DRAGON AGE: ORIGINS. Map of the Denerim Trade District. Walkthrough quests Dragon Age: Origins Dragon age side quests walkthrough


HOUSE GENITIVI

Weylon x1 Blood Mage Rank 3

TAVERN "BITTED NOBLEMAN"

Master Ignacio x1 Murderer Rank 4 Trial of the Ravens.
Thug x1 Murderer Rank 3
Thug x1 Robber Rank 3
Captain of the Loghain Guard
(Loghain Guard Captain)
x1 Warrior Rank 3 Optional quest battle Crime wave.
Loghain Soldier (Wisp Wraith) x4 Warrior Rank 2, 3
Leader of the Bloody Oars
(Crimson Oars Leader)
x1 Animal Rank 3 Optional quest battle Bloody Oars.
Blood Oar Mercenary
(Crimson Oars Mercenary)
x2 Warrior Rank 2, 3
Blood Oar Mercenary
(Crimson Oars Mercenary)
x1 Robber Rank 2


After expelling the demon in Redcliffe Castle (during the quest Earl of Redcliffe) Erlessa Isolde or Bann Tegan will offer to find the Urn of Sacred Ashes to heal Erl. Genitivi's brother knows about the urn.

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

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

In the church, shelters must be taken away Cultist's Medallion at the abbot and talk to Genitivi in ​​the right aisle (behind the secret door). You will be transported to the Ruined Temple. After passing the temple and the following Cave location, you need to talk with Kolgrim.

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

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

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


Alistair's personal quest. With good relations (approval greater than 25), you can ask Alistair about his family (it’s most convenient to do this when you first visit the village of Redcliffe). Later, in the Trade Quarter of Denerim, Alistair recognizes the door of the house where his sister lives (the house next to the forge). If desired, after meeting with his sister, you can convince Alistair that “everyone lives for themselves” - this will accordingly change the style of his remarks and behavior.

Result:
250 XP for completing the quest.


The slicker Couldry in the Denerim Trade Quarter offers 8 “tips” for a fee - 4 for someone who knows how to steal, 4 - for someone who knows how to pick locks.

1. Steal Wallet with gems at the lady's maid. A maid in a green dress will appear in the center of the location.

2. Steal Ser Nancyn's Ornamented Sword at Nancy's in the shop "Curiosities of Thedas". Theft is possible through dialogue and in the usual way, that is, you can get two swords.

3. Steal Silversmith's Key at Master Tilver's. The master with guards will appear in the north of the location. You can approach either by convincing the guard, or using invisibility, or by walking between the houses (past the magician's contact), or using the help of a messenger boy standing nearby. Theft is possible through dialogue and in the usual way, that is, you can get two keys. The key (one is enough) opens two chests in the center of the location.

4. Steal Crown of Tairn Loghain from the seneschal in the “Bitten Nobleman” tavern. You can use invisibility, or the help of a waitress (all options are suitable - get you drunk, etc.). You don't need to steal the crown, but try to talk to the seneschal.

5. Take valuables from Lady Sophie's room in the Bitten Nobleman tavern. You need to open the lock on the door and take any item.

6. Pick up Silver bars from three chests in a warehouse in the south of the location.

7. Take the treasures from Bann Franderel's Estate (a new location, Bann's Estate of the Western Hills, will appear on the city map). Instead of treasure, there will be an ambush in the estate, but this is a prerequisite for the next stage of the quest.

8. Pick up Tears of Andraste from the Estate of Banna Franderel. This quest is given after the Landsmeet. You need to once again enter the estate and take the bottle from the chest in the treasury. Previously access There was a closet covering the treasury from the wine warehouse.

Result:


A quest for those interested from R. (quests in this series are given in the Denerim tavern). You need to collect twelve love letters. Letter Locations: Dalish Camp, Brecilian Ruins (top level), Orzammar (Charter's Hideout and Royal Palace), Lake Calenhad (tavern), Mage's Tower (senior mages' quarters), Denerim (Earl Eamon's estate, The Pearl, Smithy), village Redcliffe (mill), Redcliffe Castle (cellar), Village of Refuge (house).

Result:
125 XP and 6 gold coins for completing the quest.


The first quest for those interested from K. (quests in this series are given in the Denerim tavern). You need to bring fifteen servings Animal poison. Varathorn has an unlimited supply in the Dalish Camp.

Result:
95 silver coins for completing the quest.


The second quest for those interested from K. (quests in this series are given in the Denerim tavern). Need to bring ten Garnets(precious stones). Stones have to be collected as the game progresses.

Result:
200 XP and 1 gold coin for completing the quest.


The third quest for those interested from K. (quests in this series are given in the Denerim tavern). You need to take four “bags” to the so-called Transfers(hides). Their location: Denerim Trade District, tavern on Lake Calenhad, pass in the Frosty Mountains, Redcliffe village. The last pouch will explode when placed.

Result:
175 XP and 3 gold and 98 silver coins for completing the quest.


The fourth quest for those interested from K. (quests in this series are given in the Denerim tavern). You need to discredit D. To do this, you need to talk with Gorim and sister Theohilda in the Trade Quarter and with the manager in Curiosities of Thedas. Then - meet with the guard's contact in the Trade Quarter (near the exit to the city map). Next on the city map there will be a random meeting with assistant D. (location Dilapidated Lane), who has a map Path to Shelter. A new mark will appear on the city map - Vault D. In the shelter you need to defeat D. and his guards.

Result:
250 XP and 10 gold coins for completing the quest.


The first quest for those interested from D. (quests in this series are given in the Denerim tavern). Three need to be hidden Body bag at the landfill in the Denerim Trade District (next to the temple). The bags are located in the Trade Quarter (near the temple), in the Trade Warehouse (entrance from the Trade Quarter), in the “Pearl”.

Result:
125 XP and 2 gold coins for completing the quest.


The second quest for those interested from D. (quests in this series are given in the Denerim tavern). You need to shoot from a bow in the indicated place in Western Brecilian (at point 6) (a crossbow is not suitable). Then - defeat the mercenaries and take folded letter.

Result:
175 XP and 4 gold coins for completing the quest.


The third quest for those interested from D. (quests in this series are given in the Denerim tavern). It is necessary to destroy three false witnesses: on Lake Calenhad, in Denerim (“Wonders of Thedas”), in the Frosty Mountains of Orzammar.

Result:
6 gold coins for completing the quest.


The fourth quest for those interested from D. (quests in this series are given in the Denerim tavern). You need to kill K. On the city map there will be a random meeting with K.'s assistant (location Dilapidated Lane), who has a map Path to Shelter. A new mark will appear on the city map - K’s Vault. In the shelter you need to defeat K. and his guards.

Result:
250 XP and 10 gold coins for completing the quest.


Blackstone Volunteers quest (can be picked up in Lothering, Redcliffe or Denerim). It is necessary to take away the stolen Guild supplies from three deserters - in the Frosty Mountains, on Lake Calenhad, in Denerim (Port Backyards).

Result:
ring Frost Strike from a deserter in the Frosty Mountains;
175 XP and 2 gold coins for completing the quest.


Blackstone Volunteers quest (can be taken in Lothering, Redcliffe or Denerim). Need to give three Letters of recruitment- in Lothering (church), in the village of Redcliffe (house), in Denerim (Elfinage).

Please note that Lothering becomes unavailable after completing any of these quests: Nature of the Beast, Perfect, Broken Circle, Urn of Sacred Ashes.

Result:


Blackstone Volunteers quest (can be taken in Denerim). You need to bring twenty healing poultices. Any poultice will be transferred, starting with the smaller ones.

Result:
175 XP, 3 gold and 98 silver coins for completing the quest.


Blackstone Volunteers quest (can be taken in Denerim). There are four funeral tributes to be given to widows. They are located in Redcliffe (church), Lake Calenhad (tavern), Denerim (Shopping District and Dirty Alley).

