the conversation, a group of the Spawn of Darkness will attack you in any case. Deal with them and search the corpses. On one you will find an Elven Medallion.

Travel back to the camp. An elf will meet you on the way, but she does not intend to listen to you at the moment. Calling the wolves and silvans to help, she will disappear again. Go to the camp where you will find her near the graves. In order to convince her of the innocence of people, show the elven medallion found on the corpse of the Dark Spawn. Velanna, finally convinced by your words, will join your squad (even if you don't want to) to try and find her kidnapped sister.
Since the Shadowspawn have a habit of dwelling underground, she suggests that they can take refuge in the silverite mine, which you may have noticed earlier. Go to the mine, which is in the very north-central part of the map.
(Note: there is one nasty bug in version 1.3, due to which your (a) GG may permanently lose his uniform, so make a permanent save before you enter the mine.)

Far into the wilds of the mine you will not be allowed to proceed. In a few minutes you will be greeted by the Architect - a person who speaks and is very intelligent, although he belongs to the kind of Spawn of Darkness. The architect will be able to expose you to magical effects, as a result of which you will find yourself in a dungeon without equipment and uniforms.
Attention - if your GG is dressed in simple clothes with an empty backpack, then everything is in order. If he / she has at least something from the old property, then you have a glitch and you will have to reboot, because in this case you will no longer see your old uniform.

After you wake up behind bars, Velanna's sister, Seranni, will speak to you. She will give you the key to the prison, and if you successfully use Persuasion, she can also give you the key to the chest in the Architect's room. After Seranni leaves, you will have to fight several Spawn of Darkness, but they are not very strong, so the lack of weapons and uniforms should not prevent you from dealing with them. Take the key from the corpse of one of the Fiends. He opens other chambers of the dungeon - you just can't hack them.

So, for now, you will have to use whatever equipment is at your fingertips. In the Architect's laboratory, like a balcony, you will find a pair of levers. Look down and you will see a room hidden by clouds of fog. The door to this room is under a protective barrier (which will not only prevent you from opening it, but also inflict impressive electrical damage every time you try to touch it). To remove the barrier, you need to pull the levers in a specific order. Counting the left lever as number one, this is the order: one-two-one-two.
In the chest, which is in this room, you can find leather armor from the Blackblade set (Black Blade) and a bow with excellent damage against dragons.

Move on. Goal-like creatures called "Experiment Objects" shared your equipment with each other - each time they appear on the horizon, your companions will comment on their appearance. Go further, fighting off hordes of opponents along the way. When you reach a Qunari trader named Armas, you are almost at the exit. The rest of your belongings should be in the chest not far from it.
Armas might even give you a discount on their items if you successfully apply the Persuasion option. You can also persuade him to establish trade with the Vigil Keep (Mrs. Wolsey's quest "Trade must go on").

After going through the door next to the Qunari, you will have to fight with two male dragons. The most annoying thing about this battle is that from time to time they like to leave the battle and fly around the entire hall, but this can also work to your advantage, since you can, for example, heal or drink an additional protective potion during their absence.
It is not necessary to run after dragons throughout the hall - shoot them with bows and staffs - and they will return to you.

After your victory over opponents, watch a short video in which Aritector and his assistants are removed from the mine in such a way that it will be impossible to follow them.
So, the way up is now open and you have completed your quest. At this point, Velanna will express a desire to join the Gray Wardens - you can agree or not, this will not affect the main storyline.
Attention: you will not be able to return to the mine after leaving it. Therefore, if you have not yet examined it to the end, do it now.

Non-plot quests


Stone Brothers

In the forest, you will come across two stone statues - the Statue of War and the Statue of Peace. The War Statue will call you to it when you approach it. She will tell you her story (which is a bit like the story of a similar statue in the prologue of the magician in the Beginning) and asks you to kill the Tevinter master, who imprisoned the spirit of the two Avvar brothers in stone.
After you listen to the Statue of War, the Statue of Peace will speak to you. The spirit of the second brother will give you his point of view on what you need to do.
So, choose whether you follow the request of the first or second brother. If you decide to kill the master, then activate the pile of stones a little to the north of the statues - the Secret Horror will rise from it (orange boss). Deal with him and report to the Statue of War. If you decide to follow the path of the second brother, then just go back and talk to the Statue of War. Convince the spirit of the warrior that revenge will not give him the desired rest, and return to the Statue of Peace to report on your success.
The Statue of Peace will reward you with recipes for several potions: a masterful and potent potion of stamina and a Greater Potion of Protection from Spirit Damage. The Statue of War will reward you with the decent one-handed Winterblade.

Last wish

In one of the eastern caves of the Silverite Mine, you will find a badly wounded Guardian named Keenan. Keenan is one of the Orlesian Guardians who arrived at Vigil Keep prior to your arrival and who is still missing since the Darkspawn attack. He will ask you to take the wedding ring to his wife Nida and convey his parting words to her. You cannot persuade him to accept your help and get out of the mine alive - the poor fellow is unshakable in his desire to die a heroic death.
The wedding ring is kept by the dragon trainer in the baby dragon pen. After you deal with him and take the ring from his corpse, give it to Nida, who is in the Lion and Crown Hotel in Amarantine, in the company of ... um ... perhaps that is why Keenan was so determined to die?
Give her the ring and your quest will be over.

