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Dragon Age Quests in Denerim. Dragon Age: Origins, Dragon age side quests, side quests walkthrough

A child does not need a good father. He needs a good teacher. And a good friend to man. And for a woman - a loved one. And in general, let's talk better about track stitches.

Arkady and Boris Strugatsky, "Distant Rainbow"

Plague is not the only threat to Ferelden's tranquility. Hundreds of scum of all stripes raised their heads, waiting for the end of the world. We can both join them and punish the scoundrels. And so that you probably don't miss a single opportunity, we have compiled a list of additional tasks that have not yet been dealt with on our pages.

Ostagar and the Wildlands - Beginning of History Lothering - Living Dead City Circle of Mages - Magical Secrets Redcliffe - General Summons Refuge - Classic Easter Egg Brecilian Forest - Traces of Filth Orzammar - Thieves and Their Prey Denerim - Guild Quest Series - Find All Sheila - Rough Beauty

Let's start with the backstories of our heroes. In each case, we will be able to complete several additional tasks, but they are simple - training ones. You can even skip them and rush straight to Ostagar. However, painstaking exploration of the starting territories will bring you more than money, experience and some equipment. At the very beginning, when the hero is very young and inexperienced, you can learn a lot of interesting things about the world that you won't be able to find out later. So we advise you to look in all corners, at least at first.

Each backstory will bring you something useful, make your path easier. A noble man will get a dog, a Dalish man - a good bow ... in a word, to each his own. But there is one hero who will be much easier at the start than the others. This is a noble dwarf - he leaves with Duncan, clinking more than twenty gold pieces in his pocket! Well, let's go after them.

Ostagar and the wild lands

Sick dog

Dwarf politics

Talk to the hound in the camp, and he will tell you about the sick mabari who swallowed tainted blood. To cure it, you need a special flower that grows in the wild lands of Korkari. According to the plot, you will still have to visit there, so feel free to agree. Look in the ruins a couple of meters from where you will meet a wounded soldier. The cured dog will join you after the Battle of Ostagar, if you haven't gotten a pet yet.

Hungry Prisoner

An unhappy soldier is hanging in a cage in the camp. He is not only not released, but also not fed. The poor man will ask you to get him some food. Before giving consent and food, ask the prisoner why he was imprisoned. At the end of the story, you can claim the key to the magician's chest from the prisoner. Food can be obtained from the sentry by convincing or bribing him. And the chest can be opened only after returning from the wild lands, when the pacified one leaves it.

Sword

You can get a good sword from the messenger of the Peak by trick. But first you need to catch the boy - find him at the ash warriors, and then run after him.

Missionary chest

Near the edge of the wilderness, you will find the body of missionary Jogby. You can remove a letter from it with hints - where to find the treasure. Look for the chest in the south of the map.

Chasing tracks

In the west of the wilderness, there is an abandoned parking lot and a chest that contains a magazine. Read it and follow the mark that appears. A chain of such traces will lead you to the treasure.

Last will

The dog plays the role of a psychoanalyst

The professor is asleep - the students are happy

In the middle of the wasteland you will come across Rigby's corpse. The will describes where his things are hidden: in an abandoned camp west of the body. Having dug out the chest, you can either open it or take it to the widow Jetta. She is waiting for you at the Radcliffe Church.

Demon from the ashes

On the corpse of a soldier, not far from the emissary of the Garlocks, lies a bag of ash and a leaf with a local legend. The legend is true, and by pouring ashes on a pile of stones to the northwest of the bridge, you will summon Gazarat - the "orange" demon of wrath. Good trophies await the winners.

Lothering

Create 3 Poultices / Traps / Poison Bottles

The tasks are of the same type, taken from Miriam, Allison and Barlin, respectively. There is nothing complicated, only the corresponding skills and components are needed, which are bought from Barlin and collected on the map.

Lost Templar

At the entrance to the location after the battle with the bandits, you will find the corpse of the templar. His belongings must be taken to Serh Donall in the church.

On a note: in the same church it is worth revealing to Sir Brian that you are a gray guard and asking for help. He will give you the key to the poultice cabinet.

Preacher's board

Completing all four quests from the local Preacher Board will reward you with a decent sword.

Circle of magicians

The appeal

On the first floor of the tower, in the library, you can complete several summoning exercises. To do this, find two halves of a book: in the library and next to the stairs to the next floor. Complete all three rituals and the task will be completed. But that is not all. Repeat the actions of all three rituals in a row and activate the fourth summoning flame - it is in the room where the second half of the book was. A creature will appear that will quickly disappear. It can be robbed by getting a note. But that's not all! On the preacher's board, you can later take the assignment, which talks about the disappearing travelers. It turns out that the demon we summoned decided to profit. We kill him, take away the trophies, inform the preacher and go to fill our pangs of conscience with ale.

The main character with all her appearance makes it clear how she wants to be a gray guard and save the world

Apparently, this is the only way Ogren sees us all ...

Guardian of the Limit

What dwelling of magicians is without secrets? In our tower it certainly is. To solve it, you need to find several students 'notes: a couple in the students' rooms, another in the library, two lie next to Owain and the blood mages, and, finally, one will be in the main hall. Now activate three statues in the large hall - a statue with a bowl, a raised sword, a lowered sword - and a statue with a spear (it's in another room, in the center of the floor). Go down to the first floor, go to the place where you met Wynn, and try to go to the basement. Kill the guard and pick up an excellent sword that will help you, for example, defeat Flemeth.

Jenny's little casket

In the office of the chief sorcerer, you will find not only Flemet's grimoire, but also a chest. It can be delivered to a house in Denerim's market district near Thedas Curiosities. Unless, of course, you picked up a note about Red Jenny after meeting Zevran. As a reward, you will receive money, but not a drop of information about this mysterious box.

Enchanted Templar

On the fourth floor, you will encounter a templar possessed by a demon of desire. If you attack them, then you will get hold of good trophies, if you let go ... then most likely you will not see them again, but there is a small chance to meet them on the map above the mountain of corpses: the demons will satisfy the insatiable hunger. At this point, they cannot avoid reprisals!

Redcliffe

Gathering troops

Bann Tegan gives us a plot task (with which several additional ones are connected): to prepare the village for the siege. To do this, you need to talk to Perth and Murdoch. The first will ask you to bring him amulets. We will get them from mother at the local church. In addition, in the shop you can find a bunch of barrels of oil. They also need to be told to Perth.

Murdoch will ask you to bring more soldiers and get weapons for them. The ranks of "volunteers" can join the dwarf Dwynn, if you persuade him well. A local tavern will bring us several recruits at once. First of all, this is the suspicious elf at the table. Your robbers will help you discover his spy essence. The innkeeper himself will go after the elf - Lloyd, he will have to threaten. But it's better to first ask the waitress Bella and the men in the tavern about their lives. You can promise to help the waitress, and bargain free ale from Lloyd for the defenders. The weapon can be begged from the blacksmith, promising to save his daughter.

Mor came to a noble noble family

Spectacular lighting makes Stan even more convincing

The daughter of a blacksmith

You will find her in the castle, in a small storage room on the first floor.

Hiding boy

Kaitlin is standing in the church, who asks to find the missing brother. He hid at home, in a closet. After asking the boy, we learn about the family sword, which can be either appropriated or returned.

Daemon

If you play as a magician, you are able to independently go into the shadows to free the son of Eamon. The demon will offer a deal. You can get an extra spell point, blood mage specialization, "forbidden pleasure" with a demon ... Please note - the choice will affect the ending of the story.

Asylum

In the village itself, as in the temple, there are no additional tasks (except to count as such the delivery of scrolls to the church of Denerim), but there is an amusing "Easter egg", which can already be considered a classic role-playing game. After completing the story mission, return to the village and go to the local cemetery. You will surely like the epitaphs. Here are just a few of them:

Cheryl isn't here. She was cremated.

"I can do the ax too" - Jim, the sword swallower.

Multiplayer with love.

Great-great-grandfather Gigax.

To play as Sheila, you need to download a separate module "Stone Guard". Let's get to know this dangerous girl better.

Sheila's gifts
Present Where to look
Magnificent amethyst Dusty city of Orzammar, Alimar market
Magnificent diamond Orzammar's Communal Halls, Merchant Garin
Magnificent emerald Orzammar communal halls, Figor's shop
Gorgeous sapphire Orzammar's Communal Halls, Trader Legnar
Gorgeous malachite Circle Tower, Quartermaster
Magnificent Garnet Denerim Shopping District, Miracles of Thedas
Gorgeous ruby Elphinage, Alarita's shop
Magnificent Jade House cellar in Honnliet
Gorgeous topaz Frosty Mountains Trader Farin

Sheila is a former gnome who became a golem. She manages to combine femininity (for example, she wants to sew red shoes) and feigned rudeness (“Let's go crush a couple of heads”). In general, the golem's “hermaphroditism” jokes are perhaps the most curious in the whole game. By the way, she hates all birds without exception, which she constantly reminds of ("I don't believe in the Creator. After all, an intelligent creature will never create birds! What was he just thinking about ?!").

In battle, Sheila is a true all-rounder. She can be a hitboy, a shooter, a controller, and even a support. In the last incarnation (the strut branch), it is most effective. It is almost impossible to destroy a group of a standing golem, a healer, a magician and a warrior with a two-handed one. There is only one inconvenience: the movement of our talisman takes some time.

As you can see from the table, there are no special gifts for her, but you can easily please her by dressing her up in crystals for the first time.

A personal quest is associated with memory recovery. Sheila is curious to know who she was before she became a golem. The quest can be obtained after talking with the Perfect Caridin, according to the plot. To complete it, go to the Kadash teig that appears on the map of the deep trails. Walk the teig all the way to the statue of the heroine.

Brecilian forest

Bitten wife

At the Dalish camp, speak with Atras. His wife was bitten by werewolves and everyone says she's dead, but he doesn't believe. Danaila will be waiting for you near the northern entrance to the eastern forest. Unfortunately, it will not be possible to save her.

Iron bark

Armsmaster Varathorn will ask you to bring him rare ironwood bark, from which the local craftsmen create magnificent equipment. The bark can be ripped off a fallen tree near the northern passage to the eastern forest. As a reward from the master, you can get a bow, armor (or both, if you insist) or an amulet, if you give up everything.

Elf in love

Last family photo. Most of them will be dead very soon - traitors are worse than filth ...

Apparently, not only female characters are copied from popular people ... And Eddie Murphy not only voiced the donkey from "Shrek"

Sick galla

In the camp, the gall's caretaker Elora had trouble: one of her charges was sick. You can, using survival, find out what the reason is, or you can convince the caretaker that the animal is incurably hurt.