Result:
175 XP and 1 gold coin for completing the quest.


Blackstone Volunteers quest (can be taken in Denerim). The quest is given after completing the other five volunteer quests. You need to talk to Relnor Hawkwind in the Trade Quarter and make a decision: either kill him or kill his son Taoran Hawkwind (random encounter on the world map, location Taoran's Camp).

Result:
350 XP and 4 gold coins if you kill Relnor;
350 XP, 4 gold coins and Free Scout Helm, if you kill Taoran;
3 gold coins if Taoran is released for ransom.


If you talk to Master Ignacio in the Denerim Trade Quarter, he will later invite you through a messenger to a meeting at the Bitten Nobleman tavern and offer a number of tasks.

2. Kill the Kadan-Fe mercenaries. A new location, Kadan-Fe Shelter, will appear on the world map.

3. Kill Ambassador Heinley. The ambassador and security guard are located in the Royal Palace of Orzammar, in the rooms of Prince Trian.

4. Kill Captain Chase. A new location, Ransom Place, will appear on the Denerim map.

After completing the quest, merchant Cesar will have an additional assortment at the Denerim market. If you kill Master Ignacio after completing the quest, trading with Cesar will become impossible.

Result:
Crossbow with improved grip And Rough Gut Gauntlets for the first three tasks;
gloves Finders of Red Jenny for completing the quest.


Sergeant Kilown in the Denerim Trade Quarter asks to expel the mercenaries from the Bitten Nobleman tavern. At the same time, the customer wants “there to be a brawl.” After defeating the leader, the remaining mercenaries will surrender.

Result:
100 XP and 3 gold coins for completing the quest.

Walkthrough - Denerim

Walkthrough - Denerim

Denerim, the true capital of Ferelden, was once just a border outpost on the outskirts of the Tevinter Empire. The magicians erected a dark tower on the mountainside - a symbol of the strength and power of the state. After the collapse of the Empire, the creation of the wizards passed to the tairns, who ruled the region for a millennium. The tower, called Fort Drakkon, still stands today. A city grew there on the mountainside, and, during the Age of the Dragon, the population grew far beyond what could be contained in the Fort.

Tight neighborhoods connected by a network of bridges are built on top of each other. The narrow streets of the Lower Docks have become like a labyrinth, and the walled-off Elfinage is so overpopulated that several “cleansings” have been required over the past twelve years in order to maintain order there.

Denerim is known throughout the world as the birthplace of Andraste. In fact, the monument erected in honor of the prophetess is not at all impressive: it is just a huge piece of rock with a simple message of peace. Pilgrims come from very distant lands to touch the Birth Stone and pray. This is how everything happens in Denerim, and it is unlikely that local residents have a chance to change anything.

Brother Genitivi,

Excerpt from “In Search of Knowledge: Journeys of a Church Disciple”

STORY QUESTS

Land Assembly

After you have gathered all possible allies (dwarves (maybe with golems), magicians/templars, elves/werewolves), Earl Eamon will finally convene the Assembly of the Lands, and you will go to the capital with him. Loghain and his adjutant Ser Cauthren will meet you there. After talking with them, go to Eamon's office.

Note: The earl's estate is theoretically considered your base in Denerim, but there will be no more conversations with your comrades there than in other locations. For frank conversations and loving conversations, you still need to go to the camp.

In the earl's office you will meet Erlina, Queen Anora's maid. She will tell you that Anora has become a prisoner in the palace of the Earl of Denerim and will express fears that Howe is going to kill her and blame Eamon for this. Regardless of your reaction, you will still be tasked with rescuing Anora.

Rescue the Queen

A new location “Palace of the Earl of Denerim” will appear on the map.

Walkthrough - Denerim


Walkthrough - Denerim

It’s better not to take Sheila with you - it will be impossible to disguise her as a guard. Erlina will be waiting for you near the entrance to the location. At the door to the palace there is a performance by artisans who were not paid by Hou for their work, so they will have to look for another entrance. Go left, killing patrols of guards along the way - soldiers and mabari, appearing exclusively from behind. When you approach the back door, Erlina will distract the guards and you can sneak into the palace. You can sneak into the room where Anora is being held, disguised as a guard and without fighting, or kill everything that moves along the way. The disguise does not appear in the inventory, but is put on when talking with Erlina. To remove it, talk to her again or start a fight.

You can go through the palace without incident, except for one room behind the queen’s room - there one of the soldiers is pressing the maid. If you take a few steps inside (even under level 4 invisibility) you will be noticed and the alarm will be raised.

There is a spell cast on the door of the queen's room that prevents it from being opened. To remove it, you need to find the magician who created it and convince him to lift the spell - or kill him. By known information, the magician is now in company with Hou, in the dungeons of the palace.

Before descending into the basement, you will find a chest with documents of the Gray Guardians, and a little further - Riordan, the Gray Guardian, whom Howe holds (or rather, held) in his cell.

Riordan will free himself when the guard is distracted by your arrival and confirms that Howe recently proceeded to the dungeon. If you ask Riordan about the documents found, he will tell you about the Gray Wardens' secret warehouse in Denerim. You can ask him in the warehouse later, but now he will leave (then he will be in Earl Eamon’s office).

When you go down to the basement, your disguise (if it was still valid) will be revealed and then in any case you will have to kill everyone.

In Howe's dungeon, in addition to Howe himself, you can free several people, which will bring you additional votes at the Landsmeeting: the templar Irminrik, Vaughn - the son of the former Earl of Denerim (he will not be in the dungeon if you play as a City Elf and killed him in the prologue) and Oswan , son of Bann Sigurd. You can get a reward of 40 gold from Vaughn (if you free Vaughn, Zevran will not approve).

In addition to them, the veteran Reskel (Church quest) and the elf Soris are languishing in the dungeon. He will not be there only if you are playing as a City Elf and in the Prologue, when talking with the guards, you took all the blame on yourself. If you free him, you will receive Zevran's approval, but, in principle, his release does not significantly affect anything.

Hou himself, after a short speech (different from a Noble Person), will attack you along with his guards (be careful, it includes 2 magicians). After killing him, go back to the first floor, to the queen's room.

Anora and Erlina will join you, but you will not be able to get out of the Palace - Ser Cauthren will be waiting for you at the main entrance with a large detachment of guards, which includes many archers and magicians.

Walkthrough - Denerim


Walkthrough - Denerim

Possible behavior scenarios:

1. Attack immediately

2. Try to persuade her to let you through, telling her that they wanted to save Anora, but this will not be possible, in addition, the queen will easily accuse the Gray Guardians of kidnapping and run away, but the battle will not be avoided.

Couthren has the rank of an orange boss and with powerful art support it is extremely difficult to defeat her. But if you retreat into the corridor and into the room where Anora was kept, she will follow you in the company of only one or two guards, which will make the fight much easier.

If in battle (regardless of whether you have already gotten rid of Couthren or not) your group loses consciousness in its entirety, then in this case you will not be considered dead, but captured, and the scenario will develop in exactly the same way as if you had surrendered voluntarily.

3. You can surrender to her without a fight, keeping silent about the queen’s presence, but Sten and Ogren will not approve of this. The overall plot line doesn't depend on whether you give up or not.

Coutren is only interested in the Gray Wardens, so only you and Alistair will be captured if he is in the group.

A good two-hander is removed from Coutren, but if you decide to give up, the opportunity to take possession of it will present itself a little later, and in Fort Drakkon you can walk around a little longer, making some noise.

Walkthrough - Denerim


Walkthrough - Denerim

If you find yourself in Fort Drakkon, then the next item on your list of tasks will be to get out of there. You can escape on your own, or wait until your comrades come to your aid. Party members with high sympathy are more likely to come to your aid

Walkthrough - Denerim


Walkthrough - Denerim

There are the following ways to get out of the cell: pick the lock (if you have the necessary skill), break the guard's head through a sieve and remove the key from the body, pretend to be sick, or seduce the guard and attack. After that, we begin the actual escape. You can go through it classically - destroying all living things along the way, look away and disappear under “secrecy”, or resort to deception to avoid unnecessary victims.

