Dragon age origins awakening walkthrough. DA: Awakening Quests in the tower of the Vigil. What lurks in the abyss

They tell about the events that take place after the original story. When the Archdemon was killed, Mor never disappeared. Moreover, all the creatures of darkness were divided into warring clans, thereby creating a new threat.

Start

As the commander of the Gray Wardens, you return to the Tower of Vigil with the warrior Mkhairi. The Vigil Tower was recently the seat of Earl Howe. You should not wait for a warm welcome, since your fortress is attacked by the adventures of darkness.

Move overcoming all enemies deep into the Tower of Vigilance. On the way, clear the location from monsters. Inside the fortress, you meet a renegade mage named Andres. Soon he becomes your close friend. Continue towards the tower. Along the way, destroy genlocks together with emissaries.

In the end, you will need to activate the lever and open the gate. Now watch the scene - a gnome who kills a group of genlocks with an explosion. Go down below and go to the opened gate. Clear the hall here and go to the doorway on the right side. Any road will lead you straight to Ogren (the gnome from the original game).

After going a little further, you will stumble upon another friend of Mkhairi - Commander Rowland. He will have time to say that the creatures of darkness have attacked and the talking magician is at the head. As you get outside, you will see the following picture: a talking creature of darkness. The battle will be very serious, but you will be able to cope with the enemies. This will be followed by a video with a meeting with King Alistair and the initiation of young recruits into the Gray Wardens.

In the throne part of the hall, you have the opportunity to enchant items with runes from Ambassador Sera. You can buy everything you need from Yuray. When you go outside, then you are immediately told about a certain "capable" thief, besides this, you are also handed a couple of letters. You can also get a lot of secondary tasks in the fortress, which will be very interesting to perform. In addition, they will bring you experience and money, which by the way will be very necessary for you.

Go to Amarantine

So, after you have typed up a lot of secondary quests, we move to look for a logical explanation of why this spawn of darkness suddenly began to talk.

Immediately upon entering this city, talk to Colbert. A little trap, one smuggler offers you to cooperate, or rather to talk with the innkeeper and continue to engage in his activities. The entrance to this smuggler's lair will be located at the place of the same conversation, in the house.

Also, near the entrance to the city, talk with constable Aidan and get the task "Law and Order". In general, the smugglers' lair, or rather its location, you already know, so all that remains is to run after one of the smugglers, simultaneously destroying the bad guys.

In the northern part of this city, your ally - Andres will meet a familiar girl named Namaya. After a short conversation, you will have the task "Freedom to Anders". The essence of the task is that you need to find a vessel with Anders' blood. Thus, the templars will never be able to figure out his whereabouts. In the eastern part of this city, not far from the temple, you need to talk to your old friend Wynn and get a new task, for which you will have to find Ines in the Vending Forest. There will be a preacher's board nearby, and there are a couple of tasks.

In the hotel, Kristoff is not, so go and talk to the owner of this establishment, and then move to inspect his premises. The evidence found will tell you that you need to go explore the area called the Black Swamps.

Forest Vending

There are many interesting things in this forest. Examine the Sylvin tree samples (one of the quests found on the Preacher's Board). You can also complete the "Botanic Ines" quest given by Wynn here. Also, in addition to all this, the plot task is also carried out here. We will not go deep into the plot task, everything is simple here, just say one thing - the Dalish elf Velanna is behind the attacks on caravans, in addition to that, she is also a magician. You can recruit her to your team. But first, for her you will need to bring the seeds of the northern spiker (located slightly east of the passage to the silverite mine).

In the eastern part of the forest, you can chat with two stone statues. The essence of the task is that the brothers are cursed by the master, one of them wants to take revenge, and the other to find humility. What to do, to apply persuasion or force, is up to you.

So, in the end you will find yourself in the silverite underground mine, captivated by the adventures of darkness. Velanna's sister will give you a key with which you can get out. The first garlocks that you meet will have to fill up with fists, then search their bodies and arm yourself. A little to the south is a huge hall. There is a statue in the center of the hall, and in the middle of it there are a huge number of opponents. You can make your task easier with the help of a ballista.

As soon as the tunnel begins, then kill the enemy who has all the clothes of one of the heroes. In one part of these tunnels, you can meet a prisoner named Kenan. He will ask you to find his wedding ring, which was stolen by a big man with a huge mace, and then take this ring to his wife, as a message about his death. Moving on, do not forget to search all the corpses, as they will contain the things of your heroes. As you leave the tunnels, you will stumble upon a chest containing the rest of your heroes' things. After, buy provisions from Amaas.

Now you have to fight with two dragons. After a short cut-scene has passed, you find out from Velanna that she wants to join your ranks. Move finally to a well-deserved rest in your fortress. As you arrive at the place, then take care of secondary matters and hand over the assignment.

Thicket hills

The next thing to do is to complete the quest "The Last of the Legion". Colbert and Mika told you about the crevasses that formed in the Thicket Hills. From there the spawn of darkness springs. Move to this place. As you pass the bridge, then go down below and carefully rummage around in the box, after which you will find the letter that activates the "Long past" task. The following picture will follow: a bunch of enemies dragging one of the Legion of the Dead. Sigrun will tell you that in Kal Hirola, the darkspawn are raising an army. Clear your way by hacking away the darkspawn. At the very beginning of the central hall, a huge number of traps await you.

Passing the next large rooms, you will observe several pictures from the past, this will happen right up to the doors of the shopping district. Somewhere in the southeastern part there is a mystery. To solve it, you have to make sure that the same symbols appear on the slab and on the obelisk. As a reward, you get what was inside the sarcophagus. Now move to the southernmost part of this location. Straight to the Lower Cal Hirol. Soon you will need to turn to the left and walk along a long corridor.

Now watch the video with the huge golem. You also have to defeat the lost golem, so the battle will not be easy. When you finish the battle, then move into the corridor, which is located on the right side of where you came from here. Destroy here two supports that hold the chains, and then drop the deadly weight on the queens. That's all.

Black swamps

So, we arrive at the Black Marshes in search of Kristoff. The place is certainly not the most pleasant one. At the entrance there will be a sign that warns of ghosts. Soon you will be attacked by wolves. Well, despite the dangers, you have to go deeper. In the place where the dragon's head is lying, you can take the quest "The Lost Dragon Bones". The doors that lead to the estate (right side) will be sealed, and nearby you will find a letter for the "Burden of Guilt" quest.

Soon you find another shadow curtain and get the corresponding quest. In the northeastern part of this location, you can find the body of the deceased Kristoff, and a little later it turns out that this is a trap.

You find yourself in the Shadow. The leader of the creatures of darkness will also be here, but here he sent his henchmen to you, and in the meantime he washed away. We need to find a way out. Here you can activate various pedestals that will cover the shadow curtains in the real world. Also, you can find here a variety of items that will increase your capabilities by 1 unit.

There is a grave near the estate, there will be a girl next to it - talk to her. Get the corresponding task immediately. After you kill all the restless carrion, then go down to the crypt. We say right away - the girl is the most common demon. As you exit from the other side of this crypt, you will find yourself in the estate. It turns out that all people were imprisoned in the Shadow because of the Baroness. So, watch what happens here. The first one decides to join the Baroness, well, and you, in turn, help the Spirit of Justice, who portrays a templar. The battle will begin here. When this battle is over, you will find yourself in the real world, but the problem still remains unsolved. Now you have more serious problems: the Baroness is now among you and has great power, and in addition to all this, shadow portals are opening from which hordes of demons climb. The Spirit of Justice takes Kristoff's body and sets out to fight by your side. Choose your squad members and go to battle!

As you open the gates, then you have to fight again with the Baroness, or rather with what she has become. After winning, you will be able to replenish your ranks with the Spirit of Justice. This is where it all ends. Now head back to the Vigil Tower and talk to Seneschal Varel.

City under siege

Bad news. The nearby town of Amaranthine is besieged by the darkspawn. And so, you are assured that if you go there, then you will make a huge mistake. Choose companions. We recommend that you take: Sigrun, Nathaniel and Velanna.

As you arrive at your destination, you will see hordes of creatures of darkness. Due to the unexpected warning of the insidious plan of the Mother and her unexpected attack on the Tower of Vigilance, you have to leave Amarantine to fend for itself. As you and your companions would not mind, but the city will have to be left ...

Since the Tower of Vigil is the main line, you cannot let it fall. So, at the place of arrival, talk to the commander as soon as possible and get ready for battle. It all starts with defending the central gate (don't forget to take advantage of the new tactics slots). After defending the gate, you will have to move to defend the eastern part of the wall. Then return again to the main gate to repel the attacks of the genlocks and ogres.