The Riddle of the Stone Circle

On the corpse of a scientist, approximately in the north-central part of the forest, you will find an unusual stone and a note. Read it carefully. When exploring the forest, you will find a circle of stones with one empty spot where you can put your find. If you activate the stone, it will light up. This is a riddle that is akin to that of the demon from Honnleet Village in the Beginning. You need to create a line of fire (starting and ending with the first stone), which will be continuous and will cover all the stones in the circle without exception - both large and small. There may be several variations, as in Honnlith's riddle. When you draw a continuous line of fire across all the stones, you will receive a reward.
Note: due to a bug, sometimes a chest with a reward appears immediately after you put the missing stone in place.

Other quests related to the forest:

More Explosions!

The Silverite Mine contains lyrium sand, which Dworkin Glavonak needs to make powerful bombs. (See the Vigil Fortress quest section for details.)

Work of the Master

In the forest, you can remove from Elder Sylvanas a piece of wood that Wade needs in the Heart of the Forest quest, and in the baby dragon pen in the mine you will find a dragon egg, which he needs for the Down to the Bone quest. (See the Vigil Fortress quest section for details.)

Build For Ages

Approximately in the north-central part of the forest, you will find a deposit of granite, which Voldrick needs to renovate the keep. (See the Vigil Fortress quest section for details.)

Botanist Ines

In the forest you will meet Ines, in search of whom Wynn sent you. (See Amarantine's quest section for details.)

From the Depths of the Living Forest

In the Vending Forest, you can find the bark needed by the Templars to make anti-magic shields. (See Amarantine's quest section for details.)

Maferat statues

In the forest you can find pagan statues, from which you have to copy the inscriptions on the instructions of the trade guild. (See Amarantine's quest section for details.)

Merchant Goods

Silks from a plundered caravan are scattered throughout the forest, which you need to return on the instructions of the merchant guild (For details, see the quest section of Amarantine)

Additional Information:

Not far from where you met the second Test Object, you will find a Spyglass, a special gift for Sigrun.

The Blackblade Helmet can be found in a chest behind a secret wall in the room in front of the one in which you met the first Experiment Object.


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KAL "CHIROL

Subject quests

The last of the Legion

After Colbert and Mika have plotted a new location on your map - Notwood Hills - go there.
Literally after a few steps, you will see that the path bifurcates and a little to the north an elite enemy, beerskarn, is waiting for you - a bear-like creature similar to the Demon of Idleness from the Mage's prologue in the Beginning. If, after you deal with him, you go further north, you will come across two bandits and their unfortunate victim. The victim, alas, can no longer be helped, but you can take revenge on her executioners. On the chest of the hanged man, you will find a note that will explain why the unfortunate man ended his life in this way, but this is not connected with any separate quest.

Head back and follow the path until you reach a very narrow and not very reliable looking bridge. Go down through a series of the same narrow bridges and paths. At the foot of the last bridge, an ambush from the Deep Pursuers will await you. Go a little further - and you will see that the Spawn of Darkness captured a dwarf in armor, which is trying to fight off them. Join the fray and help the lady. After the battle, she will tell you that she is a member of the Legion of the Dead known to you and is determined to return to Kal "Hirol in order to complete her mission, namely, the destruction of the nest of the Spawn of Darkness.

Sigrun is a rogue, but due to the extremely low Cunning score, some of the rogue skills are not yet available to her. She is a very decent warrior, as due to her good Strength she can wear pretty good armor and fight with two swords. If you yourself are not a rogue and do not have Nathaniel in the group, then perhaps you should consider improving her Cunning parameter - if, of course, such skills as Opening Locks and Disarming Traps are important to you.

After the conversation, Sigrun will join your group, but you do not need to take her to Kal "Hirol, if for some reason you do not wish to do so.

Your business in this area is finished - so get down to the Deep Paths. Admire the view of Kal Hirola from above and continue your journey.

In just a few steps, you will find the dying dwarf Jukku - one of Sigrun's comrades. He will mention the army of the Spawn of Darkness and the Mothers - yes, in the plural. Go further, fighting off several not too formidable opponents along the way - the most powerful of them will be the elite Alpha Harlock - and cross the bridge. After you deal with the Abyssal Pursuers waiting for you, go a little to the right of the bridge. In the Ancient Dwarven Chest, you will find Ancient Boots. They are useless at the moment, but you will have the opportunity to bring them into a wearable state a little later. A little further you will be awaited by another detachment of the Spawn of Darkness led by Alpha. In a chest northeast of the ruined bridge you will find the Sharpening Stone, a gift for Nathaniel.

Go through the gate. If Sigrun is in your group, then she will tell you about the sad experiences of her comrades and offer to look for a secret passage instead of going through the central door. After talking with her, you will be attacked by the Children mentioned by Jukka - depending on where you have already visited before, this may be your first meeting with these cute creatures. They are not that strong on their own, but they have an unpleasant ability to knock down the enemy in the manner of spiders or mabari, which can be quite dangerous - especially for frail mages.

Despite Sigrun's warning, you can bravely proceed straight to the main gate and meet the Dark Fiends with your chest, but if you still prefer to get by in battles with minimal physical damage, then you should find a side door and bypass the detachment of the Dark Fiends waiting for you at the entrance from the flank. A secret mechanism that opens a passage to a secret door is located approximately in the center of the western wall.

After passing through the central or side door, you will find yourself in the Central Chambers of Kal "Khirol. The room behind the main entrance is crammed with at least a dozen traps - another argument in favor of using a secret passage, since during the battle your robbers will probably not have time On the other hand, they mostly spit fire, so if your party has good fire resistance, the traps may not be a big problem. go through the side entrance, you will have time to prepare for the fight.
Attention: in version 1.3 there is a bug due to which the GG-robber sometimes cannot see traps, regardless of the Cunning indicator and the development of the Dexterous Hands skill. (Nathaniel with the third skill of Dexterous Hands recognized them all without difficulty.)