Bitten elf

In the center of the western part of the forest, not far from the ogres, lies a wounded Deigan. He can be taken to a camp, cured, robbed, thrown, or killed. Wealth of choice - isn't that what we want from a good RPG?

On a note: if you first steal an elf, and then send it to the camp, then it will be possible to return things to him and restore relations.

Deadly dream

To the south of the Great Oak lies an abandoned, but very cozy camp, in which it wants to rest ... Waking up, one or more members of your squad will start a fight with the shadow, which created the illusion. Defeat the demon and re-examine the "cozy" halt.

It is interesting: After completing the storyline quest in the woods, go to the camp and talk to Leliana. She will sing you a song from the main menu of the game.

Orzammar

Lost son

The story is over. The hero stands on the road and looks thoughtfully at the sunset ... But he’s too early to retire!

In the communal halls we will come across Field. Her son went to the deep paths and never returned. We will find the hand in the Ortan teig, it is connected with the plot - do not miss it.

Church

Berkel wants to open a church in Orzammar. You can help him in this by convincing the chronicler (in the guardians' hall) to give permission. You will receive a scanty reward, but this church will have a decisive influence on the fate of the world. And not the most favorable ...

Gnome Mage

Dagna really wants to get into the circle of magicians. You can, by telling her father Jannar about her daughter's plans, prevent her, or you can help by talking to the first sorcerer, if he is, of course, alive. As a reward, we will receive a good rune or lyrium. Moreover, Dagna will become an outstanding scientist.

Search for nagas

All of his pets fled from the beater Bemor. You need to look for the nagas in the Community Halls, there are five of them in total. For each beast we get 25 silver coins. And if after that you talk to Leliana, then she admits that she really wants such an animal for herself. You can get it in the Dusty City from an idle gnome for a modest fee. Now this "hedgehog" will live with you in the camp.

Racket

After receiving the first assignment from any of the contenders for the throne and leaving the Diamond Halls, you will see how the local bandits threaten the merchant Figor. If you follow them to the shop, you can help the merchant. If you settle the matter peacefully, he will thank you and stay to trade, and if you kill the robbers, then ... he will scold you and run away.

Fights without rules

In the west of the Test Rooms, in a small room, there is a gunsmith who will offer to take part in the battles. The reward for each battle is trifling, but the ring that you receive after four victories is a good choice for blood mages.

Unwanted child

In the Dusty City, you can find an unfortunate gnome who was kicked out of the family because she gave birth to a son from an untouchable. You can force her to get rid of her son, as her relatives want, or you can convince the latter that they are wrong and restore the family.

Dragon in the throne room

This is how you need to put two characters in the throne room to summon the dragon

If the blanks are over, but you need to say something, it turns out like this

The architecture of the gnomes sometimes surprises. After examining the inscriptions on the throne, we get a note in the codex. Now you need to correctly position the members of the squad: one in the "dressing room" on a square in the center of the hall, and the other two in the throne room itself, in the southwestern part of it, on buttons similar to the end of an arrow. The last character once again click on the throne and get acquainted with the local prisoner.

The thieves

As you run past the king's treasury, you will stumble upon a group of thieves who were trying to dig a tunnel. Deal with them and get a well-deserved reward from the guard who came running to the noise.

Poison

In one of the chambers for the nobility, you will meet the herbalist Vidron, standing by the bed of a dying lady. He will tell you that she was poisoned, and will ask you to make an antidote. Then he will give you a recipe, which will be the main reward.

Stolen book

The Assistant Chronicler in the Halls of the Guardians wants us to find a valuable book that was recently stolen. The Dodger lives in the Dusty City. Negotiations with the thief will come to an impasse ... But the note raised from the corpse will lead us to the bandits who are just carrying the tome to the buyer in the Testing Halls. After the battle, the book can either be sold to the same buyer or returned to the keepers.

Lost pedigree

The gnome Orta believes that she comes from the noble house of Ortan, but here's the bad luck: the records of the pedigree disappeared in the teig of the same name. At least she didn't find them in the Halls of the Guardians, which meant there was nowhere else. The records really lie in the center of the teig, not far from the Ruka cave.

List of golems

In the room with the Void Anvil, there is a table listing all who became golems. The names can be copied and taken to the chronicler.

Wanderer's treasure

Find four piles of stones at Caridin's Crossroads:

At the western exit to the map.

Southwest of the bridge.

Not far from the crossroads of three roads.

East of Deepstalker's Cave.

Our home naga named Schmoples. They seem to get along with the dog

After that, a mark with a vagrant's cache will appear on the map.

Honor of the legion

As soon as we collect all the pieces of the Dead Legion's armor, we will be given the "Dead Castle" quest. Now we can get the emblem of the dead caste from the sarcophagus (in the room of the legion in the dead ditches) and take it to the chronicler. But before leaving the temple, dress someone in full armor and activate the legion relic.

Landman's Sword

In the deep paths, you can get hold of one of the best one-handed swords - By the honor of the landman... First, find a tomb in Teig Ortan (southeast corner). Now we are looking for pieces:

The pommel lies in the Ortan teig in a vase in the Ruka cave.

Ephesus can be removed from the corpse of the emissary genlock at the Karidin crossroads (the genlock is waiting for you in the tunnel that runs from west to south).

The blade is removed from the corpse of an ancient darkspawn in the Dead Moats (on the bridge in the center of the map).

As you find everything - return to the tomb.

Cache

In the charter hideout, we get Jammer's diary, which talks about the treasure. We need to find three chests: Jammer himself, Kanki and Pique. From them we take out a silver ring for a dress, an iron knife for letters and a garnet jewelry. You can't take anything else! It remains to find a cache near the tamed brontos and open it.

The life of the keeper

To receive the task, touch the wall of memories in the Halls of the Guardians. Now find three runestones:

Near the chief of the miners in the Community Halls.

In the southeastern caves of the Crossroads of Karidin.

In the west of the central rooms in the Dead Moats.

We return to the wall of memories for the award.

Torn demon

Gnomes are solid guys: if they are destroying the demon, then the pieces are carried to all the lands: what if they will grow together? You can collect these pieces on the deep paths.

Extremities in the northwest of the Teig Edukanov.

The torso and head are at the Crossroads of Karidin, in the southeast and northeast, respectively.

We attribute this to the altar in the Ortan teig and revive the demon. Before us is another choice - to let go for money or to finish off. This time it's final. Which one will you choose?

Denerim

Helping the law

Sergeant Keilone stands next to Wade's blacksmith house. He complains to the authorities and asks for help in dealing with crime. You can act both by force of persuasion and simply by force. If you want a high reward, listen to what the customer prefers.

Dark deeds

Trying to clarify the idiot
to the gnome that it is impossible to "fall into the sky." Winn and I are still trying to reach consciousness, and Sheila suggests ... in general, the same thing, but in a much faster way

Eamon has a great sense of beauty. In all his mansions one can find
real works of art

On the other side of the smithy house is the weasel Coldree. Only robbers will be able to meet him. He has two lines of tasks: for thieves and for burglars. Stealth comes in handy in both lines.

It is important: do not forget to leave too noticeable companions in the camp for the duration of the mission.

Before collecting lands, we will be able to perform three thefts and two break-ins. One more theft and two break-ins - after. If your stealth is not at the master level, then in some tasks you will be helped by money, persuasion and fists.

Sect

In one of the alleys (you will visit there when you will destroy the bandits by order of the church) you will find the corpse of Ser Friden, who died trying to destroy the sect of blood magicians. You can finish this noble deed - go to an abandoned house (a new location on the Denerim map) and cut out the villains.

Evil

Evil has settled in the orphanage in the elfinage, which the templar Otto will tell you about. Collect some clues, including questioning the elven girl sitting on the doorstep. After clearing the shelter, do not forget to return the elf her amulet.

Howe Prisoners

In the basements of Earl Howe's estate, several prisoners can be found at once.

Hanging on a rack in the torture chamber is Bann's son Sighard, who will stand up for you at the meeting as a reward.

In prison, the templar Irminrik went mad. Take his ring to the bathhouse Alfstanna.

Veteran Rexel also broke down in captivity. It is necessary to tell about it to the preacher Rosamund.

Guild Quests

The tasks of most guilds (boards of preachers, blackstone volunteers, assassins and "interested") are mostly passed without problems: fortunately, the goals are marked on the map, or at least their approximate location is described. But there are a few exceptions.

If in the final task volunteers you choose the side of the father, then in order to get to the son, you must not go to Lothering, which by this time will be destroyed, but simply walk past the town... You will find Taoran in a "chance" meeting.

Love notes that one of the interested(assignments are given by the innkeeper in Denerim's "Bitten Nobleman"), are scattered literally all over the world. Finding them is not easy. Here are all the places:

In the Dalish camp, behind the merchant.

Next to the entrance to the ruins in the Brecilian forest is a secret door on the left.

In the royal palace of Orzammar, in an inconspicuous room to the east of the palace.

In Orzammar's charter hideout, in the room to the right of the hall where Jarvia fell.

In another hideout, this time in the village, next to the entrance to the house with the bloody altar.

At the Pampered Princess inn near the Mages Tower.

In the tower itself, on the second floor, in the eastern room.

In the Redcliffe windmill (where there is a secret passage to the castle).

In the basement of Redcliffe Castle, just before the exit to the courtyard.

At Wade's forge in Denerim.

In the brothel "Pearl" (location in Denerim) in the southeast room.

At Eamon's estate in Denerim, in the northwest room.

In addition to these very faces, you will be forced to run and magicians from the community.

Bloody marks

We need to mark four doors with blood in Denerim: two in the Trade District and one each in Dirty and Dark lanes.

Places of power

We need to activate four places of power.

A grave in western Breciliana.

Altar in Teig Ortana.

A tree in the elfinage of Denerim.

Stairs to the second floor of the Mages Tower.

The Scrolls of Banastor

You need to find five scrolls at the following addresses.

Southeast ruined room on the second floor of the Mages Tower.

Northwest room on the third floor of the Mages Tower.

The southeast library in the abandoned temple with the ashes of Andraste.

Western barracks (entrance from the center) in the abandoned temple with the ashes of Andraste.

Southeast room in the werewolf den.

The rest of the tasks should not be difficult.

In the game Dragon Age: Origins, secrets of various kinds can greatly help in passing and pumping your character. RPG projects often have hidden secrets that are not easy to discover, even with careful research. To find out the most useful ones, you should read this material.