Soon you have to step back and fight with heretics and ogres, who are nailed down in armor. After, you have to fill up Herold. But that's not all, the battle continues. The spawn of darkness are still alive and the Mother is constantly spawning new ones.

Dragonbone Wasteland

It's time to deal with Mother in her lair. It is impossible to get lost here, so problems should not arise. Move along the path and along the way clear locations from new creatures of darkness. Soon you will meet the High Dragon, and then the dragon cliff. Next, you will meet Velanna's sister, who will obviously carry some kind of nonsense. Go down the stairs and clear your way again. Go on, go down the stairs again and talk to the Architect, who suddenly appeared.

You have a common goal and decided to make peace on a common basis. Go to Mother's nest to end it all. You shouldn't have anything complicated. Chop off her tentacles and kill her children that appear. After destroying her minions, grab her as well. As soon as her health drops, the end credits will start.

This is the finale of this epic game. Watch the video and the consequences of all your previous decisions.

"associated with the Vigil" s Keep. Passage of the Tower of Vigil is divided into two parts: Arrival and After attack.

VIGIL'S KEEP / VIGIL'S KEEP - ARRIVAL

Subject quests

Attack on the Vigil Fortress

TO After briefly informing you that the Darkspawn did not retreat to the Deep Paths, as they were supposed to after the death of the archdemon, and therefore you must deal with the situation as the current Guard-Commander of Ferelden, you will be sent to Vigil Keep in Amaranthine. If you remember, this former possession of Arl Howe was given to the Gray Wardens by the monarch of Ferelden at the end of the previous game.

V accompanied by Mairi - a warrior with a shield and a sword - you will arrive at the fortress and immediately notice that something is wrong. In a second, a frightened soldier will fly right at you, pursued by several Spawn of Darkness. After you deal with them, he will tell you that the fortress is captured by the Fiends of Darkness, who somehow managed to get inside without being noticed by the Gray Guardians.

NS After reporting on the situation, the soldier will go home - either, at your order, he will go to look for a safe place, or in search of reinforcements from possible patrols on the road. Now you have the opportunity to get to know your companion Mairi, who was previously a knight in Denerim and is now a recruit of the Gray Wardens, a little closer. Mairi has not yet gone through the Fusion ritual, but is enthusiastic about the possibility of being the Gray Warden. Together with Mairi, you have to clear the courtyard of the fortress from the Spawn of Darkness. You will encounter genlocks, harlocks, screamers and even one ogre, but none of them are elite, so they are unlikely to present a problem for you. In some places, the surviving soldiers, whom you can save, are fighting off the Spawn of Darkness. There are four of them (two in the outer courtyard, two in the inner courtyard) plus a merchant who, unfortunately, was in the fortress at the moment. You will receive nothing but moral satisfaction from rescuing soldiers, but the rescued merchant will later sell his goods to the fortress merchant at a discount, and he, in turn, will distribute this discount to you.

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

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

NS After a short dialogue with Mairi at the entrance to the fortress (where you can lose or gain influence with her), you will be immediately attacked by several screamers. Having dealt with them, inspect the area. You will see that the northern corridor is closed with bars, and the western door is locked with a lock that cannot be broken. All you have to do is follow the eastern corridor.

E two you will take a step out the door into the eastern corridor, as you will meet another survivor of the attack - the magician Anders. If you yourself play a magician (it does not matter, the GG from the Beginning or the Orlesian), then Anders may notice that he remembers you from the Tower, but, in principle, this does not matter much. Anders frankly admits that he is a renegade mage who escaped from the Tower of Mages. The Templars caught him and were already on their way back when, in their misfortune, they decided to make a stop at the Vigil Fortress. None of them survived the encounter with the Spawn of Darkness.

H Regardless of how you conduct a dialogue with Anders, he will offer you to temporarily join forces. Anders is a spiritual healer, who also has a super-useful spell Cone of Cold, which can be very useful, especially if your (a) GG is not a magician (but even if he is a magician, then the second one is unlikely to interfere in this situation). He also has several unsold points, which you can immediately invest in spells and skills at your discretion.

Have the three of us follow the door to the fortress wall. There, a group of Shadowspawn awaits you, led by your first elite adversary in the Awakening, a genlock emissary. If your (a) GG knows how to hide, then he (a) can quietly slip to the ballista and deliver an impressive blow to the enemy before they notice you. After defeating the enemy, follow on. Having crossed the threshold of the next door, you will find yourself in the western part of the entrance hall - just behind the door that it was impossible to open earlier. As it turned out, it was impossible to open it for a very good reason - behind it was an impressive barricade of various pieces of furniture and stones.

R The lever behind the door opens the grate in the north corridor. When you turn it, you will see how a certain gnome quite spectacularly blew up a group of Spawn of Darkness and disappeared. Deal with the few that survived and follow the bars to the north.

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

AND so now you finally have a full-fledged group at your disposal! Go further, cracking down on opponents, who at times will be elite. On the way, you come across a wounded man named Rowland. In general, he will not tell you anything new, but depending on how you behave in conversation with him, you can lower or increase Mairi's respect. (If you order her to finish off Rowland, then of course she will not like it, but if you tell him "Get your strength!", Then her respect for you will increase.)

R Ouland, unfortunately, cannot be saved. After the end of the conversation with him, go further to the door to the outer wall. Having crossed the threshold, you will encounter the very Fiend that the soldier and Rowland told you about. He does indeed speak, but the conversation will not last long and will almost immediately turn into a battle. This is your first fight against the orange boss in Awakening.

NS At the end of the battle, Seneschal Varel will thank you for saving, but his outpouring of thanks will be interrupted by the arrival of none other than Monarch Ferelden in person. If you exported the GG from Inception, it will be the one who became the ruler at the end of the game, and if you play the Guardian of Orlais, it will always be Alistair. In the ensuing conversation, Ogren will offer himself as a recruit for the Gray Wardens. If you refuse, then you will not have any more opportunity to get him as a companion. Also, the templar accompanying the monarch will demand the immediate arrest of Anders. If you decide not to interfere, you will not see Anders again. Alternatively, you can claim your Right of Summoning and, despite the objections of the templars, the ruler will allow you to take Anders as a recruit of the Gray Wardens.

A Lister / Anora will have a little talk with you about your immediate task at Amarantine. The conversation will be slightly different depending on whether your GG knows the ruler personally and how much personally, but in any case, after that he / she will leave back to Denerim, wishing you good luck. Now you have to attend the initiation ritual, which will be conducted by Seneschal Varel. After its completion, you will finally gain control over your hero and can begin to fulfill the duties of the Guardian-Commander.

Note: The outcome of the Initiation is predetermined. Regardless of what you did and what you said earlier, this will not affect the result.

Non-story quests

Medical equipment

Have the walls of the fortress in the western part of the courtyard, one of the surviving defenders will ask you to bring medical equipment for the wounded. The chest with medical supplies is located in the most southeastern part of the courtyard. Note: in the chest near the wounded, for which you were running for medicines, there is a helmet from the Stormchaser set.

Survivors of the attack

V Find inside the fortress and help several surviving inhabitants to escape. You will receive this quest when you come across a man fighting off two Evil Fiends a little further than where you met Anders. You need to find the rest, and there are four of them (counting the above).

V The second survivor is sitting in a side room in the northern corridor, literally a few steps after the grate that blocked your path. Go to the large hall through the door next to this room and then turn east - in the next rooms after the hall you will find two more. (And in the last eastern room, you will also find the emissary of the genlocks and the alpha harlock.)

VIGIL FORTRESS - AFTER THE ATTACK

AND so, you got at your disposal a whole fortress, which from now on is your base of operations. There is a chest near the door to the courtyard where you can store what you don't want to load your backpack with. Here, in the Throne Room, all your companions will be located. In addition to selling the recipes for the runes and the runes themselves, the ambassador from the magicians Sera can enchant your weapons and armor, if you need it.

Z Look here more often. Not all tasks appear at once - for some, certain conditions need to be met or a certain amount of time has passed. In addition, it is here that from time to time your companions will feel the need to talk to you (occurs after you achieve a certain influence with them or by completing their personal quests).

Subject quests

Awakening

NS talk to Seneschal Varel, Captain Garevel and Mistress Woolsey, who will inform you of the situation in Amaranthine. Talking to them will give you three main missions of the game: The Last of the Legion, The Righteous Path, Shadows of the Black Marshes.

Non-story quests

Captive

WITH The old man guarding the entrance to the castle will tell you that the Gray Wardens captured an unknown person who was trying to get into the fortress. They had to work hard to catch him, and one of the Guardians half-jokingly remarked that he would make a good recruit. The prisoner is held in the castle casemate until you, as the Commander and the acting arl of Amarantine, decide what to do with him.