The side entrance will not meet you with any ambushes - so you can prepare as you wish before opening the door to the hall with an impressive detachment of the enemy. It consists of harlocks, golems and the master of golems. If you kill the Golem Master, then all golems will be disabled immediately (but you will still get experience for them). Take the golem control rod from the Golem Master's body - it may come in handy a little later. After passing along the corridor to the east, you will notice a motionless Golem near the wall. If you have a control rod in your backpack, you can activate it. Unfortunately, you will not be able to control him as a companion - he will simply rush forward to destroy your enemies.

In the room a little further, there is a squad of Shadowspawn led by an emissary - so it might be a good idea to distract their attention with a golem. Be careful at the entrance to this room - there are a couple more traps. In a small room north of the bridge with the emissary, you'll find a pile of scrolls containing recipes for the Masterpiece Rune of Paralysis and the Perfect Paragon Rune of Paralysis. A little further on the steps you will see the ghosts of the fighting dwarfs. This is your first excursion into the past, in the last days of Kal "Hirol - much like the ones you might have seen in the Keep of the Guardians in the Beginning. A little further, you will see another ghostly scene where the gnome leader calls on the rest to fight for Kal" Hirol. In the room to the southwest of them, you will equip the recipes for the Perfect and Perfect Cold Iron Rune and a cracked chestpiece that you can repair a little later.

In the part of the map marked as "Slums", you will be attacked by an ambush of spiders. In the passage leading to the southernmost room, you will find the Apprentice Scout, a new species of Shadowspawn - and the elite too. A little further, a detachment of genlocks will await you, including two elite emissaries and an alpha. In the east-center room (north of the one where you find the Lyrium Sand), you will find the recipes for the magnificent and perfect Immunity Runes and the Lyrium Ring - a special gift for Justice. In the most northeastern room is a Spawn squad, led by Alpha-Harlock and an emissary of the Gerlocks. On the corpse of the emissary you will find a very good staff for the mage and the Broken Hammer - another thing that you can restore a little later. This is your last opponent in this area.

Now you can follow on to the Trade Quarter, the entrance to which is in the east-central part of the map. Upon entering the Trade Quarter, you will witness a scene in which the Darkspawn are fighting among themselves. One of the Speaking Spawns will mention a certain "Lost" and then leave. Go forward, dealing with both groups (the enemy of my enemy, of course, is my ally, but these creatures at the moment obviously do not think so and will be hostile to you just like they are to each other). In the room to the north of the first large hall, marked on the map as Temple of Hirol, you will find the recipe for the Elemental Rune, and in the sarcophagus there is a very nice belt. If you take things from the sarcophagus, three elite golems standing nearby will revive and attack you.

In the most northeastern room, marked on the map as "The Forge", you will find recipes for the magnificent and perfect fire runes, a broken ax, a forge, and a golem. If you activate the forge, the golem will repair the broken items that you managed to collect in Kal "Hirola. Parts of the broken armor, for example, will become part of the very good set of massive armor" Protection of Hirol. "The Forge also contains a bucket of lyrium - a colloquial item for Anders.

If you go from the Forge to the southern passage, you will find a prisoner cage in the next room - as well as several Spawn of Darkness, including an alpha and an emissary. After the battle, the prisoner - Stefan - will ask you to release him and offer in exchange some valuable thing that he found in the ruins. If you ask him what he was doing here, he confesses that he overheard Colbert and Mickey's conversation about this place and decided to see if there was anything to profit from. If you are not a very kind hero, you can take the reward and either leave him in the cage or kill him. If you release Stefan, you can meet him later in Amarantine, where he will again thank you for saving.
Stefan's reward is the masterpiece of the Rune of Fire.

In the cave to the south of the hall with Stefan, you will witness a lovely scene of the Children devouring other Spawn of Darkness, as a result of which they evolve into a slightly more advanced form right before your eyes.

If you follow the southern corridor from the cave with the Children, you will find a room with a sarcophagus and several slabs depicting various runes. This is a mystery. You need to make sure that the image of the same rune appears on both the vertical and horizontal plates. To do this, activate any horizontal plate and after that - a horizontal rune, the vertical plate near which has the same image as the one already activated by us. Repeat the process until you have finished all the slabs and the sarcophagus will open. In it, among other things, you will find gloves from the Hirol's Defense set.

In the southernmost room, marked on the map as "The Treasury", you will find a helmet from the "Protection of Hirol" set, recipes for a magnificent and perfect Fortress runes (Masterpiece / Paragon Stout Rune), a decent amount of money and other nice things, including an engraved gem - a gift for Velanna.

Follow the south corridor west. On the way, you will be attacked several times by an ambush of Children - sometimes reinforced by other Spawn of Darkness. In the very last cave at the end of the corridor, you will again see the Darkspawn fighting each other. Be careful - when you get close to them, you will be attacked by another ambush from the Children. This cave has three exits. To the north of it, if you turn the lever at the end of a small corridor, you can exit almost to the very door that leads to the Central Chambers. There is a passage along the south wall that will lead you out into the Notwood Hills. Finally, a passage in the western wall will take you to even deeper places in Kal "Hirol. Go there.

The Deep Tunnels are pretty small. After crossing the bridge, you will see a scene where the "Lost" with the help of a huge inferno-golem butts with the leader of the attackers of the Spawn of Darkness, whom you saw earlier. After that, he will turn his very unfriendly attention to you. "Lost" is a mage, and, of course, a golem is a very strong melee fighter, so divide your group accordingly. From the corpse of the "Lost" you can remove an excellent staff for the magician.