Events in Ostagar

The first secrets in Dragon Age: Origins can be found already in the first stages of the passage, namely after arriving in Ostagar. Here the player is advised to go to the infirmary, where one of the prisoners will be. He will ask the protagonist for a favor, and as a reward he will give out the key to the chest that is near the pacified magician. There are useful things inside. The messenger elf stands near the kennel and you should definitely talk to him. In the dialogue, there will be an option with persuasion (deception), which will lead to the guy giving the main character a beautiful sword. At first, this weapon does decent damage. If the main character is a swordsman, then it is better to keep him, otherwise, you should equip Alistair with such a sword.

Superman and a little trick

If the player does not know how to defeat a squad of stronger opponents in Dragon Age: Origins, and it is simply necessary to go further, then you should use a little trick. To do this, the squad must necessarily have a robber and the enemies should not notice the squad of the protagonist. The user takes control of a character of this classification, turns on invisibility and sneaks behind the backs of unsuspecting enemies. It is necessary to move as far as possible so that the detachment completely disappears from sight. Then you can turn off invisibility, and teammates from the group will suddenly appear behind your back. This method can sometimes avoid unnecessary hassles. Another interesting secret in Dragon Age (and even a reference) is a conversation between two elderly people who can meet anywhere. They are actively discussing that a child has landed from the sky, and this is a direct allusion to Superman. The player will also have useful information about where exactly he fell, or about finding other meteorites. Only there you can get special ore and forge a unique sword.

Traveling in Orzammar

The secrets in Dragon Age: Origins are worth knowing for players, because they can bring a large amount of gold or useful items. A particularly large number of them are associated with Orzammar - the kingdom of the dwarfs. Here, at the first meeting with Gavorn, you can steal a good shield from him. You will also be able to repeat this trick during the subsequent conversation in the castle. The city has an arena where you can agree to fight with the best team. The player must spend about five battles, after which a ring for a blood mage can be obtained as a prize. On the other hand, if the team does not have a character of such specialization, then you can go here only for the sake of entertainment. When traveling to Orzammar in Dragon Age, you should prepare yourself to find all the information about the gnomes. This includes codex pages, statues underneath, memos, books, and more. If you collect a complete collection, then you should go to the Council building, but turn left at the entrance. Here, you will be given an excellent artifact for your labors, which will come in handy in future adventures.

Sword and armor

The Dragon Age: Origins secrets that come with Orzammar don't end there. In the throne room, the player can get an excellent one that is suitable for a warrior with a certain specialization. First you need to put two of your partners on the plates with signs under the statue to the right of the throne. Another must go to the entrance to a special square. After that, the player will have the opportunity to interact with the throne. You should first prepare, because after that you have to fight with a powerful dragon. The prize for the victory will be the same two-handed sword. If you want to get good armor, the player should go to the Guardian Fortress only when he reaches level 18 and not earlier. This content is from the expansion pack that allows you to get useful items, including dragon armor. Only after pumping to this stage, decent ammunition will begin to fall at the location. It is noteworthy that the items found completely depend on the level at which the player decided to clear the Guardian Fortress.

Decent money making

In the wonderful masterpiece of the gaming industry Dragon Age: Origins, secrets and tricks will help not only with things, but also money, if you use your resources correctly. The first way to earn decent money opens up even with an early visit to Lorraine. A character named Allison will ask you to make traps for him, but you can endlessly create them by a robber. She will accept them every time, rewarding 50 silver coins and one hundred experience points. It is worth the effort to make two dozen visits. A similar technique works in Denerim. The user must go to Thedas Curiosities shop to buy a powerful lyrium potion recipe for a decent amount. The team must have a herbalist who can prepare it. You can stock up on lyrium in the tower of the magicians, and in the tavern you can take other materials. After that, you can create a huge number of bubbles, which are sold for 20 silver coins. The profit will be felt only when you invest about 50 gold coins in the business.

A plot trick and another sword

In Dragon Age: Origins Secrets of Dragon's Blood, the book is an item that can be given as a gift to Wynn for 10 points of approval. It can also be given to other members of the squad, but the increase in friendship then will be half as much. This information is not so important compared to how to defeat the demon of Idleness in the Shadow in the story. This is a strong opponent that is difficult to fight with, but such a task can be simplified. Initially, in battle, you should take the form of a golem and fight until a third of your health remains. Next, the player must transform into a fiery spirit, and then again into a stone fighter. In this case, health is fully restored. The operation can be done several times until the bitter end. If you collect all the notes in the elven ruins, Orzammar and near the urn with the sacred ashes, then the task "Calling the Hexgant" will appear. The main character must go with his allies to the indicated point, where the user will have a battle in which a solid one-handed sword will be the prize.

Often, players have difficulties with how to get through this or that moment in Dragon Age: Origins. Such problems are often associated with improper pumping of their associates and even the main character. The developers have created an extensive system of character development, in which you can easily choose from seemingly attractive, but in practice useless skills. For example, the last talent in the templar tree works much better in terms of stunning than a knight. A similar situation is with battle mages, who at first glance need to pump magical energy and damage. In fact, they just need to be dressed in armor with the maximum level of stamina, and they can wreak havoc on any battlefield. The doggie is not the best ally in terms of causing damage, but on each map it will help in finding a treasure with useful items.

Latest tricks

The secrets in Dragon Age: Origins should be known in order to navigate the storylines well and always make the right decisions. For example, a player can save Howe's son, and he agrees to thank him. In this case, you should ask for the highest amount of reward, since the father will be grateful in any case and will support the protagonist at the future council. You can get useful items for yourself and your companions in many ways in this huge world. So, when talking with the elven master Varathorn, if you have the proper level of Diplomacy or Cunning, you can easily persuade to make not only armor, but also a bow. Missions from Master Ignacio are best completed at later levels to ensure that the reward is appropriate. The same applies to the Quest Marjoline, which will be given to Leliana. It is better to go through the tower of the circle initially. This will greatly help in pumping the central character, which in the future will greatly help in difficult skirmishes and the battle with the last boss.


One of the best RPG games ever set, the epitome of RPG adventure. To the wasteland!


An excellent fantasy RPG game that successfully combines old traditions and new technologies.


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Dragon Age: Origins companion quests walkthrough

Companions will join you in different locations and at different levels of the game. In order for a character to want to join you, and in order for you to have a good relationship, you need to choose the right tone in conversation with him. I advise you to save before starting a conversation, otherwise you risk losing your companion if you choose the wrong answer. Also, with a successful conversation, the companion receives a bonus to characteristics.

The first to join you Alistair in Ostagar, at the beginning of the game. He is happy to go to the Gray Wardens, since he is bored with a quiet life, and is not at all happy with the prospect of joining the ranks of the Templars, and the latter also give little pleasure to the latter.

A key character, you need to talk to him often, in the process of long conversations he will give a personal task: a visit to his sister in Denerim. During the quest, you can and should toughen the companion's character. After talking with Alistair's sister, Goldanna, choose the option "Every man for himself" and during the conversation in the camp later confirm your words. If, after the conversation, you console Alistair, this will not at all have a positive effect on his fate in the end.

Alistair is a human warrior, Templar specialization. It will make a good tank if you properly manage your skill leveling. To put on your armor, pump up your strength. Pump over the skills of the warrior and the shield. You also need dexterity. It is not worth downloading the skills of the templar.

The character can die or leave you during the Land Gathering. If he falls in love, then he gives the object of sighing a rose. This is only possible with a female character.

Special gifts. In Dragon Age: Origins, companions need to give gifts to improve your relationship with them. Each companion has its own preferences, for example, Alistair prefers figurines of magical creatures and runestones, and special gifts for him will be the "Amulet of Alistair's mother", which can be found in Earl Eamon's office in the castle of Redcliffe, and "Duncan's Shield", it will be possible to get it before Gathering lands, free Hou the Gray Guardian Riordan from prison, and then talk to him at Eamon's mansion about the Guardian's warehouse. Riordan will give you the key to the cache, which has now appeared there. The warehouse is located in the shopping area.

Your second companion, or rather a companion, will be Morrigan who will join you after the Battle of Ostagar. Also a key character, he will stay with you until the end of the game. A man, a werewolf magician, herbalist, knows how to brew potions. It is useful to pump her cold magic, the "Cone of Ice" spell affects all bosses. Morrigan is not a gift, a quarrelsome character, does not like to do good deeds. You need to give her gifts to pacify her temper a little. She will give a personal quest when she receives a special gift: "Black Grimoire", you will find it during the passage of the Tower of Mages in Irving's office.

If he falls in love, he gives a ring. Falls in love exclusively with male characters. Will be in an intimate relationship with the hero only until this relationship reaches the mark of "love".

Jewelry will become gifts for her, you can buy them from the gnome in the camp. Special gifts will be the same Grimoire, Grimoire Flemet and the Golden Mirror, which the merchant Givin has in Orzammar. Morrigan will leave before the final battle if she declines her offer after the Land Gathering.

The next companion in Dragon Age: Origins will be Dog... If you are a noble man, you just take the dog from the kitchen, the rest need to do the quest at the hunter in Ostagar. He prefers bones as gifts, though this is not necessary, he loves you anyway, and bones can be presented to the most harmful of companions. If you talk to your dog and ask if he sees something interesting, chances are that he will bring something really valuable. From time to time send him in search, he can bring wine, give it to Ogren, give the pie and tattered trousers to anyone you want. If there was a conversation between Wynne and Stan about Ferelden frosts, then the skein of woolen thread brought by the dog will be useful to Wynne to knit something warm for Sten. There is a chance to find a unique item - boots from ancient elven armor. This part of the kit is no longer available.

If the dog marks the territory (I think you understand what I mean), then his fighting qualities in this area will increase.

The next satellite is Lillian... A man, a robber, a developed Cunning is needed, since her specialization is picking locks and carrying wallets. Bard. She will join you during the skirmish with Loghain's soldiers at Dane's Refuge in Lothering. You need to be as careful as possible with her, save yourself before talking to her, because one incorrectly spoken word will forever discourage her from talking and giving you any task. Talk to her more often, otherwise you may miss the moment of the necessary conversation, which will lead to the same consequences.

To receive a personal assignment, you must have at least +25 approval. Ask her about the reasons for going to church, about the minstrels. She will tell you about Marjoline, and when you move between locations with Liliana in the group, robbers will attack you, whom she recognizes as those who came after her. Interrogate the robbers and deal with Marjoline. As a result, you will receive a bow that only Liliana can use. Talk to Liliana about the church, that being a Bard isn't bad, that you need to be yourself and live your life. In the process, it turns out that she still wants to live life to the fullest, and she was bored in church.