At the exit from the prison room there is a box in which all the equipment is stored. Behind the door are guards with mabari, and a little further is the armory.

It contains an armor stand that will provide you with a disguise - the uniform of the Hou guards. After “talking” with her, you will be wearing things that will make all opponents consider you one of their own.

Walkthrough - Denerim


Walkthrough - Denerim

The next obstacle is the guards at the door. Neutralized by a password: either steal a piece of paper with it from the pocket of a guard chattering in the warehouse, but if you do not have the “theft” skill, but have pumped up your “conviction,” go to the colonel’s office. He will mistake you for newcomers and order you to find two more guards. These are the same dupes who were in the warehouse. They, in turn, will need swords, which the quartermaster “clamped”. He stands in the officer's armory, and you can bribe him, persuade him to give up the necessary weapon, or convince him that you have come to replace him. Having obtained the weapon, return to the colonel for inspection. When he asks what a soldier needs, he must answer “Honor” or “Discipline.”

Walkthrough - Denerim


Walkthrough - Denerim

Then he will send you to the streets of Denerim, and you will pass through the fort without interference, since these guards know the password.

If you decide to wait for rescue in the cell, then in a conversation with Alistair, options will be available to select those who will do this (only those party members with whom you have good relations). If you did not take Alistair to the “Save the Queen” operation, then conversation options will appear in a mental dialogue, or with the unknown poor fellow imprisoned next door.

The rescue squad can also kill everyone along the way, or resort to deception. You will need to convince the guards twice that you are who you say you are: with the guards at the entrance to the fort and a conversation with the captain already inside. The third conversation with Sergeant Tanna should lead to her leaving her post and you calmly infiltrating the interior of the fort.

In each conversation, you can choose which of your party members will hang pasta on the guard’s ears, and each of them can chat with at least one of the interlocutors.

Zevran and Leliana will cope in all three cases.

Wynn can handle it too, as long as she doesn't have a mabari with her.

Morrigan can force Tanna to leave, but in the first two conversations, if Leliana, Wynn or Mabari are paired with her, she will screw up.

The dog can deceive the guards and the captain, but is not able to bypass Tanna.

Stan will not be able to successfully complete the first two conversations, but he is able to take Tanna away from his post, and if a mabari is with him, then the first question will go off with a bang.

Oghren can pass the first conversation, but only if his partner is Zevran, Sten or a mabari.

For obvious reasons, it is better for Sheila not to appear in the fort - her disguise will be at zero in any case.

If you fail to persuade Tanna, you can fire a ballista in the hall, and she will go to find out what’s going on, and you can calmly move on.

The dungeon will have to be cleared of mabari guards, but in any case there will be relatively few of them.

After you and Alistair (if he was with you) are freed, you can freely leave the fort, since the corridors and halls leading to the exit will suddenly become empty. Although, if you want, you can again go through the classical method.

After visiting the Earl of Denerim's palace (and Fort Dragon if you fell or surrendered), return to Eamon's estate and talk to Anora. This will complete the quest “Saving the Queen” and will start the next one – “Unrest in Elfinage”.

Riots in Elfinage

Walkthrough - Denerim


Walkthrough - Denerim

Anora doesn’t know what exactly is going on in the elven ghetto, but she is sure that Loghain had a hand in it. If you freed Soris from Howe's dungeon, he will be waiting at Cicero's house (if you are playing as a city elf - your father) and will advise you to talk to Shianni.

It stands near the Maypole in the center of the quarter. If Soris sent you to her, she will be a little more welcoming, if you are a city elf and did not accept Vaughn’s offer in the prologue, then she will be happy to see you, and if you did, she will receive you rather coldly. In principle, this does not affect anything.

She will tell you that the Tevinter people have already taken away many elves under the pretext of quarantine - and even Elder Valendrian

If you are playing as an elf, you can pretend to be sick and they will take you inside. There the deception will be revealed, and you will have to kill all the guards alone. You can also provoke a fight in a conversation with the Tevinter people (some of the elves will begin to help them), or bribe or kill the guard at the back entrance. If you get past the Tevinter, you'll still have to fight them on your way out. But the elves will scatter.

Inside the hospital, you need to take a note and a key from the table (as well as a nice amount of money), and talk with the captured elves, among whom, interestingly, there is a yellow leader - a young girl. However, she just won’t say anything.

Walkthrough - Denerim


Walkthrough - Denerim

You can show the note to Shianni, or you can immediately go to the alley behind the hospital, to a residential building. Along the way you will meet an elf, you can bribe or intimidate him, but he will not say anything new. After going through the house, go outside using the key from the hospital. Tevinter soldiers will be waiting for you in the alley. When you kill them all, go to the next building. There you will immediately stumble upon another group of guards led by the elf Devera. You can use Persuasion to make her run away, but as a prize for defeating her you will receive an excellent bow that opens a page in the Codex. Next you will find a series of rooms filled with soldiers. At the beginning of a long corridor, a trap awaits you - it makes sense to send a robber with a high level of stealth ahead and neutralize them.

In the last room, the chief Tevinter mage Caladrius awaits your visit. He will offer you a deal - in exchange for a bribe and permission to leave Denerim with prisoners, he gives you documents incriminating Loghain. If you have developed Persuasion, you can leave all the captured elves, or give the documents for free.

If you don't like it, you'll have to fight. This is a strong blood mage, and his crossbowmen can ruin your nerves. If you stay on the balcony, then this will protect you from Caladrius’ magic for a short time, and the soldiers can be killed one by one. When you've drained almost all of his life, he'll offer you another deal - sacrifice the elves and increase your health (physique). The ritual will increase this parameter by only one, but almost all of his comrades (except Morrigan and Stan) will strongly disapprove of this. If you decide to finish off the maleficar, remove the documents from his corpse. In this case (or after he leaves), talk to Valendrian (if you are playing as a city elf, then with your father). If Caladrius did not take the slaves and kill them, then talk to Valendrian (Cicero) in his house before leaving Elvenage and go with a report to Earl Eamon.

Landsmeet - ending

Walkthrough - Denerim


Walkthrough - Denerim

Eamon will order you to go to the Landsmeet and be sure to take Alistair with you.

At this point, it is important to complete all possible quests (especially those related to Redcliffe). Couthren will meet you in the Assembly hall (if you did not kill her earlier or defeated her in the Howe Palace, but were defeated by the rest of the guards). This time it is much easier to kill her, or if you have high Persuasion, you can persuade her to get out of the way peacefully.

The outcome of the Assembly depends on the distribution of votes of the nobles. If the majority speaks in your favor, Loghain will refuse to comply with the decision. If you offer to resolve the dispute with dignity, you will have a duel with him, and you can fight on your own, or choose anyone from the group - except for the mabari. If you start taunting Loghain (“you lost!”), he will start a fight, as if the Assembly votes against you. In this case, in order to end the fight, you will need to remove most of Loghain's lives, after which you will still be forced to fight him in a duel.

Walkthrough - Denerim


Walkthrough - Denerim

State that the main problem is not Orlais, but Pestilence.

Tell about the slave traders in Elfinage.

Mention the torture of innocents by Earl Howe (only if you freed Oswin and talked to his father after that).

Mention the poisoning of Earl Eamon and the release of maleficar from the hands of the templar (only if you freed Irminrik and gave the ring to his sister).

If you freed Vaughn from Howe's prison, this will give you an additional voice in your support.

If you completed the last Antivan Ravens quest related to the hostage, this will give you an additional voice in your support.

In any case, after two or three statements, Loghain will raise the issue of Queen Anora, after which she herself will appear. Anora's support means a lot and counts for more than one vote. Winning the vote without her is almost impossible unless you have completed all the side quests listed in the previous paragraph. In this case, you have enough votes to do without her opinion.