Having dealt with this couple, go further into the western corridor. In some places, the tentacles of queens will attack you - but the most common ones, without a single elite. At the end of the corridor, you will see a room with a moat, in which several Queens are sitting. All you need to do is to bring down a huge slab hanging above the ceiling on them (I wonder who and why hung this strange decoration in such an inappropriate place?), For which you need to destroy any two of the four chains that hold it. If Sigrun is in your group, then after that you will have a chance to invite her to join you as a Gray Guardian. After the end of the conversation, if you have already finished exploring everything, you can exit the Deep Tunnels directly to the world map. The exit is at the east wall.

Non-plot quests

Talisman of Fortune

At a dead end south of the foot of the last bridge in the Notwood Hills is a sack containing a stag hoof amulet belonging to the elf Mika, one of the hunters who told you about Kal "Hirola. All you have to do is give it to Mika. when you next visit Amarantine.

Buried Past

At the foot of the second bridge in the Notwood Hills, you will find a letter in a chest. From it it will become clear that a certain Darren Lyle in the past found some treasures here, after which he left for Amarantine. In Amarantine, on the bookshelf at the entrance to the Reverend Mother's room, you will find notes indicating that Darren Lyle lived on the outskirts of the city. Exit the city gates - and in the ground near the house a little to the northeast of the exit to the world map you will find a beautiful ring for a robber. This will complete your quest.

Memory of the Stone

In the trading quarter, in a small room south of the luminous well hall (where two hostile Darkspawn factions fought), you will witness the last seconds of the life of the leader of Kal's defenders, Hirol Dylan. On his remains you will find Pard's excellent shield and a broken sword that can repair a golem in the forge, and on a slab next to it is a list of the names of the untouchable dwarves who fell during the defense of Kal "Khirol. In order to complete the quest, give a copy of this list to Dvorkin Glavonak in Vigil Keep, who will transfer it to Orzammar's Archives.

Other quests related to Kal 'Hirol

More explosions!

In the room just east of the Slums mark, you will find Lyrium Sand on the skeleton, a substance that Dworkin Glavonak needs to make bombs. (See the Vigil Fortress quest section for details.)

Necessary materials

In the Forge in the Merchant Quarter, you will find an iron deposit that you can report to Herren and Wade. (See the Vigil Fortress quest section for details.)

Work of the Master

From an inferno golem, you can remove a piece of armor that Wade needs for the quest "Power of the Golem". (See the Vigil Fortress quest section for details.)

Trade must continue

The first time you travel to Notwood Hills, you will have a chance to rescue the merchant Lillith in a random encounter on the world map. After you have dealt with the attackers, she will thank you with 15 gold coins and continue on her way to the Vigil's Fortress, where she was originally going. You can talk to her already there, and she will tell you that she has established trade relations with the Fortress.


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BLACKMARCH (BLACK SWEETS)

Subject quests

Shadows of the Black Marshes

With a new marker on your map after examining the map in Kristoff's room at Amarantine's Inn, head to the Black Marshes.
The swamps, as you might expect, are rather dull, dark and ominous. Just a couple of steps after your arrival, you will be greeted by a pack of swamp wolves led by an elite alpha leader. A little further than the place of the fight there is a "spoken" tree - if Nathaniel is in your group, he will tell you what he knows from the history of this area. Another group of wolves - this time with two elite leaders - awaits you a little further. Several of them ambush behind your back, so watch out for your mages.

Follow the path further and it will lead you to the ruins of the village. Almost at the very gate, you will find the corpse of the Dark Spawn, after which you will be attacked by several werewolves. A werewolf ambush, including a few elite ones, will also await you at the northern exit of the ruins. As usual, some of the werewolves will appear behind you. The gates to the docks cannot be opened at the moment, so follow the only path available to you - heading north. Coming out of them, follow to the fork and keep to the left. You will find an old camp - most likely Kristoff - but apparently no one has been in it for quite some time. There you will be attacked by several elite Shadow Werewolves - a good ring for a warrior can be removed from the corpse of one of them.

Go to the northeastern part of the map. When an ambush of Children attacks you (this may be your first meeting with these cute creatures or not - depending on where you have been before) - this means that you are on the right track and almost there. Go a little further - and you will find Kristoff, and after that the First, one of the intelligent Spawn of Darkness, will speak to you. It doesn't matter what and how you answer him - as a result, he will perform a magical rite that will send you and him with his entire squad straight to the Shadow.

Waking up, the First will express anger at a certain "Mother", because of which he ended up in the Shadow with you, and will retire to look for a way out on your own, leaving you to deal with the rest of his squad - several Children and genlocks.

The Shadow is, as you would expect, full of demons of all stripes and sizes. You need to get to the docks - they are located in the southeastern part of the map. Go around the docks and you will exit to the door to the crypt. After talking with the spirit of the girl who will offer you to hide in the crypt, an ambush of skeletons will attack you. Regardless of whether you want to hide from the enemy or not - you still have to go through the crypt to gain access to the rest of the map.

Be careful in the crypt - skeletons on the floor usually come to life when you get too close to them, and additional reinforcement crawls out of the coffins that are scattered everywhere here. The door to the surface is at the southernmost point of the crypt.