Liliana is gay, her last love was a woman, and if you get to know her better, then find out that she does not have very good memories of relationships with men. But if your hero is a man, and you have enough patience and desire, then you can win her heart. Compliment her appearance and talk to her about what someone like her has done in church. If you have patience and talk with her about such women's things as hairstyles, shoes, etc., then in the future Liliana will tell interesting legends and sing songs. If your character is a woman, then Liliana herself will start talking about relationships. Start with a phrase about how glad to see you. Asking her if she often enjoys female company so often, she will answer with the phrase “What if I say what happens sometimes? What will you answer? " If you want to have an affair with her, then you should giggle. If you already had an affair with her, which ended in a breakup, then after completing a personal quest, you can resume it. Liliana will turn out to be a faithful companion, and if she has an affair with the hero, then she will stay with you until the end. But this is only until the moment the hero (heroine) marries, even if this happens solely for the sake of benefit. She will leave immediately.

Gifts for her will be jewelry, blue shoes and the Silver Sword of Mercy, which can be bought from a gnome that is encountered when moving between locations, as well as Symbols of Andraste. Special Gifts for Liliana: Grace of Andraste, these flowers can be found in the Bressilian Forest, in Redcliffe by the mill, and in Elphinage. Tame Naked: If you don't have love or friendship, then she won't ask for it. If so, when you are in Orzamar with Liliana in a group, take the task of capturing the naga from the driver, and then hire the Idle Dwarf in Dusty City to find a clean and well-fed wild naga.

If you did not speak with Liliana during the personal quest about the church and did not convince her not to fall into fanaticism, then she will become your enemy if you desecrate the remains of the Ashes of Andraste's Sacred Urn with the blood of a dragon. If you "sober up" her, then even after that she will remain with the hero.

The next companion will be Sten... He specializes in two-handed weapons, the main parameter is strength. But do not pump everything into strength, pump also agility, otherwise there will be many misses on the target.

He does not like magicians, will not approve of the desire to preserve the circle of Magicians. I do not advise taking him to clear the Mages Tower. He will only be glad if all the magicians are destroyed, and will do everything possible for this, and getting rid of the magicians is not profitable, they will play a very large role in the final battle and in many quests.

You will find the wall in a cage in Lothering. You can open it either with a lockpick, or go with Liliana to the church, and after she vouches for you, the priestess will give the key. He will give a personal task if you have enough approval points. Talk to him about the past, about why he did not return with a report after collecting information for the Qunari. Or the reasons why he killed the peasants, then the sword. He lost his sword at the entrance to the Lake Calenhad location. Interrogate the marauder, go to the Frosty Mountains, and there you will find out the name of the buyer of the sword. It will be Dvin of Redcliffe. Go to him and demand to return the sword. If Stan is with you, then Dvin will not say anything about damages, but if the Wall is not, then you will have to pay a large sum.

Does not start a romantic relationship. If you deserve respect, he will invite you to the lands of the Qunari on a journey.

Pictures will become gifts for him.

Wynn.

Another mage companion in Dragon Age: Origins. Specialization - Spiritual Healer. Its purpose is to heal the group, resurrect in battle, and buffs for the group.

Whole, non-conflict person who will support in difficult times, knits warm clothes for the Wall. She is a little prejudiced against the elves, and this is most likely due to Zevran, who turned all conversations into attempts to cry on her chest, which could not leave Wynne indifferent. In this regard, she approves of the hero by as much as +7 points when he seduces an elf in the Dalish camp.

She will join you during the clearing of the Circle Tower, offer her help, and after completing the quest, invite her to go with you to fight the Blight. She will give a personal task if the approval is more than 25. Many dialogues are available with Wynn, but to get the quest, you need to talk to her about her past, about whether she regrets anything. Find out that her student has disappeared, ask about him in the Dalish camp. You will find him at the cleared location of the Bressilian Forest, where there is a hermit's stump. Talk to him, get a reward and thanks to Wynn.

Books and scrolls will become gifts for her. The merchant in Lothering has a bottle of wine for Wynn. All other alcoholic drinks are for Ogren.

You will lose Wynn if you decide to destroy all the mages during the quest in the Tower of Mages. She will also really not like it if you desecrate the remains of the Ashes of the Sacred Urn of Andraste with the blood of a dragon. There were cases when the hero quarreled with her, becoming a blood mage, but in my case everything was fine, she did not react to these spells in any way.

Zevran.

Poison specialist, killer, elf. Train him with assassin skills and the skill of handling weapons in both hands. It takes agility and a little strength. It is optimal to place it behind the enemy's back, and do not forget about poisons. Paired with Morrigan works great. Doesn't like it when vows are broken. Advice: when you leave the ruins, in a conversation with Zatrian, promise him protection only if he does not attack first, in case you promise her just like that, and then you talk to him about lifting the curse, Zevran will not like it very much. Dislikes it when elves are offended.

Strongly partial to women, everyone, including Wynn, was in his area of ​​attention. His reasoning and advice regarding romantic relationships should not reach children’s ears. Joins you after completing the first story quest. Your actions attract the attention of the authorities, and when you move to another location, you will see a video in which Loghain hires a representative of the assassins guild. Now, with the next transitions from loka to loka, you can expect an ambush with traps and archers. After destroying the enemies, decide for yourself - you can kill Zevran, or you can take him to your service.

After receiving the quest to save Queen Anora, when moving to another location, you will meet a group of Ravens. You need to fight them, always in a group with Zevran. If your relationship with him is bad, then he will go over to their side, although at the moment of the game the relationship can be very difficult to remain bad, because even simple chatter improves his attitude towards you. After the Ravens are beaten, Zevran says that he could have left, but you do not see a strong desire to do so. At camp, he will thank you for getting rid of the Crows. If you are having an affair, then his attitude towards you will rise to "love", and he will give you an earring. If there was no romance, then now there will be an opportunity to start one.

Zevran prefers women, but does not hesitate to have connections with men due to his former profession. But still, without hints from the main character - a man, he will not take the initiative. After completing a personal quest, when you rid him of the Ravens, he will change a lot, stop pestering women.

If the hero or heroine becomes the king (queen), then Zevran stays with the hero. If you have a novel, and the hero dies, then Zevran goes to the Ravens, destroys everything and everyone there, becomes the head of the organization and is sad for the rest of his life, does not start new novels.

Bars of precious metals will become gifts for him. Special Gifts: Dalish Deerskin Gloves, found in the Bressilian Forest, in the Trap Camp, Antivan Leather Boots, in a chest in the Hideout. Don't let his attitude towards you sink to the bottom. In this case, he will either turn against you in the battle against the Ravens, or simply want to leave.

Another satellite - Ogren.

Dwarf warrior, carries a two-handed weapon. Unlike Wall, he has a bonus not to strength, but to constitution, and otherwise pump him just like Wall. It is worth listening to the dialogues with Ogren during the obligatory chatting in some areas.

Will join you when you go to look for the Perfect One, in Orzamar, when you meet at the exit to the Deep Paths.

To receive a personal quest, you need to talk to him about a woman named Felsi. Speak with her at the tavern on the Calenhad Lake Pier. Now go to her with Organ. You can help him to establish a relationship with her, prompt him the necessary phrases during a conversation.

He loves to drink, as a gift he will be delighted with a drink. Watch his attitude towards you, in case of a fall in approval, he will leave. In this case, you can persuade him to stay, challenge him to battle, at the end either kill him, or force him to stay, or drive him out.

Sheila, a companion from the Dragon Age: Origins add-on content.

Joins after completing the quest The Stone Captive. For a personal quest, talk to her about Karidin after completing the quest in Orzamar. Now go with her to the Deep Paths, a new loka has opened there, clean it up and talk to Sheila again.

Presents for her are precious stones.

It will also leave the party if the approval gets too low. In addition, if the character decides to keep the "Anvil of the Void", the golem will also leave the party, and it does not matter if he is in the group at the moment or remains in the camp.

Loghain.

If after the "Gathering of Lands" you do not kill him, then you can force him to become a Gray Guardian. True, Alistair will not like it very much, so he will leave. If you tightened him, as advised above, he will marry Anora, will be removed from the board, but he will leave the party anyway. If not toughened, it will simply get drunk. Maps and historical documents will be gifts for Loghain.

Interesting Facts

There are quite a few of these "tutorials" in this section of the blog. I want to combine them somehow. But do not rush to throw tomatoes at me- I do not stupidly copy everything that moves, but I do everything myself. No, of course, I didn’t write all of this. I took the best, wrote my own, and that's what happened. If there are no quests, sorry. I will try to add ... You know, I make this introduction after working with everything below. I am very tired, believe me. It's not that easy ...

Backstories I'm not going to write - they are easy and do not require help. Enjoy reading.

>> -plot quests, and * -additional.

Ostagar

Upon entering the camp, you will meet Kaylan Teirin. The young king, splashing with a fountain of enthusiasm, is in a hurry to put an end to Blight, dreaming of writing his name on the canvas of history next to his father.

After meeting the king, Duncan will say that it is time to become a Gray Guardian. It turns out that for this you have to go through a ritual called the Fusion. But first you need to find Alistair, the boy who will accompany you in preparation for the Ritual. Good luck recruit!

Returning with Alistair, you will meet Sir Jory and Davet. Although, perhaps you will meet them before. But know, they won't tell you anything useful. Duncan will finally tell you that it's time to blunt the blades about the Spawn of Darkness ...

>> Vials of blood

The substance necessary for the Ritual ... naturally, no one will share with it just like that, and you will have to go to the Wild Lands of Korkari (hereinafter D.Z.K.). Again, it is natural that you need to kill the Spawn of Darkness. There are enough of them, don't miss it.

>> Ancient treaties

Speaking in passing about the flasks, Duncan will mention the Ancient Pacts, according to which elves, magicians and gnomes will help the Gray Wardens during the Blight. It is clear that Duncan needs so much dust and mothballs right now. The documents themselves are laid out at ease in the northeast of the D.Z.K. map. (could not pick up before!). But instead of docs, you get:

a) Broken chest x1;

b) fig with butter x1;

c) the black-haired half-naked witch Morrigan x1;

The last point is important! Quite quickly agreeing, she will lead you to a sweet mother, possessed by demons, who will give the contract. You do not need to flip back through the entire map - Morrigan will "lead" you.

! If you do not have patch 1.04 installed, then if you give the bottles without contracts, you will get a level and, attention, returning to D.Z.K. and having brought the contract, you will also get one more level. The order of delivery of quests is not important.

* Mabari

Go to the kennel in Ostagar. He will delicately ask if you are actually going to D.Z.K. To an affirmative answer, he will say that he needs a wildflower (before that, put a muzzle on the dog). The flower is in different places - for example, near the ruins or a wounded soldier. If you are of noble birth, you may receive or refuse an award. If not, then after that you will receive this dog as a combat companion. And the reward.

If they did not approach the kennel, do not rush to run back from D.Z.K. to Ostagar, just pick up the flower, and Davet will say that the huntsman is looking for this object. And voila!