Anora will support you if, before your departure to Elfinage, they promised their support in her struggle for the throne. You can also persuade her and Alistair to rule together or rule with you if your GG is a nobleman. However, you can shamelessly deceive her and ultimately make Alistair king.

Anora will not support you if you have not spoken to her at all, if you have told her that you support Alistair and if you have said that Loghain must pay for his crimes.

Walkthrough - Denerim


Walkthrough - Denerim

After the duel with Loghain, you need to make a choice - spare him (in this case, Alistair will leave the group), or execute him. If you toughened up Alistair during the personal quest and persuaded him to rule with Anora before the Gathering, then he will become the king of Ferelden. If you didn't toughen him up or offer him marriage to Anora, he will disappear to an unknown location and you won't hear from him again until the epilogue. Without your intervention, Anora may execute him to destroy a potential contender for the throne.

If you decide to execute Loghain, you can do it yourself or cede this right to Alistair. If you were hoping to marry Alistair to Anora or marry her yourself, then keep in mind that she will not marry the one who personally killed her father, so if you decide to marry her to Alistair, then kill Loghain yourself and vice versa. Alistair may, in turn, refuse to marry Anora if she betrayed you and supported Loghain during the Gathering.

Walkthrough - Denerim


Walkthrough - Denerim

If you killed Loghain, you must make the final choice as to who will wear the crown. Alistair will remain in your group in any case - as a future king or as just a Gray Warden. If you decide to make him king, then Earl Eamon will invite Anora to swear allegiance to him and renounce further claims to the crown both for himself and for possible descendants. Anora will resolutely refuse, after which she will be put under arrest (her remark to Alistair is interesting that if they had switched places, she would have dealt with him much harsher.) You will not be able to persuade Anora and Alistair to get married if you have not already persuaded them to do so before the Meeting.

If the GG is a noblewoman, then she can become queen and rule together with Alistair, if when asked “Who will rule Ferelden?” will answer that it will be Alistair with her help. This can be done even if the heroine was not in a love affair with Alistair, but has good Conviction and his friendly attitude towards her is quite high. However, if Alistair duels Loghain, the dialogue leading to the engagement may not appear, so it is better if someone else fights Loghain. (It doesn’t matter whether the heroine herself or Alistair kills him after the duel).

If the heroine was in an affair with Alistair and is not a noblewoman, he may break off relations with her or not, depending on whether you toughened him up during his personal quest, and on her answers in the conversation after the Gathering. (See the “Companions” post for details).

This concludes this quest and now you have to the last part games - the final battle.

NON-PLOT QUESTS

Sergeant Keelone's missions

Pearl and pigs

Sergeant Keelone stands to the right of Wade's shop. He will gladly accept your help.

Walkthrough - Denerim


Walkthrough - Denerim

First, the sergeant will ask the GG to go to the “Pearl” and drive out the White Falcons mercenaries from there. If you have leveled up Persuasion, you can intimidate or persuade them to leave. If this skill is poorly developed, you will still have to fight with them. After you have given the leader a fair beating, they will surrender - you can let them go or kill them. In the latter case, the sergeant will be very dissatisfied with you.

If the mercenaries left the brothel alive, then you will meet a sergeant on the city map

Kilown, who wants to thank you. During the dialogue, a group of undead mercenaries will attack you. It will be possible to remove the excellent “Aodh” ax from the leader, adding a page to the Codex.

Crimson Oars

The second task is to calm down the mercenaries of the Bloody Oars gang in the Bitten Nobleman tavern.” This time they can be killed. If you leave them in the tavern, Sergeant Keelone will refuse to pay for your troubles. If everything is done exactly, then he will also volunteer to tell everyone that the Gray Guardians are actually white and fluffy.

Services for interested parties

Quests are given by the innkeeper in "Bitten Nobleman" after asking if he has any not-so-legitimate tasks.

Walkthrough - Denerim


Walkthrough - Denerim

Unfinished correspondence

During the entire game you need to find 12 letters of frivolous content authored by rich people:

In Denerim in Wade's shop

In Denerim, in one of the rooms of the “Pearl”

In the village of Ubeishche, in one of the houses

In Redcliffe, in the mill

In the basement of Redcliffe Castle

Near Lake Calenhad, in the Spoiled Princess tavern

On the second floor of the Mage Tower

In the Dalish camp, in a chest next to Varathorn

On the first floor of the Brecilian Ruins, to the left of the entrance, behind a secret door

In Jarvia's lair

In one of the rooms of the Orzammar Palace

At the Denerim estate of Earl Eamon

The last chest is not locked; all the rest require level 3-4 hacking.

Diplomatic needs

Bring the innkeeper 15 servings of animal venom extract (can be bought from Varathorn in Breciliana) - for K.

Problem solving

It is necessary to get rid of three bodies that appeared after unsuccessful negotiations between people D. The first corpse lies behind the dump well near the Church, the second is in the back room of the warehouse next to the Curiosities of Thedas, the third is in one of the rooms of the Pearl. The bodies must be thrown into the well near the Church building and returned for a reward.

Walkthrough - Denerim


Walkthrough - Denerim

Safety signal

You need to go to the Western Brecilian Forest and fire a signal arrow. To do this, your GG must have a bow (shooting skill is optional). This will be followed by an attack by mercenaries from Denerim - having killed them, return with a report.

Without a trace

Bring 10 pomegranates to the innkeeper of the “Bitten Nobleman”. You'll find them throughout the game, so it's best not to sell these stones to merchants

Secret reward

K. asks you to put remuneration for his “workers” in several hiding places. The caches are located:

1. Not far from Dwin's house in Redcliffe;

2. In the Frosty Mountains near Arena;

3. At the Spoiled Princess tavern near Lake Calenhad;

4. In the central square in the Denerim Trade District.

The exact marks appear when you press Tab

Sometimes (although this may not happen as a result of a bug) you will be offered the option to disarm the caches and not hide the board inside. In this case, you will set up K., and he will no longer give you quests.

False witnesses

D. will ask to remove three witnesses who are allegedly going to “surrender” him to the authorities or competitors. They are hiding near Lake Calenhad, in the Frosty Mountains, in the Curiosities of Thedas shop in Denerim.

Power Grab/Hard Decision

The last quest depends on whether you betrayed K. during the “Secret Reward” quest and whether you completed D.’s “False Witnesses” quest. If you did not complete the quest on false witnesses and did not betray K, then you will receive the quest “Seizure of Power”, in which K. announces that thanks to D.’s paranoia, he decided to get rid of his assistant, and K. has no choice but to preempt the blow and get rid of D. first. You must give a signal (wink in a special way) to three allies of K. - the dwarven merchant Gorim, sister Theohilda at the Church building and the Pacified One - the owner of the shop “Curios of Thedas”. After this, talk to the guard who stands near the city gate. On your next journey across the map of Denerim, you will come across Lieutenant D. and his assistants, who decided to punish you for betrayal. After the battle, pick up papers from the lieutenant's body indicating the location of D.'s secret hideout, and a new location will appear on the map of Denerim - go there and deal with D. and his associates.

If you completed the False Witnesses quest (and regardless of how you completed the Secret Reward quest), D will ask for your help in getting rid of K, who he suspects is going to take his place. When traveling across the map of Denerim, you will come across Lieutenant K and his assistants. After the battle, pick up papers from the lieutenant's body indicating the location of K's secret hideout. A new location will appear on the map of Denerim - go there and deal with K and his associates.

Crime Wave

Issued by the Weasel Couldry standing opposite the Church, but only to the GG - a robber, or if the GG has theft skill. To receive quests, it is enough to have at least 1 level of “Theft” or “Invisibility”.

If you have at least the first level of Thievery, you can get all of Couldry's quests, even if your PC is not a robber. The ability to Hide without Stealing will give you only one of the two lines of his quests - the “predatory” one. You will have to pay Couldry every time for tips - but as a result you will earn more than you pay him.