After talking with the guard at the gate, go to the gate of the castle. An angry crowd is trying to storm them under the leadership of the very spirit that the guard told you about. The Spirit will introduce itself to you as Justice and ask if you will join him against the Baroness. In general, it does not matter which side you take, but in any case, do not rush to go to the courtyard of the castle - you will not be able to return back. First, go around the area and activate the essences scattered around. After making sure you haven't missed anything, head back to the gate. Talk to Justice (if you decide to support the villagers) or the guard in the courtyard (if you decide to support the Baroness). Join the faction that is closer to your convictions and join the fray. Baroness and Justice are currently busy with each other - so you will have to fight with the First and either the Shadows (if you were on the side of the peasants) or the peasants (if you supported the baroness). At the end of the battle, you will suddenly find yourself back in the real world.

Back in the Swamps, inspect your Justice gear - you may need to replace it. From the corpse of the First lying nearby, for example, among other little things, you can remove beautiful armor that will perfectly suit your new ally. Justice is a warrior with a shield and a sword, almost a complete analogue of Alistair.

Go to the castle. You will notice that new opponents have appeared around - they appear from several Shadow portals opened by the baronese. Each portal is guarded by an elite revenant. Destroy them. The portal can be attacked with weapons or magic just like any other enemy. There are four of them.

In the courtyard of the castle, you will have to deal with the baroness personally - or rather, the demon that has settled in her soul. He looks like a particularly vile ogre - but in addition to enormous strength, he can still cast spells - and it seems that he especially prefers freezing and crushing dungeon. Have spells and abilities at the ready that dispel magic. During the battle, the demon will open the Shadow portals - destroy them immediately, or from them endless reinforcements will be drawn to the Baroness. The death of the demon will complete this quest.

After the battle, talk to Justice and decide whether you need him as a companion or not. (He himself may decide not to join you if you supported the baroness against the peasants before.) Do not forget to examine the demon's corpse. Among other things, it contains a key that opens the gate to the docks, where you need to look for several off-story quests.

Non-plot quests

About the Trail of Love

In a ruined house a few steps from where you met the second group of wolves, you will find on the skeleton an empty poison bottle and an angry letter from a certain girl named Bonnie.
Move on until you reach the ruins of a village. Turn left immediately outside the gate. At the chicken coop you will find a "hidden key" with a hint of where you should go next, namely - look for the next key by a tree with some kind of lighting. Exit the north gate and follow the path. Turn left at the fork. Just south of Kristoff's old camp, by the torch tree, you'll find another "hidden key" that mentions a dead dragon. You've probably already noticed the dragon bones scattered everywhere, and since the key speaks of the eyes, then, most likely, you need a skull.
The skull is located in the central-western part of the map, but you can only get there after returning from the Shadow, following the "Shadows of the Black Marshes" story quest. Opposite the skull in the next clue you will read about the place near the water "opposite the nest of the baroness." Go to where you found Kristoff's body. At the shore of the lake you will find another clue - about the "high stones". Go to the location marked on the map as the Summoning Circle. At the highest stone, you will find the last key, which will direct you to a certain pond. This refers to a small pond about halfway between the Summoning Circle and where you found Kristoff's body. At its shore you will find a bottle, and in it is a letter with a marriage proposal and a ring that was intended for Bonnie (+2 to all characteristics). This will complete the given quest.

Load of Guilt

In the northern part of the ruins of the village - just east of where you found the "hidden key" - you will find the Old Letter. It describes in what not very honest way a merchant earned his living in the past. The chest with his reward is located in the north-central part of the map, almost on its border, next to one of the gaps in the Shroud. When you collect its contents, this will complete this quest.

The Breach in the Veil

While at Blackmarch, you have already noticed that in some places the Veil is noticeably thinner. Your companions probably commented on this phenomenon when you passed by. You can improve the situation by entering the Shadow. In the northern part of Shadow Blackmarsh there are three points, each of which is guarded by several demons of desire. Deal with the demons and activate the devices they were guarding. This will patch holes in the Shroud and allow you, among other things, to enter previously inaccessible swamps. In the chests that will appear in these places in the real Blackmarch after your manipulations in the Shadow, you will find parts of the excellent Sentinel set.

Riddle of stones

This quest does not appear in the journal and is similar to the Rupture in the Veil quest. You need to solve a small mystery in Shadow Blackmarch in order to receive a prize in its real prototype. In the northwest corner of Shadow Blackmarsh, you will find six boulders set in a circle. When you press them in the correct order, a line of fire will run from them to the center. Activate them so that as a result, a burning hexagon forms around the center. (Hint - after the first correct activation, activate the stone exactly opposite. After finding the third stone - again activate the stone opposite.) Here's what you should get as a result:

After you outline the entire hexagon, several demons will attack you in turn. Deal with them and activate the pedestal that appears in the center of the circle. In the chest that appears in this place in the real Blackmarch, you will find an excellent Gladiator's Belt.

Girl in danger

Near the crypt in the eastern part of Shadow Blackmarsh, you will meet a girl who, unlike the rest of the inhabitants of the area, seems to be perfectly aware that she is in the Shadow, and not in reality. After a short conversation, the undead will attack you, and she will flee to the crypt.
Deal with opponents and follow her. You will find the girl in the easternmost room. Further conversation will reveal that she is actually the Demon of Hunger. If you decide to fight her, then get ready for a battle with the orange boss and several of his assistants. If you successfully use the Threat option, she will change her mind about attacking you. The quest will be completed in any case, but if you defeat the Demon of Hunger, this will free the ghost of a real girl from his captivity. True, this will give you little other than moral satisfaction and some additional experience from killed opponents. You decide. In the room with the girl you will find the essence of magic, and behind the lid of one of the coffins in the same room - the essence of physique.