* Hungry Deserter

There is a hungry man in a cage. He will soon die. Well, good luck, we'll all be there someday ... But no. He asks for only one meal! After a little chat, you learn that he is a thief, and he has the key to the magician's chest, which he will give in exchange for food. You can kill him and take the key; you can, if you have a Conviction, convince (pardon the tautology) a soldier nearby to give your lunch; you can buy the same lunch for 10 silver coins. But one boring bastard will not let you to the chest. At night she will leave (that is, after returning from D.Z.K.), and the chest is yours. You do not have to ask, but immediately give the food and dump. Your will.

Also in Ostagar you can meet the magician Wynn. And this is not your last meeting.

There is also the elf Peak next to the Ash Warriors. He's running away, so catch it! You can get a good sword out of him by deception.

Wildlands of Korkari

* Missionary Jogby

After the first "meeting" with a group of wolves literally near the battlefield lies the corpse of missionary Jogby. After searching him, you will find a letter in which he says that he hid a chest with some useful things. You shouldn't look for all the signs in the letter. Go to the southern part of the D.Z.K. map, the key point is the path of intertwined roots. Having dealt with the wolves, near the statue in the chest you will find a good Hasindian two-handed sword.

* Hasindic footprints

In the west, the maps of D.Z.K. you will find traces of the parking lot and a journal of a certain Rigby, which talks about how the Hasindians leave traces, and other nonsense, on which we need to find a treasure. By clicking on the trail, you will hear a whistle sound, and a cross will appear on the map, indicating the next trail. Alas, it will be impossible to come to the treasure right away - you will have to run along the D.Z.K. But I say this, for a note - the treasure behind the bridge with the emissary of the genlocs.

* Last will

In the central part of the map, you will find the corpse of missionary Rigby. In the will that is with him, you will find out where he hid some of his things - in an abandoned camp almost exactly to the west of his body. When you find the hidden chest, you will have a choice - take its contents (an amulet without any special properties) for yourself or take it to the widow Rigby Jetta. You can find her in the Church in the village of Radcliffe. When you give her the chest - or take it for yourself - your quest will be completed at this point.

* Dust bag

After the battle with the first emissary, you can take a bag of ashes from a dead soldier, and following the note, pour it on the rocks on the cliff in front of the dome in the water. Your first boss, Gazarat, will appear. KILL !!!

Further, after the Ritual, you will go to the council, buy clothes, etc. This is followed by light, relatively light bravado, during which you need to crumble spawns in the tower of Ishal ("oh my goth, how did they get there"? - you ask. Buy the "Return to Ostagar" DLC and find out!). This is followed by a fight with a huge ... rewind ... blah-blah-blah ... (it's all easy, we are not all stupid, and I "skip", because all this is easy, and not from laziness;)). ... Flemeth's hut ... Morrigan is with you. And then came the main campaign, the main course, after a light snack in the form of a backstory on Ostagar, interspersed with light quests. Bon appetis. Well, we go directly to the campaign.

Lothering

>> Lothering and the Imperial Tract

Go stupidly to the end of the main road and that's it. But you will no longer be able to do side quests - Lothering will be destroyed.

* Bandits on the Road

At the entrance, your company will be stopped by bandits who will demand 10 silver coins for permission to enter the village. What can be done:

try to pay off, but the bandits will not stop there and will want another 20 pieces of silver;

tell the bandits that a poorly guarded trade caravan is following you, they may believe it;

intimidate the bandits with their belonging to the Gray Wardens (however, upon learning about this, they can covet the reward promised for your and Alistair's heads);

provoke an attack (refuse to pay).

If the option to fight is chosen, then during the fight it is worth concentrating on the leader of the bandits - he capitulates when he becomes almost a corpse. Then you can demand to give up all the loot (more than gold in total), and then let them go or still finish them off. It will also be possible to inform the family of robbed elves sitting near the bridge in Lothering about the fate of the bandits if they die or run away. Finally, in the church you can find the head of the templars, Sir Bryant, he will reward you with 20 silver coins for the news of the disappearance of the bandits (you can also request additional help from him and he will give you the key to the chest of drawers).

* Lost Templar

After the showdown with the bandits near Lothering, you can notice right there, on the road, the body of the Templar they killed. Take the locket and the note from the body, read it. Apparently, the deceased was Sir Henryk, who was looking for the Urn of the Sacred Ashes. Next, you should find his friend, Sir Donall, in the church, tell him about the fate of Sir Henryk and return his medallion. Sir Donall can clarify the situation a little more - it turns out that the urn is being sought for Earl Eamon from Redcliffe, who is ill with an incomprehensible illness. If you ask about the reward, Sir Donall will give you 1 gold.

* More than just plants

Approach Elder Miriam in Lothering. She will ask you to find medicinal plants in the forest and make at least three small healing poultices for the sick, wounded and refugees. This requires three elven roots and three flasks. Still, of course, you need to understand the herbs (contact Morrigan if that).

* Preacher's board

Read the announcement on the preacher's board near the church that Sir Bryant has promised to pay 3 gold to anyone who can eliminate three gangs of gangs that have dug in north of Lothering. Then it remains to do this and receive a reward from the preacher Davons.

Note: after this, the next two quests become available.

When the bears attack

Read the announcement on the preacher's board that farmers are complaining about pest attacks north of Lothering. After that, find three bears, deal with them and take the reward from the preacher - 1 gold.

The last gift

Read on the preacher's board about the boy whose mother disappeared nearly a week ago. A daredevil who finds her body or some things that could remain in memory of an orphan is promised a reward of 50 pieces of silver. Sarkhi's body lies behind a field, surrounded by a pack of wolves. You should fight them off, pick up the copper filigree ring and return for your reward.

* Poisonous proposal

Walk up to Barlin at Dane's hideout and ask if there is a well-paying job in Lothering. Barlin will offer to get three bottles of poison so that he can poison the traps in his fields. To make such a poison, you need three animal poisons, three flasks and a good knowledge of poisons (contact Leliana).

* Traps are a girl's best friend

Approach Allison in Lothering. She really wants to set traps in her fields, following the example of Barlin, and asks to make her three rope traps. To do this, you need three triggers and some knowledge of the traps.

* Qunari Prisoner

Talk to Stan in the cage at the north exit of Lothering. From various sources, it can be learned that Stan was put in a cage for the murders. However, he will express his readiness to atone for the crimes, helping the Gray Guardians in the fight against the creatures of darkness. To free him, you need the key to the cage, which is kept by the Reverend Mother, the following options are possible:

convincing the Reverend Mother to release Stan into the custody of the Gray Wardens is difficult to achieve, to facilitate the task it is worth making a donation in favor of the church, and the more, the better;

if Leliana is in the party, then the Reverend Mother will release Stan at her request;

if you have the skill of stealing from one of the party members, try to steal the key;

if one of the party members has the ability to hack, try to hack the cage.

Trying to intimidate the Reverend Mother will amuse Morrigan (+4) and shock Alistair (-13).

Bressilian forest

>> Essence of the Beast

Immediately after entering the Bressilian Forest, you will be stopped by a patrol of Dalish elves. They will escort you to the Guardian Zatrian, who sadly admits that he would be glad to help the Gray Wardens, but alas! - currently cannot do it in any way. And the reason is that the elves are at war with the local werewolves, many of them are already infected. And there is absolutely no salvation from this curse ... well, perhaps someone who, out of the kindness of his soul, is not averse to risking his life, will go to the Bressilian Forest and kill the wolf Wieserfang, from which this curse began.

The werewolf lair is located in the ruins in the southern part of the Eastern Forest, but you can't get there so easily - the magic fog turns you back every time you enter it, and there is no other path leading to the ruins.

There are two ways to remove the effect of fog.

1. Complete the quest The Great Oak, which is in the Western Forest, and return the stolen acorn to it. The acorn is in the possession of a crazy hermit in the Eastern Forest, and you can either kill it (but it's a pretty strong magician), or peacefully exchange the acorn for something interesting for the old man. For example, he would gladly take Danaila's scarf, Atrian's amulet, or the book he received from Kammen.

2. Agree to the hermit's proposal to kill the Great Oak.

In both cases, you will receive an item that allows you to pass through the protective fog without interference.

At the ruins, you will have to fight a group of werewolves led by their leader Swiftrunner (Fast Runner). However, as soon as you remove almost all the lives from him, a white wolf will jump on you and the werewolves will use this to escape. Follow them to the first tier of ruins.

The staircase leading to the werewolf lair is located very close to the entrance, but at the moment it is closed, so you will have to find a way around. Go to the southwest part of the map. This tier is rather small, so, having fought off several spiders along the way, you will soon find yourself in front of a relatively spacious hall, on the floor of which you will see several corpses. Send a rogue ahead if you have one in your group - the floor in this room is littered with traps. When you find yourself approximately in the middle of the hall, you will be happily greeted by its inhabitant - a dragon. Fortunately, this is a small dragon, but nevertheless it can be quite dangerous - tactics, of course, depend entirely on the composition of the group and your personal preferences, but one of the safest ways is to keep it permanently paralyzed or frozen. After his death, you will inherit dragon treasures - a very impressive pile of a wide variety of things, which lies a little further.

The dragon was the guardian of the stairs to the lower tier, so now you can freely go further.

The second tier of ruins is larger than the first and the enemies (mostly undead) on it are quite numerous. They especially love to pounce on you from practically nowhere, crawling out of all possible crevices, including behind your back. Be careful.

In a huge hall in the southwest part of the ruins, you will be greeted on the stairs by several skeletons. Deal with them and go further - and you will see the Arcane Horror. He has a bad habit of teleporting all over the room from end to end, and he summons additional skeletons to help him. The safest way to end him is to simply shoot him with bows from the stairs, periodically receiving medical treatment - in this case, he does not move and does not call skeletons. (If you have Andraste's Arrows in your inventory, then you can end him without taking the slightest damage.)

Having dealt with the Horror and the skeletons sitting in the side rooms, you will finally find an alternative entrance to the werewolf hideout to the north of the hall with Horror.

The werewolves will pounce on you just a few steps after entering, but after you deal with the first two groups, they will throw out a white flag and offer to take you to a certain Mistress of the Forest for peace negotiations. Whether or not they accept their offer is up to you. If you accept him, then you will be taken to the Mistress of the Forest, who will tell you the curious story of the curse and ask you to bring Zatrian to them. If you agree, you will find Zatrian in the first tier of ruins.

The initial negotiations between the werewolves and the Guardian will not end well, and you will have to choose which side to side with in the coming battle. If you choose werewolves, you will get Alistair's approval.