AND go to the dungeon and talk to the guard. He does not know anything about the prisoner, since he refused to give his name. Go and talk to him. The prisoner will tell you that his name is Nathaniel Howe and he is the son of the late Arl Howe. Nathaniel will be a little more aggressive if your GG is a Guardian from the Beginning, and especially if he (s) is Cousland, but one way or another he admits that he came to the fortress with the idea of ​​killing you, but he changed his mind on the spot and only wanted to take something which of memorabilia, since he had nothing left to do with his family. At the end of the conversation, the seneschal will appear, who will ask about your decision. Your options are to execute Nathaniel, set him free, or use Summoning Power by making him a recruit of the Gray Wardens. In this case, the seneschal will conduct the Fusion ritual and Nathaniel - without much joy, I must admit - will join the ranks of your comrades-in-arms. Nathaniel is a rogue archer, an analogue of Leliana. It can be very useful if your GG is not a robber, managing locks and traps and scouting the area.

Trade must continue

E If you return to the Throne Room a little after your first appearance, then you can ask Mistress Woolsey if she can help with equipment for your soldiers. She will advise you to look for more merchants who would agree to establish trade relations with the Vigil's Fortress.

V You can find two of these vendors. You will come across Lillith while traveling across the world map, where you will have the opportunity to save her from attack. Another trader, Qunari Armas, is located in the Silverite Mine of Vending Forest. In order for him to agree to cooperate with the Vigil Keep, you need to apply Persuasion.

Oath of allegiance

WITH Eneschal Varel introduces you to the Amaranthine bananas. If you have a persuasion leveled up, use it in your greeting to get more support.

E If your GG is a Guardian of Orlais, then Lord Guy, if you speak to him, will loudly declare his dissatisfaction with Amaranthine's subordination to the Orlesian. You can calm it down with Persuasion, and then you have to decide what to do with it. You can execute him to intimidate other disaffected (which will worsen your relationship with the nobility), release him in peace or put him under arrest.

Protecting the Lands

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

NS inform the seneschal of their advice and give him directions according to your choice of protection priority.

E If you choose to defend the merchants, the merchant in Uraja Fortress will offer you a richer assortment of goods.

E If you decide not to protect the peasants (that is, you chose trade or the city), then in the future it will be more difficult for you to negotiate with them.

E If you decide to protect the peasants, this will be reflected in the epilogue and you will gain more influence with them to pacify them in the event of a riot.

Cobweb Conspiracy

E If you used the Persuasion option in your greeting while taking the oath of allegiance from the Amaranthine banns, talk to Sery Tamra - she will warn you that a conspiracy is being prepared against you. She promises to deliver the conspirators' letters to you in a few days.

E If you haven't used Persuasion, talk to Anders during the ceremony, and he will tell you that he accidentally overheard a suspicious conversation that smacks of conspiracy against you.

NS talk to the seneschal, and you will have several opportunities to resolve the situation. You can do nothing and wait for news from Sera Tamra (or do nothing at all, if Ser Tamra did not share her suspicions with you, and you learned about the conspiracy from Anders). You can invite family members of the surrounding nobility to "stay" in the castle, who, if necessary, will act as hostages. The seneschal will not be overly fond of this option, and your vassals will not particularly like it. You can send soldiers to spy on nobles, but this will not bring any tangible results, since ordinary soldiers are not very strong in the delicate matter of intelligence. And finally, the seneschal will mention a certain "Dark Wolf" whom you can hire to obtain information. If you decide to find him, then in Amarantine you will be given a note with an invitation to a meeting. The Dark Wolf (or the one who pretends to be him ... you know this, if you completed a certain quest line in the Beginning) will get you the information you need, but first it will require 50 gold as a payment. If you do not have the required amount available, he will wait until you collect it. After receiving the fee, he will show you the place where the conspirators are going, after which you will only have to go there and interrupt them. If you want, you can kill him after he gives you information.

Note: you can get a note from the Dark Wolf even if you decide not to use his services in a conversation with the seneschal.

Note2: in order for the Dark Wolf to receive the information you need, you need to leave the territory of the streets of Amaranthine (entrance and exit to any building is fine).

And you, Esmerel?

O one of the possible development options for the Web Conspiracy quest. Appears if the GG decided to wait for the development of events with the alleged conspiracy and do nothing about it. In this case, after the attempted uprising of the peasants in the throne room, several bannas, led by Esmerel, will await you.

WITH Eneschal Varel will protect you from the assassin's arrow, but you will have to carry out the further battle without him. The bannas are not very strong (and besides, you will have your companions with you), but they will have an orange boss with them - an assassin of the Antivirus Ravens. After the end of the battle, exit the throne room so that everything in it returns to its place.

Note: this quest will not appear if you have already visited the gathering place of the conspirators, acting on the information received from the Dark Wolf.

O ending this quest will also end the Web of Conspiracy quest.

Judgment Day

NS that quest will appear after you complete one of the storyline quests. The sentry at the gate will tell you that the seneschal was looking for you. Go to the throne room.

TO As Earl Amaranthine, you will have to make decisions to punish your guilty vassals. You can also completely refuse to understand the cases and transfer decisions on them to the seneschal's discretion. If Varel makes decisions, then there will be no consequences from them - neither positive nor negative.

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

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

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

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

Peasant uprising

NS These events will take place after you have completed two of the main quests. Upon returning to the Vigil Fortress, you will see a crowd of angry starving peasants who demand to open the fortress pantries with food supplies.

V otherwise, you will have to fight them.

Issue price

V Oldric Glavonak, the gnome builder, will ask you for additional resources to upgrade the fortress. You can tell him to get by with the amount that has already been given to him, but if you want to improve your castle with the latest dwarven technology, then promise him 80 gold (or immediately pay it if you have one).

Note: Your decision about additional funds for the fortress may affect certain events at the end of the game.

Build for ages

E If you talk to Voldric Glavonak some time after completing the quest The Cost of Business, he will complain about the poor condition of the fortress walls and suggest that you look for a suitable material - for example, granite - to repair them. Granite can be found in the Vending Forest, where you will go on the Path of Justice story quest. Report the find to Voldrick and send soldiers to guard the workers.

Have Whether you reinforce walls with granite or not can affect certain events at the end of the game.

Necessary materials

NS Erren and Master Wade, who have temporarily settled in your fortress, will ask you to supply them with materials from which you can craft suitable equipment for your soldiers.

V of this you can find three deposits:

Veridium deposits are located in the dungeon of your own fortress, where you will go on the quest "What Lurks in the Abyss."

The Iron Deposits are located in the Kal'Khirol trade area, where you will travel on the main mission "The Last of the Legion".

Silverite deposits are located in the mine in the Vending Forest, where you will go on the "Righteous Path" story quest.

What lurks in the abyss

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

V Tell her to order to dismantle the blockage and go inside the dungeons.

V In a small room marked on the map as "The Prisoner's Notes", several screamers will ambush you. There is a cache in the same room - activate the statue of Andraste, and then the torch on the wall, and the secret wall will slide off to the side, revealing a chest with good loot, including a ring that gives +4 to constitution.

V a room marked as "dungeon" contains several prisoners under the castle. If you let them go, Nathaniel and Anders will approve. The corpses on the floor here will come to life when you enter the room, so be prepared.

H There is a closed door to the west of the prison cell. If you pick the lock, you will find the Avvar crypt behind a small corridor. A dozen or so skeletons - warriors and archers - will appear in the crypt as you enter. Their appearance can be activated in stealth mode - if you want to throw spells at them from afar before they notice you. After the battle, inspect the sarcophagi. In one of them you will find a key. This is one of the four keys that you need to unlock the door in the crypt, the rest you will find a little later, when you clear the blockage in the deeper parts of the dungeon.

E If you don't have a rogue with you, or if his burglary skill is not high enough to open the door, that's okay. A little later, after clearing the second blockage, you will find a key.

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

Z avals will be cleared after you complete one of the storyline quests. Talk to Sergeant Maverlis - she will take you to the cleared area.

AND So, you are on the Deep Paths, so it is not surprising that you will meet with all kinds of Fiends of Darkness. There are also undead living here in some places, but you will not find anything too serious until you meet the orange ghost boss - the Dark Ghost.

T The Dark Ghost can do a lot of electrical damage, which, if you remember, absorbs mana and stamina. After a while, when his health drops by about 25%, he will call on several skeletons for help. When you deal with everyone and reduce the lives of the Ghost to almost zero, he will retreat into a kind of dungeon, where he will not be able to harm you, but you will not be able to do anything to him either.

A Activate the device from which the ghost-holding beam is emanating. This will free him and give you the Ghost's Revenge sub-quest, but it is not necessary to complete this quest to complete this quest.

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

NS After defeating the possessed ogre, Sergeant Maverlis and Voldrick will appear. Voldric will activate defense mechanisms that will keep Vigil Keep safe from attack from below for at least another ten years.