Walkthrough - Denerim


Walkthrough - Denerim

"Robbery" tasks:

1. The cost of a tip is 1 gold. Loot the chest in Lady Sophie's room at the Bitten Nobleman tavern. To do this, you don’t even need to hide - the bodyguard will not pay any attention to you, and the GG will easily get into the room and clean out the chest. This is the only Couldry quest that you can complete before receiving it - if you have already robbed Sophia's chest, tell the Weasel about it and he will return the money to you.

2. The cost of a tip is 4 gold. Loot Earl Howe's treasure chests, which are located in a warehouse in the Trade District, not far from the Wonders of Thedas shop - at the end of this dead end. This quest includes a battle, since you won't be able to steal silver bars from chests unnoticed - Hou's guards in the warehouse will immediately notice you.

3. The cost of a tip is 10 gold. You must rob the treasury of Bann Franderel. Go to the Denerim map that appears on your map. new location. You can sneak to the quest mark, or go through the whole squad. It will be suspiciously quiet around. But as soon as you open the chest, guards will appear in the next room - it was a trap.

Now you need to make your way back to the exit - either with a fight, or a robber under the cover of "invisibility" - the rest of the group will automatically slip through with you. Couldry will be sad that his tip turned out to be a trap, and will return your money, promising that next time he will get you something really worthwhile.

4. Will appear only after completing the quest “Gathering of the Lands”. Weasel Couldry will send you back to Banna Franderel's estate - this time for free - telling you that a sacred relic of the Church is hidden there: Andraste's Tears. You should proceed to the corridor in front of the nook where you needed to go last time, and find a secret passage there. There is a real treasure trove there. This time there are more than enough guards in the corridors, in addition, there are many traps on the floor. You can act the same way as last time - break through with a fight, or sneak in as a robber. After this, you can give Andraste's Tears to the Church (in person or through Weasel Couldry) or keep them for yourself.

Note: if you overhear the conversations of the guards in the estate, you will be convinced that the sneak Couldry was not involved in the ambush that awaited you earlier.

"Thieves" tasks:

1. The price of a tip is 50 silver coins. Get the purse of jewelry from the maid in green. She will appear at the shopping arcade after receiving the quest.

2. The price of a tip is 1 gold. Steal the sword from Ser Nansin, who will visit the Thedas Curiosity shop. You can simply pull the sword out of her pocket, or use other skills - for example, Persuasion: say that you are a merchant (then she will take off her armor and weapons (right in the shop!!!) to try on your goods); or Herbalism (convince her that she is sick and needs help: then she will undress for a medical examination and, in addition to stealing the sword, you can sell her medicine for a few gold pieces).

3. The price of a tip is 3 gold. Couldry will invite you to steal from the pocket of a certain Tilver the key to the chests standing among the shopping arcades. Tilver walks behind Wade's shop and Goldanna's house in the company of security.

You can use Stealth with Invisibility to steal the key without being seen, you can pay a nearby messenger boy to distract the guards while you empty your pockets, or you can talk to Tilver and steal the key as you speak (requires high Persuasion). Well, the last way is to kill them all and remove the key from the corpse.

4. The price of a tip is 6 gold. This time you will need to steal Loghain's crown from his Seneschal, who decides to visit the Bitten Nobleman tavern. If his guards notice you at the entrance, they can be intimidated and driven away, and you can steal the crown from the Seneschal with impunity. You can also persuade the waitresses - either send the Seneschal more wine (so that everyone falls asleep) or add poison to the bottle (if you have good knowledge Poisons). If your manipulations are noticed, everyone can be killed again.

Raven Trials

These quests will appear only after talking with Master Ignacio at the shopping arcade, where you will offer him your help, and after meeting Zevran. If you then approach the entrance to the Elfinage, the messenger boy will bring you a note offering you a meeting with Master Ignacio at the Bitten Nobleman tavern. There he will introduce himself as an envoy of the Antivan Ravens. The second option is to take the message yourself from the delivery boy (he stands behind Wade's shop). In this case, you will be warned about hiring, but nothing more.

You can refuse his offers (Ignacio will disappear from your horizon forever); you can kill him (Cesar will stop supplying you with goods); or accept his “tips” (this can get you a vote when voting at the “Gathering of the Lands”).

Walkthrough - Denerim


Walkthrough - Denerim

1. On the wall at the gates of Elfinage there is a poster about a certain meeting of people supporting the Gray Guardians. After reading, head to the Pearl. The brothel owner will point you to a back room with a locked door. After knocking, say the password “the griffins will soar again.” Inside there will be Loghain's mercenaries, whom you need to kill. If you did this before receiving the quest, tell Ignacio and you will still receive the reward.

2. A new location will appear on the map. There you need to go there and kill all the Qunari mercenaries from the Kadan-Fe gang.

3. The next order is to kill Ambassador Gainley in the royal palace of Orzammar. If you took the side of Belen, then you can go into this room immediately, but if you took Harrowmont’s side, you will have to wait until his coronation. They will be waiting for you with a detachment of guards, so you will have to work a little.

4. A new location will appear on the city map - there is a meeting between the Ravens and Earl Howe’s people, who kidnapped the son of a high-ranking official in order to give them a ransom and get the boy back. The meeting will end in a fight between you and Hou's people, and then you will not find a trace of the boy. Returning to Ignacio, you learn that you were used as a diversion, and in the meantime the boy was rescued and taken to his father. Then this will earn you an extra vote at the Landsmeeting.

After this there will be no more tasks. If you decide to let Ignacio go, Cesar will now have special goods for you; if you kill him, this shop will close.

Individual tasks

A matter of honor

In the Trade District, not far from the entrance to the “bitten nobleman”, Ser Landry will approach you, eager to take revenge on the Guardians in your person for betrayal in the Battle of Ostagar. You can convince him that the Guardians are innocent, threaten him, and he will leave. If not, he will challenge you to a duel, which will take place at the door of the Thedas Curiosity shop. You can fight one on one, or attack treacherously.

Forgotten Poems

In the Abandoned Temple (Quest “Urna of Sacred Ashes”), in the southwestern part of the first level you will find ancient encrypted texts. Take them to Sister Justina standing outside the Church building and she will identify the records of last days Maferath is Andraste's husband, and he will gladly pay you about 7 gold for the opportunity to decipher them.

Armor made from the skins of young dragons

Talk to the blacksmith Wade, who dreams of creating armor from exotic materials - for example, the skins of young dragons, so that this quest will appear in your journal. If you don't do this, the quest will appear after you receive your first dragon skin

When clearing the second level of the Abandoned Temple, you must find and defeat six dragons. In the dragon's lair in the northeast of the location, they will appear after you approach the far wall (there is a gift for Alistair in the pile of garbage there). From these skins, the blacksmith Wade can make you two sets of armor - first regular and then improved (it’s better to pay for the second to further improve the quality).

Walkthrough - Denerim


Walkthrough - Denerim

Set bonuses: -10% fatigue

Dragonhide Armor

If you kill High Dragon, revered by the Ripper sect, then Wade will make you a choice of armor from it - medium, heavy or massive armor. If you previously paid him for young dragon skin armor at least once, although he agreed to make it for you for free, then you will receive Improved Dragon Skin Armor from him. Wade will only forge this armor if he has already made at least one set of armor for you from the skin of young dragons.

Walkthrough - Denerim


Walkthrough - Denerim

Note: After Wade has crafted all three sets of armor for you, his assistant Herren will refuse to trade with you.

Lost Templar

This quest will appear when you find a slightly disturbed templar named Irminrik in the dungeons of Earl Howe's palace. Therefore, you need to take the ring from him and give it to his sister, Bannu Alfstanna, in the Bitten Nobleman tavern. In addition to your vote at the Land Meeting, you can ask her for a reward.