The fight can be serious or not so much depending on your level and the composition of your group. If you kill Wieserfang, then Zatrian will contact you with support in the upcoming war with the Fiends of Darkness. If you defeat Zatrian, you can persuade him to sacrifice yourself and remove the curse from the werewolves - in this case, Lanaya will contact you with the support of the elves.

Alternatively, you can convince the Mistress of the Forest to destroy all the elves, including Zatrian, in retaliation for their deeds. In this case, you will receive support in the war from werewolves. If you choose this option, you will not be able to complete the non-storyline quests of the elves (if some of them are still outstanding).

A completely black option: to side with Zatrian, kill all the werewolves, and then finish him off. In this case, you will still receive support from the elves, since they will assume that Zatrian fell in battle with the werewolves.

If you persuade Zatrian to remove the curse from the werewolves, then gain Leliana's approval (after which she will sing a song in camp ... quite beautiful).

* Mount Kammen

Speak politely with Kammen at the Dalish camp. He languishes for the elf Heine, but she does not take the poor man seriously, because he is only a hunter's apprentice. You can help the couple connect:

having obtained for Kammen the skin of a wolf in the forest, so that he could finally become a hunter;

convincing Heine (influence skill!) that Kammen's social standing was not that important.

The reward will be the book The Saga of Iloren (you can give it to the hermit or sell it). Or you can breed a couple forever:

seducing Kammen and telling Heine about it (if you have a heroine);

seducing Heine and telling Kammen about it (if you have a hero);

assuring Heine that Cammen secretly hates her;

telling Heine that Kammen is actually going to just drag her into bed.

* Wounded in the forest

Stumble upon a wounded elf, Deigan, in West Brecilian, and decide what to do with him:

leave him or kill him;

carry them to the Dalish camp, on the way passing them to a patrol led by Mithra.

During the examination of the wounded, you can assign his things: a dagger, arrows, boots of blackened leather and a figurine of a Dalish hunter, carved from a maple tree (note that this will lead to a deterioration in relations with the clan). If you save Deigan, then the next time you visit the camp, you can talk to him and receive a reward - a sapphire, and if the elf's things were stolen, you can return the statuette and not spoil relations with the Dalish.

* Rare iron bark

Talk to Varathorn in the Dalish camp and agree to look for iron bark for him in the Brecilian forest, from which he can make special weapons and armor. You will find bark in West Brecilian, on a fallen tree near the northern exit to the eastern part of the forest. Next, it remains to take it to the master and decide on the award:

ask Varathorn to craft a Wolfkiller Bow;

ask the master to make a silverite bib;

if you have enough influence, convince Varathorn to do both;

refuse the award and receive a consolation prize - the Varathorn amulet;

overly greedy and stay with the bark.

* At the mercy of curse

Either convince Atras in the Dalish camp to tell about his wife, Danielle, who was infected with the werewolf curse, or stumble upon Danielle in East Brecilian. According to Atras, Zatrian claims that Danielle is dead, but he does not allow Atras to see her body. Atras is convinced that Danielle is alive, but has become a werewolf, and hopes that you find her in the forest. You will indeed find her in East Breciliana, among a group of werewolves, after which you can:

kill Danielle out of pity (Wynne and Leliana will approve of this);

refuse to kill her? and then Danielle will attack you herself.

Danielle will ask you to give Atras her scarf. For this scarf, you can exchange something with the Hermit or give it to the destination of Atras and receive a reward for this - Atras's pendant, which can also be used in exchange with the Hermit. Choosing your lines in the last conversation with Atras can cause different reactions from the companions (for example, mentioning that Danielle loves Atras will cause Morrigan's disapproval (-3) and Leliana's approval (+2)).

Orzammar

>> Perfect

After passing through the Hall of Heroes and entering the residential part of the city, you will immediately witness a not too disagreeable scene between Belén and Harrowmont (which you may already be quite familiar with if you play as a noble dwarf). After talking with the chief of the guard after everyone scattered in different directions, you find out that you got to the dwarfs at an unsuitable moment - after the death of King Endrin, the Assembly cannot decide who should inherit the throne, and without the presence of the king, there is no help from There is no need to wait for the dwarfs, for no one will take responsibility to send an army to the surface when an almost civil war is going on inside.

You don't need to be a genius to draw a conclusion - you need to do everything possible to ensure that one of the pretenders to the throne becomes the rightful ruler of Orzammar. Which one is up to you, it doesn't make much difference (although if you play as a noble gnome, you may have personal scores with one of the contenders).

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

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

Belen's mission:

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

Travel to Dusty City. If this is your first visit to this remarkable place, then it will be marked by an attack by local bandits. If you play as a commoner dwarf, you can meet your old friend Leske here, but he will not tell you anything useful. For the information you need, talk to a beggar named Nadezhda, a local merchant Alimar, or a gnome named Radek. (Perhaps the most profitable thing is to talk to Nadezhda, since she does not need to pay - unless you yourself want to reward her - nor use special persuasions.)

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

Jarvia's lair is teeming with bandits of all kinds, in some places - spiders, and, like any self-respecting bandit den, it is filled with numerous traps, so I highly recommend going there with a robber. Jarvia herself is in the eastern room, and whatever dialogue options you choose with her, you will have to fight her as a result. Beware of traps - there are a lot of them in this room, although in fact they are all concentrated in the second half of the room (you can spot them from the numerous barrels placed around).

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

Having dealt with Jarvia, disarming the traps and completing the examination of the room, go to the corridor in the northeast corner - through it you can go to the Noble District through the trade shop, without returning through the entire brothel and Dust City.

When you report to Harrowmont / Belen about the success of your mission, you will immediately be assigned another task - to go to the Deep Paths and find Paragon (Perfect) Branca there, which you may well have already heard about from the locals. Branca is currently the only living Paragon of Orzammar, and her support will surely provide the candidate with support in the elections. (In the event that Branca met a sad end on the Deep Paths, you need to find at least her remains.)

At the exit from the city you will be overtaken by a certain Ogren, whom you may have already met earlier - or perhaps not, but this does not play any role. Branca is his wife, and therefore he decides to join your group. You don't have to take him with you right now, even if you agree with his proposal, but at a certain stage he will still automatically join your group. (Ogren is a berserker warrior who specializes in two-handed weapons.)

Harrowmont's Quest:

If you decide to side with Lord Harrowmont, then you should talk to Doolin. He can be found at the Harrowmont Mansion in the Diamond District or at the local tavern. If you decide to enter the Assembly before speaking with representatives of both applicants, then Doolin will intercept you as you leave it. To test your loyalty, you will be offered to compete in the Arena of Trials as the champion of Harrowmont. Several of his fighters unexpectedly refused to participate in the competition, so along the way it would be nice for you to find out what is the reason for this behavior (although this is not necessary to complete the task).

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

Harrowmont's second fighter, Guiddon, was informed that Harrowmont had decided to surrender his positions and cede the throne to Belén, while the competition was being held only to allow him to "save face". You can persuade him to take part in the competition by convincing (with the appropriate skill) that Harrowmont is not going to give up.

After you are done with everything, go to the Arena Steward and announce that you are ready for a duel. You will have a series of battles, and the first three you need to fight alone. In the fourth, you will be allowed to choose one of your companions as a partner. In the last fight, if you have convinced Baizil and Guiddon to side with Harrowmont, they can join you.

Quest walkthroughs are placed in spoilers, so that those who do not want to accidentally read in advance and find out something superfluous, would not spoil the pleasure of the game.

Ostagar

In the case of the chosen origin, "noble person": in the Wildlands of Korkari, a little further than the meeting place with the wounded soldier, you will see a wildflower, white with a red center. Davet (fellow party member) will say that the huntsman from the camp in Ostagar is looking for such a plant, because he thinks that with its help it will be possible to heal the mabari war dogs, poisoned with the blood of the creatures of darkness. Upon returning to Ostagar, all that remains is to find the hunter and demand reward- 50 CZK, 20 or nothing.

In other cases: when approaching the kennel in Ostagar, a dialogue will begin. He will ask your hero, as a new recruit of the Gray Wardens, to enter a cage with a dog poisoned with blood of the spawn of darkness and put a muzzle on him (or you can kill him and complete the quest, thereby). After that, the hunter will add that in order to heal this dog, a certain flower is needed, growing in the Wildlands of Korkari, white with a red center. When you bring it, the hunter will make a healing ointment.

How to get the: go to the cell with the deserter near the infirmary in Ostagar and talk to him. He will claim that he did not intend to escape at all, but in fact was trying to steal the key to the magician's chest. Now, after spending several days in a cage, he is ready to exchange this key for food and water. Food can be obtained from a guard nearby:

You can give food in exchange for a key (Alistair's approval +1, if available in the party) or for nothing (Alistair's approval +2). There is also an option to kill the deserter and take the key (Alistair's disapproval -5). Having received the key one way or another, it remains to choose the moment when the pacified will not be near the chest and take its contents (this must be done before entering the tower of Ishal).

Korcari Wilds

How to get the: go to the body of missionary Jogby floating in the lake near the passage to Ostagar, take a letter from his father Rigby, read about the hidden supplies and find the chest according to the clues:

  • Find a tree that has fallen on a destroyed house (you need to turn to see it),
  • Walk under the bridge of a fallen tree (don't miss it, for there are three hanged on that tree),
  • Walk around the collapsed tower on the right,
  • Stand between a high ruined arch and a standing stone overgrown with moss,
  • Walk the path of stones and roots (there will be a pack of wolves),
  • Find two large statues and a chest between them.

Reward: A two-handed Chasind Flatblade made of gray cast iron. Also in the chest there will be another letter to Jogby, in which Rigby writes that he could not find the Hasind ...

Codex: A letter to Jogby, Farewell Letter to Jogby.

How to get the: find the body of missionary Rigby on the site behind the bridge made of a fallen tree, on it there will be a sheet of his will. Next, you should make your way to the former Rigby camp at the site of the Tevinter ruins in the northwestern part of the Wild Lands, pick up the casket from the cache in the fire and the Clay Idol amulet (+10 cold resistance). You can open the box and keep its contents (unenchanted amulet) or take it to Jetta in Redcliffe Village.

Codex: Rigby's Last Will and Testament.

How to get the: you need to find the diary of missionary Rigby in his camp in the northwestern part of the Wild Lands, it lies in a chest between two tents, read it and look around (you should hold down the TAB button) - the first sign will be found under the roots of a tree nearby. Next, you should activate it with the right mouse button (aim with the held TAB), after that other signs will become visible (see the map). Each of them must be approached and activated in the same way. The sequence of activation does not matter, the last one will still be a sign near the bridge with an ambush of the creatures of darkness and traps. The Hasindian Cache can be found in a rotten tree in a clearing south of the bridge.