Ancient Dragon Bones

Collect five Dragon Bones scattered throughout Blackmarsh. You will be able to collect all of them only after you return from the Shadow, since some Blackmarch territories will be inaccessible to you before.
The bones are found:
on the lake shore almost exactly to the east of the southernmost "Breach in the Veil" marker on the map;
almost exactly halfway between the labels on the Veil Rift (southernmost) map and the Summoning Circle;
in small ruins just southeast of Kristoff's body;
at the docks (available only after defeating the baroness);
at the dragon's skull in the central-western part of the map (available only after returning from the Shadow).

After collecting all five, collect (activate) them at the dragon's skull, from which you found one of the bones. The passage to the north will then open.

Get ready to fight the dragon. He attacks with electricity, so drink the appropriate potions. After you take off about 25% of the dragon's life, it will turn into a stationary ball. The small balls around the large ball will begin to move towards it. Each time a small ball merges with a large one, the dragon will heal a certain number of lives (the more, the higher your difficulty level). After all the balls merge into one, the dragon will return to its previous form. It will turn into a ball several more times after losing another 25% of its health. Keep in mind that you can still deal damage to the dragon - even in ball form, although in this form it is immune to critical hits.

If you have a mage in your party with at least two spells such as Force Field, Paralysis, or the Paralysis rune, then the battle can become very easy. Cast Paralysis or Force Field on one of the small balls, preventing it from merging with the dragon, but not damaging it. Let the rest of the comrades-in-arms deal with the other balls, and then they will take care of the dragon. In the form of a ball, he cannot answer you - so just hammer on him until you take away all his lives. And do not forget to re-cast the holding spell on the small ball - if it merges with the dragon, it will immediately return to its former form.
The death of the spectral dragon will complete this quest.

Other quests related to the Black Marshes:

Work of the Master

On the mabari corpse in the northwest corner of the first ruins - just north of the place where you found the first "hidden key" in the quest "In the Trail of Love", you will find the veins that Wade needs for the quest "Heart of the Forest". In the pile of stones after defeating the spectral dragon, you will find an ancient dragon bone, which Wade needs for the quest "Down to the Bone".

COMPANIES

Anders

A special gift is a kitten (located in the courtyard of the Vigil Fortress).
Gifts - jewelry, a knitted scarf, a collar with a bell, a book about phylacteria.
The points of conversation are the statue of Andraste in the courtyard of the Vigil Fortress, a tree on Amarantine Street, lyrium in the Kal'Khirola smithy.

Quest - Freedom for Anders

Not far from the Lion and Crown tavern is an elf named Namaya. If you talk to her with Anders in the group, she will inform him that she found what he asked for, and it is in Amarantine. After that, Namaya will retire, and Anders will tell you what his phylactery meant. Anders intends to steal his phylactery, since he does not trust the templars and does not really believe that the status of the Gray Warden can protect him if they decide to pursue him. Go to the building of the abandoned warehouse in the eastern part of the city - it is located near the gunsmith Glassrick. Come inside. Examine the warehouse - and you will see the templars (usually they appear when you come to the back door), who deliberately set a trap for you. It seems that Anders did not feel the danger in vain. If you resist the desire of the Templars to arrest Anders, then you will have to fight them. In this case, it will not work to settle the issue peacefully. Note: if you give Anders a kitten, he will appear in your inventory under the name Ser Lancelap. Activating Sera Lancelap returns to life all companions who fell during the battle, as long as at least one member of the group remains conscious.

The ending

If you left Anders in the Vigil Keep and did not return to protect it, then he will survive if you completed all the quests to fortify the castle and equip your soldiers. Anders will die if you have not completed all the quests for the fortress. Depending on whether you have completed Anders' personal quest or not and how high his approval was, he can remain the Gray Warden or leave their ranks.

Ogren

A special gift is a toy pony (in the ruins of a village in the Black Marshes).
Gifts - alcohol of any kind.
Talking Points - Notice board at the foot of the stairs leading to the Church in Amarantine, forge in Kal'Hirola shopping district, boat in Black Marshes.

Quest - Family Man

Felsi will show up in Vigil Keep when Ogren's respect for you exceeds 25. Their heated argument will show you that Ogren joined the Gray Wardens against Felsi's wishes and has no intention of returning to his family. In order to complete this quest, you need to wait until Ogren's attitude towards you exceeds 75. After that, in a conversation, he confesses to you that he is not made for a family and that Felsi most likely understands this too. Depending on how you behave, you can gain or lose influence with Ogren, but the quest will be over anyway.

The ending

Ogren will die if you leave him to defend the Vigil Keep, stay to defend Amaranthine and do not complete all the quests to strengthen the fortress. If Ogren survived, then he always stays with the Gray Wardens. Depending on whether you completed his personal quest and how exactly, he can maintain good relations with Felsi and visit his son, or completely withdraw from their life.

Nathaniel

A special gift is Hou's bow (in the crypt in the vigilance fortress dungeon).
Gifts - anything related to the Howe family, useful things (sextant, tools, whetstone).
The conversation points are the statue of Andraste by the Church in Amarantine, a tree near the entrance to the Black Marshes

Quest - Howe Family

In the courtyard of the Vigil Fortress, the old caretaker recognizes Nathaniel and tells him about the fate of his sister. Nathaniel wishes to find her in Amarantine.
Nathaniel's sister, Delilah, is near Glassrick's gunsmith. Her conversation with her brother will complete this quest.

The ending

If you do not take Nathaniel with you to Amarantine and stay to defend the city, Nathaniel will die if you have not completed all the quests to improve the Fortress. If you have fortified the Fortress in every possible way, he will survive. Depending on how high his approval was, he could remain the Gray Warden or leave their ranks.