NS After you tell the sergeant that you want to go to the surface, this quest will be completed.

Adria's request

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

A You will find dryia in the northernmost part of the dungeon. Alas, she has already turned into a gole and will attack you as soon as she notices. Her death will complete this quest.

WITH body of Adria, you can remove a beautiful ring for the magician - the Ring of Mastery - giving + 10 to the power of magic.

Temple of Korta

V room north of the entrance to the Deep Paths you will find the Temple of Kort. If you touch the altar, you will have a choice of what to do with it.

E If you offer a donation in the form of a diamond or a golden idol, which can be found on the corpse of a nearby Spawn of Darkness, then you will receive a good two-handed ax "Rage" as a reward. Placing Corrupt Iron on the altar, which can be found a little further down the Paths, will desecrate the altar and destroy it. You won't get anything.

E If you take donations from the altar for yourself, you will receive 15 gold, but the golems in the room will come to life and attack you.

Ghost's Revenge

NS that quest appears after the release of the Dark Ghost from his light dungeon on the Deep Paths. After you defeat him in the guise of the Ogre Commander, the ghost will disappear. He will retreat into the Avvar crypt, which you probably already spotted during your cleaning of the vigilance fortress dungeons.

H To get into the crypt itself, you need a key, which is on the body of the Shadowfiend on the Deep Paths near the gate that Voldric sealed, but in the same way you can just pick the lock. But in order to get from the room with the ghost, you need four more keys. One of them is located right there in the crypt, in one of the sarcophagi. One lies in a chest near the Temple of Court in the Deep Paths. The other two are in locked chests, also on the Deep Paths.

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

Letters to the Sentinel Commander:

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

Daughter ransom

Have One of your vassals, Lord Bensley, has been kidnapped by his daughter, Lady Eileen, and is demanding a ransom of 30 sovereigns for her. Go to the territory that appears on the map. You can pay the bandits the required amount - and then everything will be over. You can refuse to pay - in this case, you will have to fight and the chance that the girl will die is quite high. If you have a developed conviction, then you can persuade the bandits first to return the hostage to you, and only then you will pay them. After Eileen is returned to you, you can either pay as promised, or attack them - the girl in this case will not be hurt.

E If Eileen is still alive, the sentry at the gate will give you a message from Lord Bensley with thanks and 10 gold.

In the far side

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

Missing Goods

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

NS that letter is not even a petition per se, but simply information for you that a ship with goods crashed off the coast of Amarantine. People were saved, but the goods were not, and they remained on the coast, where, most likely, they will be plundered by marauders and robbers in the near future. Go there and deal with a group of marauders, which, in addition to archers and warriors, will also include a Blood Mage. The quest will end when you take the first batch of goods from the chest.

Note: Apparently, this item is only good for being sold - but on the other hand, each shipment costs two gold pieces, and there are more than a dozen of them.

The work of the master

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

Down to the bone

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

Ingredients:

Ancient dragon bone.

Fresh Dragon Egg (found in the Silverite Mine of the Vending Forest in the Dragon Trainer Room).

Diamond (can be found - for example, on the Deep Paths under the Vigil Keep).

Greater Fire Protection Potion (can be bought from Yuraya in the throne room).

Fiery rune of the great master.

M ech "Vigilance" will have the same bonuses regardless of whether you choose its two-handed or one-handed option. In addition to the basic characteristics, you can ask Wade to pay attention to attack, defense, ease of blow, or let him make his own choice.

Defense bonuses: + 10 defense, + 10% chance of evading attacks.

Attack bonuses: + 15% Critical Strike / Backstab Damage, + 3% Critical Strike Chance.

Ease of hitting bonuses: +50 stamina, +0.5 stamina recovery in battle.

Wade's own choice: +3 to all stats.

V Depending on whether you choose Mobility or Strength for your sword, it will receive the following bonuses:

Mobility: +6 attack, + 5 cold damage.

Force: + 1.5% Armor Penetration, + 5 Fire Damage.

Golem Power

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

Ingredients:

Inferno Golem Armor

Master's Potion of Lyrium (I personally did not come across it either in the drop from monsters or from merchants, but you can make it yourself if the magicians have the appropriate Potion-making skill. The recipe for the potion is in the sarcophagus in the dungeon of the Vigil Fortress - where you will come for the final battle on the quest "Revenge of the Ghost").

Pure Iron (sold in Amarantine from Glassrick's gunsmith).

The woolen stuffing is in a chest on the northernmost street of Amarantine, not far from the Dark Wolf.

Bloody Lotus - can be found almost everywhere, including the area around Vigil Keep (when you arrive there early in the game) and Vending Forest.

D Golem's spears are massive armor with great additions to strength, constitution, fire resistance and physical resistance.

Heart of the Forest

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

Ingredients:

Wood of the Elder.

Flawless Ruby (can be found - for example, in Kal'Hirol - or bought from Master Henley in Amarantine).

Oil (in the kitchen of the Lion and Crown Tavern in Amarantine).

Veins (found on a dead mabari in Blackmarsh).

Rune of the great master of lightning (you can make it yourself).

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

More explosions!

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

VIGIL'S KEEP / VIGIL'S KEEP - ARRIVAL

Subject quests

Attack on the Vigil Fortress

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

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

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

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

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

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

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

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

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

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

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

Non-story quests

Medical equipment

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

Survivors of the attack

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


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VIGIL FORTRESS - AFTER THE ATTACK

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

Subject quests

Awakening

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

Non-story quests

Captive

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

Trade must continue

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

Oath of allegiance

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

Protecting the Earth

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

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

The Nascent Conspiracy

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

And you, Esmerell?

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

Judgment Day

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

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

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

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

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

Peasant uprising

Business price

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

Build for ages

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

Necessary materials

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

What lurks in the abyss

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

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

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

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

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

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

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

Adraya's Plea

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

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

Temple of Korta

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

Ghost's Revenge

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

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

Letters to the Sentinel Commander:

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

Daughter ransom

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

In the far side

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

Missing Goods

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

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

The work of the master

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

Down to the bone

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

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

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

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

Golem Power

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

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

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

Heart of the Forest

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

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

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

More explosions!

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


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AMARANTINE

Subject quests

Shadows of Black Marsh / Blackmarsh

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

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

The last of the Legion

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

Righteous Path

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

Non-story quests

Law & Order / Smuggler Affairs

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

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

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

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

Law and order

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

After the last gang, the Suspicious Subject will disappear into the locked basement of the Abandoned House, and you can go to report your progress to Constable Aidan. The constable will assume that there must be a security guard somewhere near the smugglers' den, and he probably has a key. Go back. The suspicious Subject is indeed on guard (and a couple more bandits will join him after the start of the fight). Take the key from his corpse and go to the basement.
The basement is small - in just a few steps you will come across a Smuggler Leader with a few assistants. A short conversation will end with a fight. Head back to the constable for your report and quest completion. If you want, you can do it through the second exit - it leads to the "Lion and Crown" tavern.
Nathaniel and Sigrun will approve of your actions.

Smuggler Cases

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

Trade problems

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

Until the death tear us apart

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

Botanist Ines

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


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Trade Guild Quests

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

Sera Alvard's Lost Sword

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

Maferat statues

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

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

Merchant Goods

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

From under the earth

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


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Church Quests

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

The hunt for the weak

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

First Aid Kits for the Church

Donate five regular first aid kits to the Church.

Potions for the Church

Donate five potent healing potions to the Church.

Out of control

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

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

From the Depths of the Living Forest

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


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Mora Orphans Quests

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

Mora's orphans

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

Mora's Orphans - Again

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

Moonlight for Kids

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

Book of Sermons by Justinia II

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

These Cute Orphans

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

Return Lost

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

Gift for Melissa

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

Redemption

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

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


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FOREST VENDING

Subject quests

Righteous Path

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

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

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

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

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

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

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

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

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

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

Non-story quests


Stone Brothers

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

Last wish

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

The Riddle of the Stone Circle

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

Other quests related to the forest:

More Explosions!

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

Work of the Master

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

Build For Ages

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

Botanist Ines

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

From the Depths of the Living Forest

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

Maferat statues

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

Merchant Goods

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

Additional Information:

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

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


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KAL "CHIROL

Subject quests

The last of the Legion

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Non-story quests

Talisman of Fortune

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

Buried Past

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

Memory of the Stone

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

Other quests related to Kal 'Hirol

More explosions!