Reward: a very good set of weapons and more - the Barbarian Mace, the Chasind Crusher, the Wilds Bow, the Thane Helmet and the Chasind Robes.

Codex: Signs of the Chasind.

How to get the: pick up a note and a bag of ashes (Pouch of ashes) from the body of a dead soldier behind the bridge with the ambush of the creatures of darkness and traps. Read, if you want to check this information, go up the hill to the north and scatter the ashes on the pile of stones. After that Gazarath will appear ...

Codex: A pinch of Ashes.

Lothering

How to get the: go to Lothering on a plot. At the entrance, your company will be stopped by bandits who will demand 10 silver coins for permission to enter the village. What can be done:

  • try to pay off, but the bandits will not stop there and will want another 20 pieces of silver,
  • tell the bandits that a poorly guarded trade caravan is following you, they may believe it,
  • intimidate the bandits with their belonging to the Gray Wardens (however, upon learning about this, they can covet the reward promised for your and Alistair's heads),
  • provoke an attack (refuse to pay).

If the option to fight is chosen, then during the fight it is worth concentrating on the leader of the bandits - he capitulates when he becomes almost a corpse. Then you can demand to give up all the loot (more than gold in total), and then let them go or still finish them off. It will also be possible to inform the family of robbed elves sitting near the bridge in Lothering about the fate of the bandits if they die or run away. Finally, in the church you can find the head of the templars, Sir Bryant, he will reward you with 20 silver coins for the news of the disappearance of the bandits (you can also request additional help from him and he will give you the key to the chest of drawers).

Note: The dresser of the Lothering church should have ancient elven boots, but due to a mistake they are not there. Read how to fix it.

How to get the: after the showdown with the bandits near Lothering, you can notice right there, on the road, the body of the Templar killed by them. Take the locket and the note from the body, read it. Apparently, the victim was Sir Henric, who was looking for the Urn of Sacred Ashes. Next, you should find in the church his friend, Sir Donall (Ser Donall), tell him about the fate of Sir Henryk and return his medallion. Sir Donall can clarify the situation a little more - it turns out that the urn is being sought for Earl Eamon from Redcliffe, who is ill with an incomprehensible illness. If you ask about the reward, then Sir Donall will give out 1 gold.

Codex: A Note from Ser Henric.

How to get the: go to Elder Miriam in Lothering. She will ask you to find medicinal plants in the forest and make at least three small healing poultices for the sick, wounded and refugees. To do this, you need three elven roots (Elfroots, grow even in Lothering) and three flasks (Flasks, can be bought from Barlin). Still, of course, you need to understand the herbs (contact Morrigan if that). Reward: 50 silver coins.

How to get the: go to Barlin in Dane's Refuge and ask if there is a well-paying job in Lothering. Barlin will offer to get three bottles of Venom so he can poison the traps in his fields. you need three animal venoms (Toxin Extracts, can be obtained from the giant spiders that have settled north of Lothering), three flasks (Flasks, can be bought from Barlin) and a good knowledge of poisons (contact Leliana). Reward: 75 silver coins.

How to get the: go to Allison in Lothering. She really wants to set traps in her fields, following the example of Barlin and asks to make her three rope traps (this is the same as traps, Spring Traps). To do this, you will need three Trap Triggers (available from Barlin) and some Trap Knowledge. Reward: 50 silver coins.

How to get the: talk to Stan in the cage at the north exit of Lothering. From various sources, it can be learned that Stan was put in a cage for the murders. However, he will express his readiness to atone for the crimes, helping the Gray Guardians in the fight against the creatures of darkness. To free him, you need the key to the cage, which is kept by the Reverend Mother, the following options are possible:

  • convincing the Reverend Mother to release Stan into the custody of the Gray Wardens is difficult to achieve, to facilitate the task it is worth making a donation in favor of the church, and the more, the better;
  • if Leliana is in the party, then the Reverend Mother will release Stan at her request;
  • if you have the skill of stealing from one of the party members, try to steal the key;
  • if one of the party members has the ability to hack, try to hack the cage.

Trying to intimidate the Reverend Mother will amuse Morrigan (+4) and shock Alistair (-13). Note: Stan must be rescued from his cage before completing any of the following quests: Broken Circle, Arl of Redcliffe, Paragon of Her Kind, or Nature of the Beast.

Lothering Chanter's Board:

How to get the: read the announcement on the preacher's board near the church that Sir Bryant promised to pay 3 gold to the one who will be able to eliminate the three gangs of gangs that have entrenched to the north of Lothering. Then it remains to do this and receive a reward from the preacher Davons (Chanter Devons, in addition to gold - the leader of the third gang must be equipped in full heavy steel armor).

Note: after that, the next two quests become available.

How to get the: read the announcement on the preacher's board that farmers are complaining about pest attacks north of Lothering. After that, find three bears, deal with them and take the reward from the preacher - 1 gold.

How to get the: read on the preacher's board about the boy whose mother disappeared nearly a week ago. A daredevil who finds her body or some things that could remain in memory of an orphan is promised a reward of 50 pieces of silver. Sarkhi's body lies behind a field, surrounded by a pack of wolves. You should fight them off, pick up the copper filigree ring and return for your reward.

The Circle of Magi

How to get the: find in the library on the first floor of the Tower of the Circle at least half of the torn book and carry out experiments, activating various objects in strict accordance with the description of the summoning rituals (there are significant discrepancies in the names of the Russian translation!).

Exercise one: Summoning Font, Tome of Spirit Personages, Summoning The First - ends with Spirit Hog.

Exercise two: Summoning Font, Rodercoms Uncommon Calling, Statue of Magus Gorvish, Summoning The Second - ends with Trickster Whim.

Exercise three: Summoning Font, Elvorn's Grande Bestiary, Common Table Carving Spot, Spiritorum Etherialis, Statue of Magus Gorvish, Novice Phylactery , Summoning The Third - ends with the appearance of the Fade Rifter, which you will have to deal with (the reward will be leather gloves (+ 10% electricity damage), the so-called Charged Mitts )).

Exercise four (is a sequence of all three previous ones): Summoning Font, Tome of Spirit Personages, Rodercoms Uncommon Calling, Statue of Magus Gorvish, Elvorn's Grande Bestiary, Table Carving ( Common Table Carving Spot, Spiritorum Etherialis, Statue of Magus Gorvish, Novice Phylactery, Summoning The Fourth - Arl Foreshadow is the last to appear, followed quickly rob until it evaporates and get a note for the codex.

Codex: Summoning Sciences, The Notes of Arl Foreshadow.

How to get the: find five torn pages in the Great Hall on the third floor of the Circle Tower, read them and conclude that the magicians who wrote these pages were victims of the fraudster Beyha Joam. After that, when moving around the global map, a random encounter will occur with him and his gang, according to the results of which you will gain reward- a hood with a cameo (Cameo Cowl, +2 cunning, +0.5 health regeneration in battle).

Codex: Five Pages, Four Mages.

How to get the: in the Tower of the Circle, find and read the notes for the codex: three on the first floor (in the students' rooms and in the library), two more on the second floor (near Owain and the blood mages) and the last one on the third floor, in the Great Hall. After that, in the recreation room of the Great Hall, you need to activate the statues in this order:

  • statue with a vessel in hand (The vessel in hand);
  • A sword raised;
  • statue with a lowered sword (A sword lowered);
  • statue with a shield (Shielded from each side) in the central room near the stairs to the fourth floor.

If everything is done correctly, then the task will be updated and it will be possible to go down to the first floor to the door to the basement. When you try to open it, the demon Shah Wyrd should appear, you will have to deal with him and pick up reward- Yusaris, Dragon Slayer (two-handed silverite with 2 slots for runes, +20 to fire resistance, +5 to damage against dragons).

Codex: Watchguard of the Reaching; Yusaris: The Dragonslayer.

How to get the: find the body of the blood mage at the northern exit from Lothering on the Imperial Highway (this must be done before the destruction of the town) and take the letter from Bel Grus. Next, you should go to the Tower of the Circle and find Bel's Cache on the second floor.

Codex: Repentance of the Criminal (Maleficarum Regrets).

Redcliffe

Quests Lost Child and Lost in the Castle you can take by agreeing to help the village of Radcliffe repel the attack of the living dead, and the rest - after the battle.

How to get the: talk to Kaitlyn, crying at the Radcliffe church. She will ask you to find her younger brother, Bevin. You should find Caitlin's house in the village, go into the bedroom on the first floor and open the closet in which Bevin is hiding. By persuasion or intimidation, he can be forced to hand over the key to the chest on the second floor with the family sword, The Green Blade. If it doesn't work, then you can try again at church.

Since the sword costs money, Caitlin should pay for it: 50, 75, 100 or 500 silver pieces (but you don't have to pay). The chosen amount will affect the attitude of the party members towards you - Morrigan will be against any payment, Stan will approve of a hundred or more. In addition to the sword, you can beg for a kiss from Caitlin, and after the battle, help them both leave for Denerim.

How to get the: talk to Head Murdoch about helping the defenders of Redcliffe Village and promise Owen the blacksmith to find his daughter, Valena, in the castle, despite Morrigan and Stan's disapproval (-5). Valen is found in a small storage room on the lower floor of Redcliffe Castle - Main Floor. You can tell her about the underground tunnel or offer to wait in this storage room, in any case, she will run away, and then she will stay in the forge.

However, if you do not find Valen before Connor is healed, then she will be presumed dead and Owen will have to tell about it. Then, later, a new blacksmith will appear in the village with a different set of goods for sale, you can buy the Far Song bow from him (thus, if you save Valen, then you cannot buy this weapon). Reward:

  • Amulet - if you tell Owen about the death of Valen, and then introduce yourself to the new blacksmith as a relative of Owen,
  • Shielded Dwarven Armor - if you save Owen's daughter.

Note. If Valena is rescued, Owen will have the Boots of Diligence and Diligence Armor Set for sale. The blacksmith who replaces Owen sells the Distant Song bow, arguably the best bow in the game. Make your choice.

Brecilian Forest

How to get the: speak politely to Cammen at the Dalish camp. He languishes for the elf Gheyna, but she does not take the poor man seriously, because he is only a hunter's apprentice. You can help the couple connect:

  • having obtained for Kammen the skin of a wolf in the forest so that he could finally become a hunter,
  • convincing Heine (influence skill!) that Kammen's social standing was not that important.

Reward will become the book Saga of Iloren (it can be given to a hermit or sold). Or you can breed a couple forever:

  • seducing Kammen and telling Heine about it (if you have a heroine),
  • seducing Heine and telling Kammen about it (if you have a hero),
  • assuring Heine that Cammen secretly hates her,
  • telling Heine that Kammen is actually going to just drag her into bed.