You can kill Irminrik, but in this case you will not receive a reward from Alfstanna. In addition, this may affect the outcome of the vote at the Land Assembly - although it is not a prerequisite for a successful vote for you.

Nobleman under torture

This quest will appear if you free Earl Howe Oswin, son of Bann Sigurd, from the torture chamber in the dungeons. Talk to Bann Sigurd at the Bitten Nobleman tavern to complete this quest.

Like the previous quest, it can affect the outcome of the vote. You can ask for a reward for your release - this will not affect Banna Sigurd's decision.

Red Jenny's Friends

The quest will appear if you took the Decorated Casket from Irving's office in the Wizards' Tower. To receive the reward, take it to the entrance to the Miracles of Thedas shop (southern part of the Trade District). Knock on the door and give the casket. They will give you a certain amount, but you will never receive any explanation.

Last request

After you find the corpse of Ser Frieden in an abandoned alley, a new location “Abandoned Building” will appear on the Denerim map. Go there and kill all the maleficars and their guards. The quest will be completed after the death of the main maleficar. Be careful - the building is full of traps.

Liberated

For this quest to appear in your journal, collect three notes about the mysterious “Liberated One”. The first can be removed from the corpse of the Adventurer on the second level of the Elven ruins in the Brecilian Forest, in the dragon cave with traps, the second is located on the Frightened Adventurer in the tavern in Orzammar, the third lies on the corpse of the Adventurer on the first level of the Ruined Temple.

After collecting these notes you will receive the quest. You need to go to Dirty Lane in Denerim and knock on the closed door of one of the houses. You need to mention Gaskang and say you won't leave.

After you get inside, Gaskang will attack you.

As a reward, you will receive an excellent one-handed Cleave Blade, with three slots for runes, and in rare cases, the best shield in the game “Shadow Wall” - it usually only drops at the Nightmare level.

Evil in Elfinage

This quest will be given to you by Ser Otto, a blind templar standing near the Elven Tree. He will tell you that he senses some kind of evil in the neighborhood, but cannot say where exactly. To help him, go to the shelter. A raving beggar woman will mention something strange happening inside, and on the ground nearby you will find fresh blood stains and the corpse of a dog that madly attacked you when you entered the Elfinage. Tell Ser Otto about this, and he will decide to look into this matter personally - with your help.

Walkthrough - Denerim


Walkthrough - Denerim

At the orphanage you will meet several ghosts and mabaris, and then you will meet a demon. When you defeat him, Ser Otto will state that he still senses the presence of evil. After further clearing the building, in the last room you will come across the same demon, but stronger. He will return again - this time with help, and Ser Otto will be killed by him. After the third fight with Deon, the quest will be completed. You will fail if Otto does not reach the last room.

This quest is directly related to the quest “Evil in Elfinage”. In one of the chests in the last room you will find a worn amulet. To complete the task, give it to the crazy beggar woman at the orphanage.

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Main plot
Now that all allies have been gathered to fight the pestilence, it’s time to go to Denerim for a meeting of the lands with Earl Eamon. In the capital of Ferrendel, we will be met by Loghain himself with his vile associates: Lieutenant Cauthrane and Earl Howe. Respond to his barbs extremely politely, but truthfully. You can threaten Howe with the fact that he doesn’t have long left (this is the honest truth). Then Eamon will go to his mansion, and you will be able to complete tasks for the benefit of the city and your own pocket. When you come to Eamon's mansion, he will give you your first task.

Save the Queen
Queen Anora's maid (Kailan's widow) will tell us that her mistress is being kept locked up on Earl Howe's estate. She sent her specifically to persuade us to save her. Eamon will say that Anora’s help would be useful to us at the meeting of the lands, so we go to visit the bloody earl. At the main entrance to the estate you will see what appears to be a workers' strike. This noise is good for you. Anora's maid Erlina will invite us to go through the back door, behind the house. Just start walking around the house on the left side and you will definitely find it.
Along the way, you will be attacked by four soldiers; after getting rid of them, continue on your way. At the very entrance, Erlina will give you a Howe Guards uniform and ask you to wait in the bushes. She herself will distract the two slow-witted guards from the door. That's it, the way is clear, go to the estate!
Be careful inside. Don't inadvertently speak to one of the guards, otherwise you will be quickly seen through. We slowly search each room in search of poorly placed things and the queen. Having reached the room where Anora is imprisoned, you will see that the door is protected by a magical barrier, which apparently only Howe himself can remove. We go to the earl's office and clean out the contents of his chests. Be careful, in one of the nearest rooms the chief of the guard is sitting, who is going to have fun with one of the maids. if you disturb him, he will raise the alarm. From Howe's office, go straight to the basement (the door is right there in the office). We watch a video of a languishing prisoner breaking a guard’s neck. We release the prisoner and talk to him. This is Riordan, he is also a gray guard. We give him the documents from Howe’s chest, stolen a minute earlier, and say goodbye. Let's explore the dungeon further. Disguise won't work here. The very first post will sound the alarm, so we begin to take out our hatred on Hou’s soldiers. Soon you will free two more prisoners, in gratitude they will help you with their votes at the land meeting if you then visit them in the Bitten Nobleman tavern. Now let's go beat Howe himself. This is especially pleasant for those who are roleplaying the story of a noble man from the Cousland family. Having killed this vile butcher with particular cruelty, taking from him the key to the main entrance to the basement and to Anora’s prison, we return to the main rooms of the mansion. We free Anora and go with her to the exit. Here Lieutenant Cawtrain with a huge crowd of soldiers will block our path. We have two options: either fight the whole company or surrender. Anora, by the way, will betray us, saying that we are the ones kidnapping her. Then she can be found at Earl Eamon's estate.

We give up
We find ourselves in prison at Fort Drakkon. There are again two options: either we storm the prison with GG’s friends or we free ourselves. Everything is clear with the assault: massacre, meat and a lot of blood. The option with personal exemption is much more interesting. We will be in prison together with Alistair. We call the guard and break his neck (as Riordan showed us). We take the key, open the camera and the chest with all our belongings. We arm ourselves to the teeth and move on. There will be a huntsman in the next room, we kill him and the dogs, after which we search the rack with armor. We change into guard armor and go to the colonel. He will take us for recruits and send us on patrol. Several soldiers will come with us, who will accidentally mention that the quartermaster does not provide swords. We go to the scoundrel and threaten to tell the colonel about everything. We have the swords. To the colonel's question, “What can’t a soldier live without?” We answer “without discipline, sir.” Let's go to the exit. One of the soldiers will tell the gate guard the password "rabbit". We leave the fort and go to Eamon's mansion.

Battle with Cauthren
Defeating this warrior is like defeating a dragon. She has crazy damage and accuracy. Plus, her archers have all the skills that archers can pump up. It won't be possible to deal with it head-on. It is better to have two warriors in the party (at least one of them must be a shield warrior) and two magicians (Morrigan and Wynn). If you made Leliana a cool archer, then she will also work. First of all, cast a blizzard or a storm on the archers with the help of Morrigan (it is better that she does this from the corridor, because enemy arrows will not reach her there and will not interrupt the spell). Leave Leliana (Winn) in the corridor too. Wait for Cauthren to run up to you and hit her with the warriors. Use healing poultices for warriors as soon as your health is about half. Couthren is quite capable of killing your friend or even you with that much HP on a critical hit. It is better if runes of paralysis are inserted into the weapon; I also recommend periodically freezing Koutren with a cone of cold (Morrigan's spell). As soon as Loghain's personal bodyguard is dead, you can start shooting archers. By the way, if you have Leliana in your party, then she can quite easily do this herself, while the rest of your friends are fighting Coutren. As soon as you kill the entire squad, go to Eamon's mansion. As a reward for winning, you will receive the weapon Koutren Summer Sword (a very powerful thing).