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

Necessary materials

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

Work of the Master

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

Trade must continue

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


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BLACKMARCH (BLACK SWEETS)

Subject quests

Shadows of the Black Marshes

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

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

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

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

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

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

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

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

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

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

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

Non-story quests

About the Trail of Love

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

Load of Guilt

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

The Breach in the Veil

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

Riddle of stones

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

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

Girl in danger

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

Ancient Dragon Bones

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

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

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

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

Other quests related to the Black Marshes:

Work of the Master

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

COMPANIES

Anders

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

Quest - Freedom for Anders

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

The ending

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

Ogren

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

Quest - Family Man

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

The ending

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

Nathaniel

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

Quest - Howe Family

In the courtyard of the Vigil Fortress, the old caretaker recognizes Nathaniel and tells him about the fate of his sister. Nathaniel wishes to find her in Amarantine.
Nathaniel's sister, Delilah, is not far from Glassrick's gunsmith. Her conversation with her brother will complete this quest.

The ending

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

Justice

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

Quest - Justice for Kristoff

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

The ending

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

Velanna

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

Quest - The Exile

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

The ending

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

Sigrun

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

Quest - Sigrun's Past

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

The ending

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

Vigil Fortress - Council

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

Battle of Amarantine

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

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

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

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

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

Battle for Vigil Fortress

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

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

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

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

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

Last Dash

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

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

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

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

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

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


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The stats have not changed in the expansion, so let's jump straight to the skills. Here we have three new branches at once, one craft and two combat ones. The requirements for all three are the same: twentieth, twenty-second, twenty-fourth and twenty-sixth levels.

In addition, items equipped with rune nests are much more common. Now, in order to fill them, you do not need to rummage through the belongings of all the oncoming traders for powerful stones. This branch allows you to improve the runes. To create an improved version of the stone, you usually need two of the same, but a level lower. Starting from the fourth level, you will also need a special reagent. Recipes can be bought (usually from specialized merchants) or found.

It is important: the game increased not only the maximum level of heroes (from twenty-fifth to thirty-fifth), but also the level of things. Now equipment can be nine levels (instead of seven), and runes - seven (instead of five).

Making runes is quite costly. For example, to get the maximum level rune of capacity (increases willpower) you will need about thirty-five gold! On the other hand, by the end of the game, this amount no longer seems exorbitant.

Simplely raises the number of your health points by twenty-five units per level. Now you don't have to think about who to make your "tank" - a herbalist or a survival specialist. It is recommended to develop the main combat characters, and leave the craft lines to those who are sitting in the castle. Let them do something there, lazy people!

Skills

All class and weapon groups have got new skill lines. Let's start with the first: first comes the name of the group, then the name of the first skill in the lineup, then the rank requirements and a description of all the skills in the lineup.

Robber

Hunter of hearts

Requirements
Rank 1 2 3 4
Level 20 22 24 26
Agility 36 40 46 52

- if the target (of elite rank or lower) is dying, then the technique destroys it. Otherwise, it deals a critical hit. It rarely comes in handy, because if you have already removed most of the health, then you can finish it off without it.

Next rank - ghost- makes the rogue immune to all physical attacks for a short time. It will help you break out of the environment more than once.

Further they go weak spots Is a very interesting supported skill. After you hit the enemy, for some time all attacks on it will be strengthened. It helps a lot in battles with thick, weighty opponents.

Finally, hesitation: All enemies in a large radius take turns getting backstabbed. The skill itself is very strong, and in combination with others (for example, with the previous one) it is generally deadly.

“I had a cat in my tower named Pushistius. Well, he wasn't really mine, but we got attached to each other. And then one day a demon of rage possessed him ... Before he was destroyed, Pushistius managed to bite three templars. I was so proud of him!


The eternal child. Seven times he escaped from his circle and six times he was caught. We can prevent the seventh, with the blessing of the king.

Anders is a very cheerful and cheerful magician. He perceives everything that happens as a game, constantly jokes and pulls everyone. It is interesting to travel with him. At the same time, he hates the church and its foundations, without hiding it at all. If he gets a chance to destroy the Templar, he will. And probably in a playful manner.

It is all the more surprising that he is a healer. And a little more battle mage.

Of gifts he loves exquisite things (apparently hungry) and, as he himself admits to you, cats. And, of course, all kinds of accessories for them.

A personal assignment is being carried out in Amarantyne. There you will meet Anders' old acquaintance, who will point to the basement with the magician's medallion. Basement just south of the shopping arcade.

Warrior

Second wind

Restores a good portion of your stamina bar at once. There is nothing to add.

Stows regular enemies in place, deals double critical damage to elites and single bosses. Helps out when you urgently need to kill some wolf bared at the magician.

Heard in a large radius from the warrior, offends opponents in the best feelings and makes them switch to foul language. A strong word will more than once pull out the most hopeless battle.

Fully lives up to its name. All enemies of a level lower than a warrior die immediately, the elite receive critical damage, and the bosses receive normal damage. And all this in a decent radius! It greatly speeds up the exploration of all kinds of dungeons.

Magician

Shadow shield

Requirements
Rank 1 2 3 4
Level 20 22 25 28
Magic 40 44 52 61

Strengthens a magic shield, increasing the chances of dodging attacks or deflecting spells. If the shield is inactive, then the chances remain, but scanty. Moderately helpful.

Requires a lot of mana to support, and in return increases damage from all elements. Affects staff attacks as well, so it's useful.

Provides serious benefits to magic, willpower and mana regeneration. It will be useful to everyone, without exception.

For an immodest fee in mana, it resets the "cooling" of all spells. With the proper supply of this very mana, it allows you to do terrible things.

Repulsion field

Requirements
Rank 1 2 3 4
Level 29 22 14 16
Magic 43 49 55 58

Knocks back nearby enemies if they fail a Physical Resilience check. Consumes mana for each push. It will not work constantly to run with the field turned on, but to escape from the environment is easy!

Disperses life-giving energy around the mage, reducing the fatigue of allies, but consuming the mage's mana. If you do decide to use, then turn on only for a short time of active action.

Once every few seconds, it attacks enemies in a decent radius with spirit magic and - of course! - eats up your mana. But mana is consumed not for the total damage, but for the fact of launching a wave. So, once you find yourself in the crowd of adversaries, you can safely turn it on.

It pulsates just like a magic field. Each charge dispels the magic of enemies. And here you are already paying for the fact of dispelling, and not for launching a wave. But the enemy still spends more mana on applying these effects, so you can safely use it.

- They ... this ... lie on the ground like ordinary pants, but only until you turn your back on them. That's when they and ... shast! And they scratch out your eyes!


Good old Ogren hasn't changed a bit, the same drunkard and fighter. And he has the same habits: straight as rails. Although his inexperience in life on the surface often plays a cruel joke with him. Only the very lazy doesn't seem to want to play Ogren. The gnome, on the other hand, answers with his usual directness: uncomfortable questions and even more uncomfortable answers.

Ogren is still a two-handed berserker, well equipped from the start. From gifts he prefers intoxicating drinks of all sorts. The personal task is connected with the family life of the gnome, which never worked out.

A weapon in each hand

Double punch

Requirements
Rank 1 2 3 4
Level 20
Combat training First rank Second rank Third rank Fourth rank
Agility 34 40 46 50

Two critical hits in a row. Simple and effective.

Increases the chance of a critical strike and the amount of damage from it. For a snack, it enhances the previous reception.

Reduces the movement and attack speed of all enemies in a large radius. If you hit the opponent with a double blow before this, then he will simply fall.

It was named for a reason. The character begins to thrash the enemy at a terrible speed. Each hit slightly reduces stamina. The streak ends in one of the following cases: you run out of stamina, the enemy has escaped, or one of you has died. If you hit the enemy with a double blow before that, then each attack becomes critical. And if you kick it, then you definitely won't miss. It looks, of course, great, but the goal must be chosen wisely, otherwise, while you beat the enemy, his comrades will gnaw you.

Archery

Accuracy

Requirements
Rank 1 2 3 4
Level 20
Combat training First rank Second rank Third rank Fourth rank
Agility 34 38 44 52

A supported skill that increases (depending on dexterity) the chance to hit, damage, critical hit chance and damage from it. As soon as you take it, turn it on and never turn it off.

Slows down all enemies around the archer (unless they are higher level or elite) and constantly eats stamina. Doubtful usefulness.

Deals triple critical damage to the target and another half of it (that is, one and a half critical damage) to others. Excellent reliable skill.

Some time after activation, it strikes a large area for a certain period - a kind of area spell. There is a minus - a long delay, enemies often manage to escape. But animation is a feast for the eyes.

Nathaniel

“Everyone in the Howe family was heroes! And for the sins of one of my fathers, they branded everyone with shame! But he simply chose the wrong side in the war.


The son of the now deceased Earl, whose domain now belongs to the gray guards. Several years ago, Nathaniel was sent to study at the Freemark, where he sat all the events of the original game. Therefore, when he arrived, he was indignant for a long time and wondered why everyone hated his father so much. Over time, he will understand why and begin to reproach himself. And finally he decides to wash away the stain of shame from the history of the family.