Codex: The Tale of Iloren.

How to get the: stumble upon a wounded elf, Deygan, in West Brecilian, and decide what to do with him:

  • leave him or kill him,
  • carry them to the Dalish camp, passing them to a patrol led by Mithra on the way.

During the examination of the wounded, you can assign his things: a dagger, arrows, boots of blackened leather and a figurine of a Dalish hunter, carved from a maple tree (note that this will lead to a deterioration in relations with the clan). If you save Deygan, then the next time you visit the camp, you can talk to him and receive a reward - a Sapphire, and if the elf's things were stolen, you can return the statuette and not spoil relations with the Dalish.

How to get the: talk to Varathorn in the Dalish camp and agree to look for him in the Brecilian forest for iron bark, from which he can make special weapons and armor. You will find bark in West Brecilian, on a fallen tree near the northern exit to the eastern part of the forest. Next, it remains to take it to the master and decide on the award:

  • ask Varathorn to craft a Wolfkiller bow (Wolf-Killer, requires 28 dexterity, damage 8.40, critical strike modifier 1.40%, armor penetration 7.20, +4 damage against the dead, +8 damage against beasts),
  • ask the master to make a silverite breastplate, Varathorn's Armor (Varathorn's Armor, requires 30 strength, 8.92 armor, 8.75% fatigue, +3 to armor, +20 to nature resistance, +25 to stamina),
  • if you have enough influence, convince Varathorn to do both,
  • refuse awards and receive a consolation prize - Varathorn's Amulet, +20 to resistance to the forces of nature, -1 constitution),
  • overly greedy and stay with the bark.

Note: this quest should be completed quickly to avoid glitches.

How to get the: either convince Athras in the Dalish camp to tell about his wife, Danyla, who was infected with the werewolf curse, or bump into Danielle in East Breciliana. According to Atras, Zatrian claims that Danielle is dead, but he does not allow Atras to see her body. Atras is convinced that Danielle is alive, but has become a werewolf, and hopes that you find her in the forest. You will indeed find her in East Brecilian Forest, among a group of werewolves, after which you can:

  • kill Danielle out of pity (Wynne and Leliana will approve of this),
  • refuse to kill her and then Danielle will attack you herself.

Danielle will ask you to give Atras her scarf (Scarf). This scarf can be exchanged for something from the Hermit (Mad Hermit) or transferred to the destination of Atras and received for it reward - Athras "s Pendant, which can also be used in exchange with the Hermit. Choosing your lines in the last conversation with Atras can cause different reactions from the companions (for example, mentioning that Danielle loves Atras will cause Morrigan's disapproval (-3) and Leliana's approval (+2)).

Note: if this quest is not completed, and you sided with the werewolves and decided to kill the Dalish, then Atras will attack you and the werewolves, and if you decide not to kill the Dalish, Atras will say that he is leaving to look for Danielle himself (there will be no reward).

Orzammar

Nug Wrangler Boermor asks to return at least one naga to him - alas, everyone scattered in different directions. The quest ends after delivering one naga to him, however you can bring four more for money.

You should look out for pink, loudly squeaking creatures in the area, catch them and deliver them to the beater:

  • to the right of the gate to the Communal Halls of Orzammar,
  • near brother Berkel (Brother Burkel),
  • on the bridge leading to the Trials Arena,
  • near the entrance to the Deep Paths,
  • in a back street next to the door of the gunsmith Janar.

Reward: 12 silver pieces and 25 experience for each naga brought.

Codex: Nug.

Brother Burkel of the Redcliffe Church, wiping in the Community Halls near the entrance to Dust City, says he returned to ancestral land to spread the light of faith. He would like to open a church in Orzammar that will carry the Song of Light to the Dwarves, but this requires the permission of the Guardians. You can promise Berkel to put in a word for him in front of the Chronicler (this will cause Leliana's approval +2 and Stan -5's disapproval), or you can tell him that he should not interfere with the religion of the gnomes (there will be no more talk).

Chronicler Shaper Czibor is in the Shaperate quarters in the Diamond Quarter. In a conversation with him, you can use persuasion or intimidation (possibly for a character with a developed skill of influence), as well as cunning. If your character is powerful enough or cunning enough, the Chronicler will give Brother Berkel permission to open a small church in Orzammar, otherwise you will have to upset Berkel with a refusal.

Note: from the epilogue you will learn that after the opening of the church in Orzammar, many converts appeared among the dwarves and this caused problems. The council decided to close the church, but Brother Berkel resisted and was killed during the peaceful procession. The Council declared this death an accident, but news of the unrest that had happened reached the Church above, where it began to be said that the High Priestess was contemplating a new Sacred March ...

While completing the quest to find Jarvia in the Carta Hideout, you may stumble upon a note about Jammer's stash. From this note it follows that somewhere here in a chest locked with a special lock, loot is hidden. To open it, you need three things from three other bandit chests, and each of them contains three items, but you need to take only the cheapest one(The Gray Warden will receive one injury for each wrong item taken, while he himself will disappear from the inventory, so do not worry about lost profits):

  • Kanky's Common Box (Mark 1 on the map): Silver Costume Ring,
  • Jammer's Common Box (Mark 2 on the map): Iron Letter Opener,
  • Pique's Common Box (Mark 3 on the map): Garnet Trinket.

As soon as you collect all the correct items, they will disappear from your inventory, and instead will appear the key to the loot chest, which is located in the cubbyhole with the tame deep hunters (mark 4 on the map).

Reward: 7 gold 55 silver 45 copper and Helmet for two-core (Longrunner's Cap, light helmet, +0.5 to restore stamina in battle).

Codex: Jammer's Stash.

From a conversation with Shaper Assistant Milldrate, you learn that the Guardians have been robbed - they have lost a rare tome. The thief is most likely a slum-branded thief and is described as bald.

Find and kill Shady Corebit in Dust City, there will be a receipt on his body. It is similar to the ones printed in the Trials Arena and is all crumpled, the bet was clearly unsuccessful. In the middle of the northern wing of the Arena, you will see a group of suspicious types led by Fixer Gredin. Of course, you will have to deal with them (you can get into this wing only after talking with Doolin Forinder or completing the quest Perfect). Pay attention to Jertrin standing next to the thugs, this is a buyer of stolen goods and he wants to buy a tome. Quest completion options:

  • Gertryn will pay 2 gold pieces and 30 silver pieces for the tome,
  • the chronicler's assistant Mildrat will thank you, but he will not give you anything (and experience will not be added either).

Note: if you want to sell the tome, then you should do it right away, Gertrin will not talk to you again.

On the streets of Dust Town, you will see Zerlinda begging for her son. If you give her 5 silver coins or ask about her situation, you can find out that she once belonged to the caste of miners, but gave birth to a son from an untouchable, after which her relatives disowned her (because according to gnomish traditions, the boy inherits the caste of his father) , and the child's father abandoned her (because he wanted a daughter to get into the caste of miners). You can try to help Zerlinda one way or another (Winn will approve of this +2):

  • try to convince or intimidate (the skill of influence!) her father Ordel, who often visits the tavern "At the Inn's" in Orzammar, to accept her back with the child;
  • persuade Zerlinda to leave the child on the Deep Paths (as her family requires), after which she can return home;
  • if the quest Song of the Deep Paths completed, then:
    • advise Zerlinda herself to seek help from Brother Berkel,
    • try to persuade (influence skill!) Brother Berkel to allow her to stay with the new church;
  • tell Zerlinda about the lack of castes on the surface and convince her to leave Orzammar.

Reward: for reconciling Zerlinda with the family, experience points are added, ~ 200EXP.

Denerim

Once in Denerim's Trade Quarter, you will certainly meet Ser Landry, who will recognize you, since he was also with Ostagar, and will challenge you to a duel in order to take revenge on the Gray Guard for the betrayal and death of King Kailan (he believes Loghain's words). You can:

  • (influence) lie that you are not a Gray Warden at all, then Ser Landry will apologize and leave,
  • (influence) convince Landry that if he is wrong, he will kill an innocent, then he will say that he feels your guilt, but he has no proof, so he will meet with you again when he finds them, and leaves,
  • agree to a duel and brawl with Landry and his supporters in the back street behind the Gnawed Noble Tavern,
  • abandon the duel, after which Landry will leave, saying that this is not all (later, during the transitions along Denerim, you will be ambushed by him).

Reward: mace with inscriptions (Engraved Mace, veridium, damage 6.50, dexterity +1, damage +1, psychic resistance + 5%) from the body of Ser Landry.

Blackstone Irregulars

Volunteer quests can be started by talking to the Blackstone liaison at Dane's Refuge in Lothering, or later by seeing another liaison near Redcliffe Church or at Denerim's tavern.

How to get the: agree to deliver conscription letters to three recruits:

  • Dernal Garrison, Redcliffe, living in a house opposite a stone bridge on the way to the mill;
  • Patter Gritch, Lothering, wiping off in the church, near the entrance to the Reverend Mother's room;
  • Varel Baern, Denerim found in Elven Alienage.

Note. The letter to Gritsch must be taken before Lothering is destroyed, otherwise the quest will remain unfinished.

Codex: Letter from the Blackstone Irregulars.

How to get the: at the Denerim tavern "Bitten Nobleman" agree to deliver four death notices of volunteers who died in the service to their wives:

  • Sara to Denerim Market District;
  • Tania in Dirty Back Alley, Denerim;
  • Larana at the Spoiled Princess Hotel, Lake Calenhad Docks;
  • Irenia to Redcliffe Chantry.

Codex: Blackstone Letter of Condolences.

How to get the: agree to return the stolen supplies of volunteers by tracking down the deserters who have appropriated them and dealing with them:

  • Sammael the Deserter, Lake Calenhad Docks;
  • Tornas the Deserter, Frostback Mountains
  • Layson the Deserter, Denerim, Run-Down Back Street.

Note. The diary indicates that Sammael is in the Brecilian forest.

The Mages "Collective

Quests can be started by talking to the community liaisons at Lake Calenhad Pier, Denerim's Trade District, or Redcliffe.

At the pier of Lake Kalenhad agree to deliver notices of dismissal to three not-so-prominent students of the mage Terraster:

  • Starrick - found near the main gate of Orzammar,
  • Fayd - idle in the center of Denerim Market District,
  • Sheth - At Thedas Curiosities in the Wonder of Thedas.

Reward: 2 gold.

Codex: Letter of termination (Letter of Termination).

At the pier of Lake Kalenhad agree to find and bring back 10 packages of Deep Mushrooms. These mushrooms are often found in various containers, but if you do not have 10 of them, then they can be purchased from the gnome merchant Ruck on the Deep Roads. Reward: 1 gold.