Trouble in Elfinage
At the mansion, Anora will apologize to you for the betrayal and offer cooperation. She will tell Eamon about the unrest in Elfinage, and he, in turn, will send us there to figure out what exactly is going on there. We agree. You can try to immediately convince Anora to cast her vote for us, then everything at the meeting will be much easier. Don't forget to talk to Guard Riordan. He will tell you a lot of interesting things about the order, and will also tell you about the hiding place of the gray guards in the warehouse of the Denerim trading area. There you will find Duncan's shield, which you can give to Alistair. Go to the Elfinage. There, talk to the girl Sheani. She will tell you about the plague and that the Tevinter mages seem to be going to help. The only question is: not all the elves who ended up in the hospital returned back. The circumstances of their disappearance are kept secret. We enter the hospital from the back door, having first killed the guard. There we find a little gold and a letter. We go outside. The Tevinter will immediately attack us. Having dealt with them, we talk to Sheani again, she will give us a second tip, this time to the old house of the landowner (it will be immediately behind the hospital). Let's go there. We pass through the building and find ourselves in the courtyard, where we deal with several more guards. We go inside and talk to the guard Devera. If we can’t convince her not to interfere with us, we kill her and move on. Eventually, you will find a long narrow corridor that will lead you to the lair of the leader of this whole gang. This will be the blood mage Caladrius, who is going to drive the elves into slavery. He will offer you a deal of 100 gold in exchange for dirt on Loghain, while he takes the elves for himself. We send him to hell and start a fight. It’s better to kill Caladrius’s minions first, and then take care of him yourself. Being near death, he will make us another offer: he will increase our health at the expense of the lives of the captured elves, give the papers to Loghain, and he will run away. Many of your companions will be offended by you for making a deal with a blood mage, so it’s better to just kill him, take both the money and papers for yourself, and save the elves. We get out, complete a couple of minor tasks and return to Eamon.

Land Assembly
After reporting to Eamon about your adventures in Elfinage, gather for the land meeting. First, you can talk to Anora again. Depending on what you tell her, there may be different scenarios in the future. She will initially ask you to support her in exchange for her supporting you, in which case she will vote against Loghain. You can also deepen this deal and thereby become king with her (Anora will also vote for you). But if you decide to support Alistair or marry Anora and Alistair, then she will vote for Loghain. And depending on who kills him (or doesn’t kill him at all), a number of scenarios are possible regarding the division of the throne. However, first things first. First, you will conduct debates personally with Loghain. Things will go much easier if you have good persuasion. More often you remind Tairn of what happened in Ostagar, mention the elf slave trade and the assassination attempt on Earl Eamon. tell the assembly that the main enemy is the pestilence, not the Orlesian Chevaliers. Then Anora will speak. no matter who she supports, it will still end in a massive brawl in the meeting hall. As soon as Loghain has a few lives left, the great reverend mother will insist on God's judgment. You have to fight Loghain. For this you can choose yourself, Alistair, or one of the two remaining friends whom you took with you to the meeting. If Alistair fights, then there will be one outcome for Teyrn - death. In this case, Anora will never agree to marry Alistair (but she may agree to marry you if you have discussed this beforehand). Other arrangements are also possible.
King Alistair
This option is possible both in the case of Loghain’s murder by Alistair, and in any other. Just call your friend king after Eamon asks you about it. If Loghain was killed, Anora will be imprisoned.
Queen Anora
This option is also possible in any case, regardless of Loghain's fate. Just call Anora queen after Eamon asks you about it.
Particulars: Loghain may still survive if you spare him, but do not initiate him into the guard (in this case, Alistair will leave your group).
The king is Alistair, the queen is you
This is only possible if you wager for female character and despite the fact that you and Alistair have love (relationship is above 70%). This alignment also does not depend on Loghain’s fate.
The queen is Anora, the king is you
This arrangement is only possible if you have discussed all the details with Anora in advance. In this case, you can do whatever you want with Loghain. Even Alistair can kill him, he can be made a guard or simply sent to hell.
King - Alistair, Queen - Anora
This option has 2 layouts.
1. You can agree on her marriage with Alistair in advance. But she will offer herself as the first violin, and Alistair will only have to fight for the glory of Ferrelden. In this case, Anora will vote for Loghain at the meeting, but after his death (at the hands of anyone other than Alistair) she will agree to marry him.
2. Everything is the same, only with one small subtlety. Anora will consider Alistair a full-fledged king and take his opinion into account. This is only possible if, when completing Alistair's personal quest about his sister Goldanna, you made him re-evaluate some things in life. To do this, we must not reassure Alistair, but say that everyone is trying for themselves. After this he will become much tougher. This is what is needed to hit Anora.

Once you have stopped the civil war, go to general battle with the creatures of darkness.

Denouement and final battle
First we go to Redcliffe. As soon as we arrive at the place, we learn that the city has been attacked. It’s not difficult to recapture the city, because the creatures of darkness die twice. After our small victory, we go to the castle and talk to Earl Eamon. It turns out that the horde of creatures of darkness is not going to Redcliffe, as expected, but has turned to Denerim (which is protected only by a small city garrison). At dawn, you need to move with the army towards the capital of Ferrelden.
After talking with Eamon, go to the second floor to see Riordan. He will tell you and Alistair (Lohain) that only the gray guard can kill the archdemon, after which he will die himself. The outlook is bleak. We go to our room. Morrigan will be waiting for us there, who will say that there is a way to save the guard’s life. To do this, with the help of blood magic, the soul of the archdemon must pass into a child conceived by the gray guard. This begs a reasonable and logical question: “Where can I get a child?” Everything is simple with this: if your character is a man, then the child will be born from you and Morrigan, if a woman, then from you and Alistair/Lohain.
If you agree to Morrigan's proposal, then you will have a night of love with her (or with Alistair/Lohain, if you play as a woman). If you refuse her offer, then Morrigan will be offended and leave the squad, and you will die immediately after the death of the archdemon.

And so the next morning we are in Denerim. All your comrades will fight next to you. Kill all the enemies, then talk to Riordan (he will be in the center of the location). You will receive a task from him to kill two Garlock generals. We are recruiting a party that will be with you until the end, leave one of your friends to command the defense of the gates of Denerim and let's go fight further.
Now the armies that you have been collecting throughout the game will join you:
Gnomes– good infantry, capable of distracting the enemy’s attention. If you managed to persuade him to take part in the battle legion of the dead, then things will go much faster (these gnomes do good damage);
Golems– strong and tenacious, capable of smashing everything to smithereens. It is better to use their services in the most difficult moments in battle;
Dalish Archers- real snipers. They hit far and hurt. Better save their help for the battle with the archdemon himself;
Werewolves– useless meat, they die very quickly, suitable only for diverting the attention of the enemy;
Magi– crazy damage, area-of-effect spells. It’s also better to save these guys until you meet the archdemon;
Templars– similar in strength to gnomes from the Legion of the Dead;
Knights of Redcliffe– excellent assistants in battle with crowds of small creatures of darkness;
You will have access to 4 squads:
- knights;
- elves or werewolves;
- magicians or Khamovniki;
- gnomes or golems;
Each of them can be used only once.
Let's return to the generals. The first of them will be in the market square, the second in the elf-house. After you deal with them, go to the palace district of the city. You will see a video in which Riordan will try to kill the archdemon, but, alas, he can only wound his wing and die himself. The wounded leader of the creatures of darkness will settle on the roof of Fort Dragon. Now you go there. We cut through the crowds of creatures of darkness to the gate leading to the fort. This is where the help of gnomes, knights or templars can come in handy. After you make your way to the door to the fort, events will move to the city gates. Your remaining characters at the gate will need to repel the advance of the creatures of darkness. Once this is done, you will be transported back to your main character. Make your way through the first and second floors of the fort to the roof. Your final opponent will be waiting for you there.
The battle with the archdemon can be divided into 3 rounds:
1. This is a normal battle. Avoid his fiery breath and watch his flights;
2. When the archdemon has less than half health left, it will begin to summon creatures of darkness. Now is the time to use the help of archers.
3. When the archdemon has only a quarter of its health left, it will deal devastating damage and turn its minions into walking bombs. It's time to use the help of magicians.
In the end, you will still kill this epic villain and watch the final scene.