Nathaniel is generally naive as a baby and will constantly ask your companions about everything in the world and try to give compliments. Even Ogren. With a predictable result.

As a fighter, he specializes in bows, but he can also engage in primordial thieves' affairs. Of gifts, he loves practical things and relics of the Howe family. A personal assignment is connected with the missing sister, who will be found in Amaranthine.

Weapon and shield

Unrelenting force

Allows the "tank" to literally pierce the enemy formation, pushing away everyone who gets in its way. A little stamina is removed for each push. A wonderful skill: we bring down enemies, and anger them, and we move easily, and it looks funny.

Significantly reduces incoming damage for a short time (based on constitution). You can even climb a dragon under it.

Constantly provokes surrounding enemies by consuming stamina. The utility is mediocre, because the energy is spent on attracting unnecessary enemies.

Makes a character completely invulnerable half the life of the carapace shield. That is, when it is activated, we are not afraid of anything at all for the first half of the time, and for the second half we live as under an ordinary shield-shell. With this skill, you will even stop an ogre on the run!

Two-handed weapon

Lunging Strike

Deals critical damage to a target and normal damage to its neighbors. In addition, if opponents fail the Physical Resilience check, they will end up on the ground. Medium utility skill.

Makes all attacks of the warrior areal, although it consumes stamina. A great way to deal with every little thing.

- the warrior takes several steps forward and with each step widely brandishes the weapon. Helps to get to the back lines of the enemy.

- the fighter spins on the spot and, bumping his gaze on the enemy's face, swings his two-handed broadly. Each hit eats up stamina. Easily destroys huge enemy crowds.

- Wow! I would never have thought that such a healthy tree could grow in the Shemlen settlement.


Pure elven chauvinist. When she decided that humans were a threat, she left the clan to destroy them. Several more elves left with her, who later perished. And Velanna again began to take revenge on people, this time much more successfully.

Velanna has a sister who was stolen by the darkspawn and who joined them. How to live with this further, the elf has not yet decided.

In conversation, she is harsh and constantly “demeaning and kicking” people and gnomes. But towards the end he will be re-educated, if, of course, the main character contributes.

In battle, she is a subordinate with an admixture of a battle mage. From gifts, he loves everything related to nature or elves, as well as everything green. A personal task related to the story of her departure from the clan.

Specializations

Each class received two more specializations at its disposal. But only one point was added - at the twenty-second level - so in total we can learn three specializations. However, this is more than enough.

Robber

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +2 agility, +1 damage per hit

It just adds points to strength and physique.

Makes a robber for a short time invulnerable to damage and knocking down. During this time, you can both escape and provoke a strong enemy to attack.

- instead of health, when hitting, stamina goes away. Utility is below average. The robber needs endurance all the time.

Enhances the power of the stone. We are now immune to spells as well. To friendly too! Usefulness is a big question.

A strange ruler. The first two are just as good as the last. The specialization is suitable for any rogue, although melee adepts will benefit more from it.

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +1 agility, +5 attack

- with each blow to the robber, enemies lose interest in him. Skill is constantly consuming stamina. Will greatly extend your life in a crowd of opponents.

- the robber distracts the enemy with a non-existent target. Allows you to both escape and stab in the back. Helpful, don't hesitate.

- with the activated form of the ghost, we get big pluses to damage from backstabs and critical hits. A wonderful addition to an already excellent skill.

Arranges our ghost in a large radius: opponents will either run away, or begin to mutuz the first one who turns up under the arm. It goes well with invisibility - sneaked up to the enemy, released a hallucinogen, threw the bait and escaped.

An excellent line that turns a robber with two blades into a real harvester. Add a killer and a duelist to it, and no one will seem a little!

Warrior

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +1 physique, +5 physical toughness

- constantly consumes stamina, but allows you to dodge many physical attacks. Will help in critical situations.

Strengthens the previous ability, adding a chance to avoid spells. In addition, all attacks of the warrior now ignore armor and deal damage from spirit magic. Allows you to quickly chop a bunch of Armored Eaters. Very useful when you encounter armored ogres.

Deals damage with spirit magic to all creatures around (depending on willpower). All kinds of ghosts get significantly more than others. Therefore, it is worth using only against shadow creatures.

Strengthens the first skill, increasing the chance to resist the spell, as well as the speed of movement and attack.

The skill will suit everyone, but the attacking warriors will probably be more useful. You can take two ranks, for the sake of damage by the magic of the spirit, or already four, for the sake of acceleration.

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +1 Physique, +5 Natural Resistance

Protects one of your allies by absorbing limited damage. Its amount depends on the physique of the guard. Magicians, as well as robbers, will thank you very much!

Increases the armor of the entire squad for some time. The amount of additional armor and the duration depends on the constitution of the guard. Extra armor won't hurt anyone.

Strengthens previous skills.

Pulls enemies that fail a Physical Stamina check to the warrior by consuming stamina. They have no choice but to attack this tin can. One of the best skills.

Oddly enough, the specialization is suitable not only for the shield lover, but also for the two-handed fighter. He will be able to cover the healer, strengthen his armor and draw enemies to him so as not to run away himself.

“We still have a Dead Legion, not a Legion of Drinking Songs!


The only survivor of the entire Dead Legion, who was trapped by the darkspawn. The poor thing reproaches herself for not perishing with everyone else. And he agrees to live on only for the sake of duty and revenge.

Despite this, she carries on quite lively conversations, even jokes. Inclined to self-irony. In combat, she is a dual-wielding specialist. For some reason, he loves children's toys and all sorts of interesting things like a telescope from gifts.

Magician

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +2 magic, +3 psychic stability

Chains the magician to one point, which is overgrown with bushes. The bushes strike enemies that have fallen into them with the forces of nature and slow them down. It can be used both as insurance against unexpectedly lost opponents, and as a means of attack in a crowd.

They scratch very painfully everyone who got entangled in the bushes from the previous skill, and scatter those who have not passed the physical stability check.

Allows you to gain mana for damage done by skills of this line. And if the enemy inadvertently dies in the bushes, then the magician will absorb the remnants of his life and begin to quickly regenerate.

Deals massive physical damage and temporarily immobilizes those who fail the Physical Resilience check.

Despite the serious disadvantage - immobilization - this line is very strong both in defense and in attack. The unity is quickly restored, so running across with the bushes is as easy as shelling pears.

Requirements
Rank 1 2 3 4
Level 20 22 25 28

Pros: +2 magic, slow health regeneration in battle

Once every few seconds, it deals spirit damage to enemies in a large radius and discharges it into your health, spending mana. Vampire plaza cure - what more could you ask for?

Freezes all enemies within a decent radius that fail a Physical Resilience check. Otherwise it will just slow down. Cold damage will be received by all without exception. A kind of overgrown cone of cold, not hitting allies. That is just great!

Gets a little whenever he hits him over the head. On the one hand, it is not appropriate to rake a magician over the head. On the other hand, this entire line is still designed for close contact with the enemy. So we take it without hesitation.

Deals damage to everyone around by various elements in turn. Each hit costs mana, so only use when crowded.

Effective development

Taking into account the recent changes in the game, several super-efficient classes have appeared that can easily pass any test. Consider a few schemes of twenty-eight points - this is how much you will have at the end of the game if you have not exported the character, or, otherwise, in the middle.

"Tank"

Vityaz - 4 points

Guard - 4 points

Spirit warrior - 1 point

Unrelenting Strength - 4 points

Second wind - 3 points

Bogatyr - 4 points

Block with a shield - 4 points

Shield defense - 4 points

Of the characteristics, we need 26 units of dexterity, the rest goes to strength with a physique in approximately equal shares. The main task of the "tank" is to choose the right targets and use stamina as efficiently as possible.

Fighter

Two-handed weapon group - 16 points

Second wind - 4 points

Spirit Warrior - 4 points

Guard - 4 points

The characteristics are roughly as follows: strength, agility and physique in a ratio of 2: 1: 1. You need so much dexterity because you will come across a lot of dodging enemies who will gnaw you before you hit them. And we gain health with skills. The tactics depend on the enemy - either to break into the crowd and apply area skills, or use small combinations on single players.

Justice

- I was not born. I've always been.


A unique case is a spirit that possessed the body of a mortal against its will. And the corpse did not become an obsessed corpse, but came to life for itself. Apparently, because Justice is not a demon, but a kind spirit, not subject to its passions.

At first, he is very careful about the world, but then, as in an old joke, he gets involved and begins to learn. He is interested in a lot, but he himself can tell something. When, in the end, will you still have the opportunity to speak to the spirit without fear? In conversations, by the way, he reads morality to all your comrades, and they each react in their own manner ...