Justice

The conversation points are the statue of Andraste at the entrance to the Temple in Amarantine, the corpse of an elf in the Dalish camp in the Vending forest.
A special gift is a lyrium ring (in Kal'Khirol, in one of the eastern rooms of the Central Chambers).
Gifts - everything to do with lyrium and Kristoff.

Quest - Justice for Kristoff

Aura, Kristoff's wife, will speak to Justice when he first appears in the courtyard of the Vigil, mistaking him for her husband. Having learned the truth, the poor woman will be very upset and retire away, and Justice will offer you to find her in Amarantine in order to try to calm her down a little. Aura is located in the Church building in the room opposite the Reverend Mother's room. A conversation between her and Justice and Justice's promise to avenge Kristoff's death will complete this quest.

The ending

Justice will perish in the siege of Vigil Keep if you do not take it with you on your way to Amarantine and stay to defend the city. He can die at your hands if you took him with you, took the side of the Architect and could not convince him that this was the right decision. Depending on whether you completed the personal quest of Justice or not and how high his approval was, he can stay to serve the Gray Wardens or choose his own path.

Velanna

A special gift is an empty diary (at the Church in Amarantine).
Gifts - everything related to elves, precious stones.
The conversation points are the statue of Andraste in the courtyard of the Vigil Fortress, a tree in Amarantine near the Church Building, two elves near the southern entrance to Amarantine's territory.

Quest - The Exile

There is a bug in version 1.3 - the probability of an accidental meeting that starts this quest is very small, and it may not happen at all. While traveling across the world map (usually between Amarantine and Vigil Keep), you will stumble upon a group of Dalish elves. You will have a talk with their leader, and then, in the Fortress - with Velanna. That's all you need to complete the quest.

The ending

Velanna will disappear without a trace in the battle with the Darkspawn during the siege of Vigil Keep, if you do not take her with you to Amarantine and stay to defend the city. According to eyewitnesses, a huge stone fell on the elf during the battle, but her body will not be found.
In addition to approval, Velanna's attitude towards the GG after the end of the Awakening event may also depend on whether the GG sided with the Architect. Upon completion of a personal quest, high approval and acceptance of the Architect's side, Velanna stays with the Gray Wardens. In other cases, she either leaves after a while, or stays, but her relationship with the GG leaves much to be desired.

Sigrun

A special gift is a telescope (in the Silverite Mine of the Vending Forest).
Gifts - toys, the book "Warrior's Heart", a flower in a pot.
The talking points are Glassrick's gunsmith counter in Amarantine, a tree near the Vending Forest entrance.

Quest - Sigrun's Past

There is an unpleasant bug in version 1.3 - if you started the Law and Order quest or the Smuggler's Path, then you may not receive the Sigrun quest at all. The meeting that starts it simply doesn't happen.
In Amarantine, near the gunsmith Glassrick, you will come across a gnome named Misha, who has known Sigrun in the past. Talk to Sigrun about her, and she admits that she did not act very nicely (albeit forcedly) with Misha in her time. Sigrun will wish to find Misha in order to apologize somehow. Misha finds himself in a tavern in Amarantine. Sigrun will apologize and offer her the ring as damages.
If you want, you can pay Misha yourself so that Sigrun will keep the ring as a memo about his friend, but in any case, after that the quest will be completed.

The ending

Sigrun will die during the siege of Vigil Keep if you do not take it with you to Amaranthine and return to defend the Keep, regardless of whether you have completed all the Fortress quests or not. She can die at your hands if you took her with you, took the side of the Architect and could not convince her that this was the right decision.
Sigrun will stay with the Gray Wardens if her respect for GG is high and her quests are completed. In other cases, she will go back to the Deep Paths. AWAKENING - FINAL

Vigil Fortress - Council

After you complete the three story quests - Shadows of the Black Marshes, The Righteous Path, and The Last of the Legion - Seneschal Varel will convene the Lords of Amarantine to discuss military strategy. The council will be interrupted by an elf girl, who will report that the army of the Spawn of Darkness is marching on Amarantine. In further conversations, it will be decided to send a detachment there under your command. Upon arrival at Amarantine and the showdown with the very first group of Spawn of Darkness, Constable Aidan will speak to you. He will declare that the city has fallen and nothing can be done. In a few more minutes, a parliamentarian will approach you - one of the intelligent Spawn of Darkness, sent by the Architect. The Architect gives you disturbing news - Mother's army is marching on the Vigil Fortress.
You have an important decision to make. Stay and try to save the city or set it on fire along with all the enemies (and survivors) and try to return and help the defenders of the fortress. If you are wondering about the consequences, the fall of Amarantine will have a rather negative impact on the reputation of the Gray Wardens in the future. On the other hand, if you have completed all the quests to strengthen the fortress, it has a chance to withstand attack and without your help. If you have not completed the quests to strengthen it and improve the ammunition for your soldiers, then the fortress will fall, and your friends left in it will almost all die. But it's up to you to decide.

Battle of Amarantine

If you decide to save Amarantine, then your first task is to help the surviving defenders. Go around the city, helping the soldiers to deal with the Spawn of Darkness. For the most part, the opponents are rather weak, although from time to time there are elite ones among them.

When you have dealt with all the Beasts of Darkness on the streets and have received the update in the journal, talk to the militia leader. He will offer you to rest in the building of the Church, where the surviving defenders are holding the defense, after which you will automatically find yourself there. Leaving the room where you apparently spent the night, you will receive a message that the Spawn of Darkness still somehow penetrate the city - and, according to eyewitness reports, they penetrate from the hotel. Get out of the Church. Be careful - a couple of elite Spawn of Darkness awaits you at the exit, including an archer, who can send your magicians to the forefathers with one shot.