In battle, he is a typical "tank". From gifts he loves that which is connected with the former owner of his body and with the Shadow. The personal assignment concerns the wife of the deceased guardian. You can find her in the Amaranthine Church.

Twin Bladed Rogue

Dirty wrestling - 2 points

Below the belt - 4 points

Heart Hunter - 4 points

Assassin - 4 points

Ghost - 4 points

Legionnaire Scout - 2 points

Double hit - 4 points

Possession of a weapon in each hand - 3 points

Two-handed swing with a weapon - 1 point

We will need agility, cunning and strength. Strength is somewhere around 40-42, dexterity and cunning, on which skills are tied, 2: 1. In battle, our task is to effectively spend a small supply of stamina (do not forget to stock up on bottles in case of emergency!) And not die, because if we gape, they will cut us instantly!

Battle Mage

Battle Mage - 4 points

Guardian - 4 points

Warrior Mage - 4 points

Mana drain - 4 points

Corrupt vulnerability - 4 points

Shadow shield - 4 points

Magic arrow - 2 points

Flame Blast or Ice Grasp - 2 points

We invest in magic, willpower and dexterity like this: 6: 3: 1. Agility, like a fighter, is needed to hit enemies. Yes, and we fight in a similar way: we rush into the crowd with areal spells at the ready or we curse a single target and beat it for a long time, with a pull.

Walkthrough of the main plot

Vigil tower

It all starts with prolonged battles: the spawn of darkness invaded the base of the gray guards. After the end of the battles, it's time to inspect your possessions, get to know the inhabitants and collect tasks. As soon as you figure out the small and not so things in the fortress, go to the city.

Amarantine

In the city, first of all, you will need to find a representative of the trade guild near the merchants, two hunters at the entrance and an innkeeper in the inn itself. From them you will receive plot tasks: to the forest, underground and to the swamps, respectively. In addition to them, there are many additional tasks in the city.

Forest Vending

It is on such traces that the survivor is located.

These revived trees are still good opponents! Comfortable.

Trade caravans disappear here. In the course of the investigation, it turns out that it is not the robbers who are to blame for this, but the elf. But before you challenge her to battle, you need to find a bleeding surviving soldier who lies across the hill with the town of elves from the entrance to the location. He will reveal the whole truth to you. After that, the elf can be attached to your squad and go to the mines ...

On a note: take a lock picking specialist with you. You cannot change the group, as well as return to the mines.

After passing with the fight the lair of the Architect, get out.

Black swamps

Once there was a settlement, but it mysteriously disappeared. You need to find your colleague - Christoph. To do this, go to the opposite end of the swamps. There is only one road, don't get lost. Along the way, you can get to know the cute local fauna ...

After you find the gray guard, you will need to get to the baroness. She lives in the city. To get to her, you need to talk to the leader of the angry crowd - Justice. After that, the battle will begin.

Returning to the body of Christoph, meet a new comrade and go to close the portals, and then go to the castle, where you fought with the baroness before. Withstand one more battle - and you can return.

Thicket hills

A very mysterious place. A corpse, two executioners, a note, and that's it. What is it for?

The fastest mode of transport in Ferelden. Intractable, really.

Going downstairs, you will meet your last companion. With the glorious dwarf, dare to dive underground and cut through the creatures of darkness.

On a note: when asked to find a secret passage, examine the wall on the left if you are facing the main staircase.

After some time, you will reach a huge golem with a magician, and then to the queens. To kill them, you must first destroy the tentacles, and then cut the chains holding the chandelier. Repeat until the chandelier falls off. Everything, you can return.

War

Now you need to prepare for war. Choose your companions and run to the city. In Amaranthine, you will be told that the troops are marching to the Tower of Vigilance. Choose what to protect.

After the defense, you will be transported to the lair of the Mother - a huge intelligent womb. Getting there is not easy. Already at the end of the upper level, you will encounter a dragon.

If you want to make your last battle easier, carefully look for crystals and activate the Tevinter Towers with their help. Each of them has its own effect (fire attack, paralysis of enemies, treatment), which can be used once in a battle with the Mother. Another effect you will get, if you want, from the Architect. With such help, it will not be difficult to destroy the Mother.

For centuries, the Gray Wardens - an ancient order of defenders sworn to unite and protect the land - have fought the darkspawn. Legend has it that the destruction of the Archdemon would put an end to the centuries-old threat posed by the creatures of darkness, but somehow they survived. As the captain of the Gray Wardens, you are entrusted with the responsibility of rebuilding the Order of the Gray Wardens and uncovering the secrets of the darkspawn and how they managed to survive. How you will recreate your order, how to resolve the conflict with the "Architect", and what fate you will determine for the creatures of darkness - these are just some of the many decisions that will become part of your perilous journey in the lands of Amaranthine.

Features of the game:
- An astounding expansion of the world: BioWare's most expansive universe grows even larger with a new territory to explore - Amaranthine
- Uncover the secrets of the darkspawn and their true motives
- Recreate the Order of the Gray Wardens and equip your base in the Watcher's Fortress
- Lots of new moral dilemmas: Immerse yourself in an epic story entirely defined by your playstyle
- Influence the entire gaming experience with your choices and decisions in difficult situations
- New paths to develop your hero: Check out additional spells, abilities, specializations and items that allow you to further customize your hero and party
- Transfer your character from Dragon Age: Origins or start over as the Gray Warden from nearby Orlais
- Meet five brand new party members and favorites from Dragon Age: Origins
- Even more furious and brutal battles: Fight new terrifying creatures
- Test your abilities in a battle with the most advanced and intelligent representatives of the spawn of darkness and other formidable creatures such as the Fire Golem and Spectral Dragon!

ATTENTION! This post contains the walkthrough of Dragon Age: Origins Awakening, so if you have not already completed
Dragon Age: Origins Awakening, I do not recommend reading the information in order to avoid losing interest in the game.
Starting the passage of Dragon Age: Origins - Awakening, you immediately have a choice: import the old hero or take a new one. I will not describe all the stages of creating a new character, as they are in the original walkthrough. Yes, and I imported my old character, which was much better developed than the new possible character. So, having imported or created your hero, we begin the passage of Awakening ...

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

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

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

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

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

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

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

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

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

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

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

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

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

Enter Amarantine and immediately go right to the box. From there, take the discarded diary, it will still come in handy, because in Dragon Age: Origins - Awakening, the passage is thought out so that every little thing comes in handy. Walking straight ahead, you will stumble upon Colbert, which you really needed. Talk to him and ask where he saw the creatures of darkness. Finish the conversation with him, thank him and go ahead a little, where they will give you another letter. Well, great. Now I advise you to go back a little and turn to the left in order to take the task from some Dark Personality. The task is to talk to the innkeeper. Agree and move on. Before entering Amarantyne, a girl will stop you and say that the Black Wolf wants to see you (provided that you talked with Varel about the conspiracy and the Black Wolf during the oath ceremony).

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

Immediately at the entrance, take the gift in the box and move on. By the way, it should be said that in Dragon Age Beginning - Awakening, the passage is replete with gifts. And gifts are a useful thing, as they increase the hero's attitude towards you. And in the very first hall the leader of the smugglers and comrades will be waiting for you. It's not very wise of them to stand and wait in the middle of the room, but oh well, peace be upon them. Exit through the SAME entrance as you entered and turn in the task. Have passed? Move to the market and ask the price of the goods from the merchants, they are very good there. Near another exit from the city, the Black Wolf will be waiting. You will need to give him 50 gold to reveal the conspirators. So check in advance to make sure you have the money. After that, talk to Mervis, the representative of the trade guild. He will tell you that the creatures of darkness are playing pranks in the forest. Well, we need to run there as soon as possible, otherwise the trade is worth it. This means that we will go there.

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

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

And then again, autosave and a new room with two test subjects dressed in our clothes. Pick up and equip, there is nothing to walk around naked. Although we fought well without armor, the passage of Awakening is still much easier if you are dressed ... There will also be the first fork. And we will go east first. At the small dead end, take the lyrium sand from the deposits and go scout the remaining hall to the east. In this room, there are two useful enemies at once - the dragon tamer, from which a cute hammer drops out. The ring, which we need for the quest, and the dragon, from which we need to pick up the scales. There is also a fresh dragon egg, which is better to pick up than leave to rot. There is nothing more interesting here and you can go to the south tunnel at the first fork. And again the hall is in front of us, in which it is necessary to kill everyone. Of the useful here, only the dragon scales, removed from the carrier. And we also have only one passage - to the south.

In the south, turn into the Architect's room in the east. A small piece of the code and a small amount of 8 gold coins should brighten up the absence of your belongings. By the way, you don't have to collect the code, but the most complete passage of Dragon Age: Origins - Awakening is a passage with a fully assembled code. In the meantime, we move down the map. And there you will find a cunning merchant with whom you can trade and whom you need to invite to the tower of the Vigil, as well as a chest with all your things. Buy what you need from the merchant and go to the next room. And there you will see that very interesting leader of the creatures of darkness. And dragons that will try to kill you. They are quite strong, and you will not be able to kill them with a swoop. Therefore, try to combine potions and skills, slowing down opponents. The main thing is not to let them take off, otherwise they will come out from under the fire, disrupting your skills. After their death, that mysterious spawn of darkness will leave, and you will need to take Velana into the gray guard. Great, an extra ally won't hurt. Now collect trophies from the bodies of dragons and move on to the long-awaited exit.
Now I propose to visit the Tower of the Vigil, where it is worth talking to the blacksmith. Talked and got the assignment? Great, now give it to the apprentice ore and talk to Dworkin, who is standing nearby, nearby. Give him the lyrium sand you found earlier. Then talk to Voldrick, who will ask you to find deposits of granite to repair the tower. Agree and go talk to the private, who will give you 10 gold gratitude and send you to the throne room for a trial. Be sure to save before going there, in case you screw something up in the passage of Awakening ...

In the throne room, talk to Varel and the trial will begin. The first case is the case of the peasant Alec, who stole two bags of grain from our treasury. What will you do with it? Hang up? Or will you whip? I've decided to invite him to the army and it was right. Everyone was satisfied. The next case is civil. There you have to choose who to give the land to - the impudent girl or our ally. But the trouble is, the girl has an official paper confirming her right to property. What will you choose? I chose the third option. And the last thing (It will depend on the decision about the conspiracy, i.e. whether you asked the Black Wolf to find the conspirators or not). Put a nobleman in jail. That's great, the task is completed and you can leave.
Now talk to the sergeant, who stands opposite the entrance, and go to the cleared obstruction. And they found a way out to deep paths. Well, let's investigate. We immediately move to the north, where you can profit a little and donate a golden statuette, and then we go south and explore the territory. There, after walking along the alley and killing a couple of the creatures of darkness in the holes, turn to the mine with gems and profit there. Then return to the main path and move on. When you come to a fork, you will find that it is not a fork in any way, and there is only one way - to the south. In front of the circle of the forgotten, be careful, as skeletons run out there, which need to be put to rest. Do it and move on, because the passage of Dragon Age: Origins - Awakening does not stand still.

Follow the trail of bones and save in front of the door to the forbidden room. As soon as you go, you will be attacked by a ghost, which is quite difficult to kill. And when you almost de-incarnate him, he will fly away in an unknown direction. We must find him as soon as possible. Our path lies to the east. Run along the corridor, collecting all the goodies along the way. When you get to the corridor with evil spirits, an autosave will occur. Kill the ogre boss and all the little things around. Then quickly take trophies from the body of the ogre and kill the ghost that appears. So, by killing the ghost, you will complete the task and start a video in which our gnome friend will repair the gnome mechanism to close this passage. Excellent, the task is completed and you can go upstairs with Sergeant Maverlis. Now you can exit this card. I suggest heading to the Thicket Hills. First, run north and take out the two executioners. Then go along the path to the east, cross the bridge, listening to comments from Nathaniel and save. Then go and walk in one direction, on the way pick up the things of the hunters and rescue the gnomish woman who is being dragged by the creatures of darkness. She will tell you that the legion did not cope with the creatures and only she survived. Take her to you and go down to Cal Hirol.

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

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

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

Clear the rest of the area, ransack the treasury, and go into the thicket hills, in order from there to head to the vigil tower and unload a little. I personally have no space left at all, so we will continue to clean up Cal Hirol a little later. In the meantime - to the Tower of Vigilance. Then give the ore to the blacksmith, and the tablets to Dvorkin. Him the lyrium sand. After that, descend again into the thicket hills and from there - into the shopping district. And from the shopping area - to the lower limits. We continue to clean up ... And below you start running along the tunnel until you reach the golem and the mage-spawn of darkness. Both of them must be killed ... Which, in principle, is not so difficult to do. I immediately threw my thief at the magician, shackling him, and while the thief was having fun, I killed the golem with the rest. And the magician was no longer difficult to finish off. Then move along the remaining corridor, killing the emerging tentacles. When you reach the very end, cut two chains, which will kill the uterus. After that, you can consider Cal Hirol cleaned up and exit from there. Another stage in the passage of Dragon Age: Origins - Awakening is completed.

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

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

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

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

Now we can return to Amaranthine and turn in all the tasks. Have passed? Go to the Gunsmith Glassrick and buy pure iron from him. You can now return home to the Vigil tower. Talk to Voldrik there, give him samples of granite and select the soldiers. He will be happy and happy, and you will receive an unlocked achievement and a completed task. Then give all the ingredients to the blacksmith and take the armor from him. The blacksmith, of course, will twist, but the armor will be excellent. He grumbled a lot both in the original game and in Dragon Age Beginning - Awakening ... Now it's time for us to the black swamps ... You are greeted by the eaters falling in the video. You will have to deal with them as soon as you go a couple of steps forward. Well, let's do it. Now collect trophies and follow the path. At the first fork, destroy the next batch of wolves, take the love letter from the destroyed house in the "branch" of the path in the south, and move clearly to the north of the fork. After walking a little along the path, you will stumble upon a dragon bone. Guess why you need it? Correctly to insert into the skull lying nearby. Walk a little forward to the gap in the veil and examine the veil. You will not be able to pass here, so turn around and go to the fork, from which you will go to the northeast, to the destroyed house and further, to the gates of the destroyed city. Here for the first time you will encounter pestilent werewolves, but they are weak opponents. In the city, you should first go to the north, where the riddle lies, which is a continuation of the quest, and search the corpse of Mabari, from which we will get the veins we need. Also, slightly to the right, there is a chest, an old letter and a pack of werewolves, which behave extremely aggressively. Destroy them and go even further east to pick up the city archives. You can now exit through the north gate. There will be a tear in the veil again, which will give you a new task. At the fork, head north again to find the third puzzle and some werewolves. And Christoph's temporary hideout, which is much more interesting. So in Dragon Age: Origins - Awakening, the passage is gradually revealed ...

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

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

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

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

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

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

And then there was the defense of the tower. Lots of fights and little to tell. Four stages of defense, all related to killing enemies - that's all. Varel fell, and it was a bereavement. But after the enemies retreated from the walls of the fortress, I decided to move after them in order to kill the womb. Exit the territory and go to the Mother's lair. There you have to move in a straight line, killing the creatures of darkness. At the end of the location, you will see the highest dragon, which also has to be killed. When everyone is dead, go inside. As soon as you enter, your sorceress's sister will speak to you. And she will give us a message from the Architect. Okay, let's figure it out. While the road is one - go forward, destroying opponents and collecting crystals. Under the spiral staircase, insert four crystals into the cells, which will activate the artifact. Go ahead and you will have a conversation with the Architect. You choose whether to listen to it or not. This decision will have an impact on the ending of the game. I left him alive after all. Then he activated the second tower. Do you collect crystals? When all three artifacts are activated, dive into the Nest.

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

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GNQ8-MDXF-J0M3-F0D8-1911
CSEN-BHA8-D2P8-P5I5-1911
JTEN-MTKS-F0M8-N3M2-1911
DL9Z-H9CV-E0I2-21B8-1911
OBGY-CCD5-E6V8-W2R8-1911
CPJA-S2CK-J0Y2-D5Y7-1911
T4NW-Q5XJ-D4N3-Q7B2-1911
ALCU-TLSJ-H1M1-W1F8-1911
VTRZ-SSVS-T4R2-Q6A7-1911

I found how to solve the problem with suddenly become "unauthorized" add-ons, found at the office. forum. This is because the game has lost the registration code. Go to the game folder on your hard drive, look for the bin_ship folder. There we run the DAOriginsConfig.exe file. Or, if you have this shortcut, in the game menu. Look at the Game in the left column. Now, in the Game - on the right, the last bottom line - Product Keys. Most likely there is nothing there, that's the problem. Go to the game DVD and look for DragonAge_code.exe in the DATA folder. We click and fill in the code of the game, not the addon. After that, when we go to the Main Menu of the game, log in, - the lower left corner, then, on the right - Player Profile, - Network Profile, go to your account for a minute, do nothing, "it is itself". After this minute, we close everything and go to play, the addon is already authorized.
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P.S. : on some "pirates" after the installation
Dragon age: origins awakening
all additional content from the original game disappears without a trace, so before installing Dragon Age: Origins Awakening, copy the old files, those who are not "in the tank" will understand what I mean ....;)