Having dealt with the Spawns on the street, go to the hotel. An orange boss awaits you there, the Apprentice General is a two-handed warrior. Having dealt with him and his henchmen, go into a secret passage in one of the hotel rooms, which you may have noticed earlier during the quests of smugglers or constable Aidan. In a small dungeon, a second General is waiting for you - this time a magician. After clearing the passage, go further and you will come out to the outskirts of Amarantin.

Just southeast of where you surfaced is another Spawn General, this time for a change in the company of another boss, the heavily armored Ogre Alpha. If you inflict a few damage on the General, he will rush to the neighboring houses, and an ogre boss will run out in his place. It is better to fight the ogre where you went out into the street, so as not to be distracted by the General - he himself will not approach you. With the ogre, everything is clear - as for the general, his class remained a mystery to me. He casts a lot of spells, but at the same time he can fight melee and the spell Mana Strike does not affect him. Perhaps a Battlemage?

In any case, after you have dealt with this couple, the defense of Amarantine will be completed. You will be informed that the Architect's messenger now knows where the Mother's lair is, so you just have to go there to deliver the final blow. The gunsmith Glassrick and the enchanting mage are standing near the exit to the world map if you need their services before the final dash.

Battle of Vigil Fortress

If you decide to return and help the defenders of the fortress, then after returning you will be happily greeted by the remaining companions in it (and you will receive advantages in influence with all of them).

After a brief report from the seneschal about the situation, you will have to fend off groups of the Spawn of Darkness attacking the fortress courtyard. This battle will be much easier if you have completed all the quests to strengthen the fortress and equip your soldiers. So, for example, if you have strengthened the walls with granite and hired good craftsmen, then you will not have to defend them - the enemy will not be able to break through them.

On the right side, you will have reserve icons - similar to the ones you used in the final part of the Beginning. If you have completed Dvorkin's quest on bombs, then you can use them (bombs) from there. You will also have archer icons there - if you followed the path of the smugglers in Amarantine and released a captured archer, then your arrows will be a little more effective. Archers and bombs can be used any number of times, but they will take time to recharge after each use.

The Battle of Vigilance Fortress mainly consists of fairly short battles in one part of the courtyard, after which you are usually informed that a new wave of the enemy is attacking from the other side - so you should run there and fix the situation. After several battles, you will see a video in which the Seneschal Varel single-handedly defends the gate from the ogre. Unfortunately, you will not be able to intervene.

Take advantage of the break in the battle and, if necessary, purchase medical supplies from the healer in the courtyard. The battle for the Fortress will continue until an orange boss, an armored ogre alpha, appears in the courtyard. After you deal with him, proceed to the Herald. Like most of the Students, he is a magician.
The death of the Herald will end the battle for the Fortress. You will be informed that the retreating Spawn has left a clear trail behind them, and you can follow it directly to their lair.

Last Dash

Go to the new territory that has opened on your map. It is a narrow mountain pass, where a variety of Spawn of Darkness live - from ordinary harlocks and gerlocks to the heavily armored ogre you have already seen (though this time, not a boss, but an elite).

At the end of the passage you will find ancient ruins. Do not rush to pass under the arch - it is better to lure the Spawn of Darkness onto yourself. If you pass under the arch, the High Dragon will attack you, and in the battle with such creatures it is better to focus on them and not be distracted by trifles.

Go inside the ruins. They consist mainly of narrow bridges and equally narrow staircases, on which a wide variety of Shadowspawn await you, including heavily armed ogres and Apprentices (the latter are usually mages). Within the ruins, golden Tevinter crystals are scattered throughout. They can be found in chests, in "lumps of flesh", on the corpses of defeated enemies. There are twelve of them. Also inside the ruins there are three ancient magic circles - if you insert four crystals into each circle, you will receive a small magic bonus for the last fight - you can once cast a spell of mass paralysis, healing (which also resurrects from the dead) and a fireball.

The Architect will greet you at the second magic circle. You can attack him immediately or still listen to his explanations and only then decide whether to agree to his proposal or not. If you decline the Architect's proposal, Nathaniel, Velanna and Ogren will not approve. If you agree with his proposal, then Sigrun, Justice and Anders will not approve. In the case of Sigrun and Justice, you will have to use Persuasion (good influence will also help the cause) - otherwise they will attack you. If you decide to deal with the Architect, keep in mind - he is a very strong magician and casts powerful spells of mass destruction. You can either ignore Utu at all or allocate a maximum of one squad member to her. Compared to the Architect, it does not cause much damage. If you accepted the Architect's proposal, then in the final battle, at your command, he casts a firestorm to help you once. (The command appears in the fourth window next to the Tevinter spells.)

One of the most annoying features of the Mother is that she loves to cast on your mages the Rune of Neutralization, which instantly drains all their mana and cancels all protective spells, so keep lyrium potions ready. At the beginning of the battle, the Mother will summon several elite tentacles to her aid. After you deal with them, she will constantly call the Children for help. Keep Spells or Skills of Mass Destruction ready - Children always spawn in impressive numbers. Don't forget that they can knock you off your feet. Mass Paralysis spells and the like are usually very helpful in this battle. The rest depends on the composition of your group and your favorite tactics.

At the end of the battle, watch the epilogue, where you will be told about the further fate of Amarantine, its inhabitants and your companions. Congratulations on completing the game!


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