Secondary quests
Debt of honor
In the Denerim trading district, you will meet the knight Landry, who believes Loghain's tales that the gray guards killed King Cailan. This knight will want to take revenge on you. It will be possible to convince him otherwise only with persuasion skill 3. And so, in the best case scenario, you will fight with him one on one. Landry is not a weak opponent. He wears good armor and weapons, and also has the abilities of a knight. After you defeat the knight in a duel, his retinue will disperse and the quest will close.

Red Jenny's friends
In the circle tower you will find a painted box. Give it through the door to the so-called friends of red Jenny (it's something like a password). You will receive several gold pieces as a reward.

Trial of the Ravens
A representative of the Antivan Ravens will find you in Denerim. Zevran belonged to this guild until you took him with you (or didn’t take him). Master Ignacio will ask you to work for him a little. There are several options:
1. You can fulfill Ignacio's orders (Alistair and Leliana will not approve of this);
2. You can convince Ignacio to leave you alone;
3. You can send Ignacio in a rude manner, and then kill him in a fight.
One way or another, the quest will be completed.
Note: If you decide to work for Ignacio, the Antivan Ravens will support you at the land meeting.

Ignacio's orders
Kill Pedan
The quest can be found in a leaflet on the wall next to the Elfinage. We go to the Pearl, call the password (the griffins will rise again), kill Howe’s mercenaries and return to Ignacio. If you have already killed him, just tell him about it.

Mercenary Hunt
A new location opens on the map. We go there and kill all the Qunari mercenaries.

Audience with the Ambassador
Ambassador Heinley must be killed. The goal is in the royal palace under the castle. The quest will be available as you complete tasks in Orzammar (if you play as Belen - immediately after talking with him, if you play as Horowmont - after the coronation).

Kidnapped Noble
Earl Howe's men stole the son of a rich man. We go to a meeting with Hou’s people to give them the ransom and get the boy back. Instead of ransom, we get involved in a fight. Returning to Ignacio, we learn that we were a setup, the hostage was freed, the boy’s dad thanks us.
Note: After completing these quests, merchant Cesar will have additional goods.

Pearl and pigs
Sergeant Kilown will ask you to deal with the White Falcons mercenary gang. They are sitting in the Zhemchuzhina brothel. You can immediately get involved in a fight with them (in this case, kill them, and then return to the shopping district to the sergeant). Or you can convince him to leave in an amicable way. It’s true in this case too, as soon as you meet with Kilown, the White Falcons will approach you and attack (there will be a group battle between your squad and Kilown’s squad against a gang of falcons). The quest will end as soon as you deal with the villains.

Last request
In one of the bandit areas of Denerim you will find the corpse of the knight Er Fredan. After searching it, you will learn about the location of the secret society of Malificars. Go there and kill everyone you can.

Bloody oars
Another mission from Sergeant Keelone. Go to the Bitten Nobleman tavern and deal with the rampaging gang of Bloody Oars mercenaries. These guys are more sensible than the late White Falcons. They can be persuaded to leave the bar amicably. However, you can kill them, experience is never superfluous. Once everything is settled, return to the sergeant for your reward.

Forgotten Poems
From the priest Sister Justina, you will learn that she is collecting ancient artifacts of Andraste. In the temple of the prophetess, during the quest "Urna of Sacred Ashes" you will find an ancient scroll. Give it to Justina. She will translate it and reward you generously.

Breaking free
In your travels, you will find dead adventurers who will have strange letters with them. The last note will lead you to one of the bandit areas of Denerim and a strange house. There you will talk with the magician Wilm Madon, who turns out to be the supreme demon Gakskang. Kill him and the quest will be completed.

Dragonscale Armor
As soon as you complete the Urn of Sacred Ashes quest, be sure to visit Master Wade with all the collected dragon trophies. He'll be damn happy to make you some dragon scale armor. And it's free. Don't pay attention to his assistant's dissatisfaction. True, if you want to buy something from him, then do it right away, because... after you return for the armor, the shop will close. And so, Wade got to work. Now you can go about your business in other cities and regions. As soon as you return back to Denerim and visit Wade, the armor will be ready. Be sure to place a second order right away. After this, Wade's assistant will stop trading with you. Walk again to another area on the map (you can just go to the camp) and return to Wade. He will make you armor similar to the first one, only with higher parameters. Save (!!!). Now, if you have already killed the ice dragon in the temple of Andraste, then show Wade her scales. As a reward, he will make you a choice of perfect medium, heavy or massive armor (and again for free). This time you won't have to sit in a camp or wander around the world. The armor will be received immediately. After which the quest will end.

The Lost Templar
In the dungeon of Earl Howe's mansion you will meet the templar Irminrik. he will ask you to give the amulet to his sister Bannu Alfstanna (she sits in the Bitten Nobleman tavern). As a reward for this, she will support you at the land meeting.

Nobleman under torture
In the dungeon of Earl Howe's mansion, in the torture chamber, you will meet a nobleman who turns out to be the son of Bann Cigarad. Tell Bannu that his son is alive. He can be found in the Bitten Nobleman tavern. As a reward for this, he will support you at the land meeting.

Elfinage
Evil
In the elfinage you will meet the blind templar Sir Otto, who will ask you to tell him about the strange things happening in the area. Near the old shelter we will find a dead dog and a pool of blood. As soon as we tell Sir Otto about this, he will want to explore this sinister house. Inside you will need to find and kill two demons. Moreover, the last of them will kill Otto himself. Finding the creatures is not difficult. Just search every room. After killing the main demon, be sure to take the blue amulet. You will need it for the next quest.

Hearing voices
After leaving the shelter, give the amulet to the crazy girl standing next to you. She won't be crazy anymore, because... the demon will be dead, but the amulet used to belong to her grandmother and the girl will be happy that the family heirloom has returned to her.

Preacher board
Justice in the corners
We need to kill all the gangs in the residential areas of Denerim. Just go through all such places and eliminate the criminals.

Missing
You need to find the knight Rexel, who disappeared after the events in Ostagar. You can find him in the dungeon of the Howe Mansion. He will be a little uncomfortable from everything he has experienced, but the quest will still be completed as soon as you tell the priest at the preacher’s board about your find.

Fazzil's Order
You have to find the sextant of the sailor Fazzil. You can find the item while traveling through Elfinage during the quests of the main storyline.

Loghain's Offensive
The task is simple. The location " Civil War" Let's go there and help “ours” against “not ours.”


Thieves' quests
1. The price of a tip is 50 silver coins. Steal the bag with precious stones at the maid's. She stands on the market square (indicated by a quest icon)
2. The price of a tip is 1 gold. Steal the sword from Lady Nancyn, who is located in the Thedas Curiosity shop.
3. The price of a tip is 3 gold. Rob silversmith Tilver. He stands behind the houses. Steal the key from him (my GG rushed to hug him, “remembering” how they caroused together). The key opens two chests in the trading area.
4. The price of a tip is 6 gold. Steal Loghain's crown from the seneschal, who is located in the Bitten Nobleman tavern. You can kill all the guards and take the crown from the seneschal’s corpse, you can use the “persuasion” skill and send them home.

quests for robbery
1. The cost of a tip is 1 gold. Loot the chest in Lady Sophia's room at the Bitten Nobleman tavern. If you have already robbed Sophia's chest, Coldrey will return the money to you.
2. The cost of a tip is 4 gold. Earl Howe robs the treasury and takes silver bars to a warehouse (you've probably been there). We break in, kill the guards (they attack themselves) and take the ingots.
3. The cost of a tip is 10 gold. You must rob the treasury of Bann Franderel. Go to the new location that appears on your map of Denerim. This will turn out to be a trap. The guards will attack you, make your way to the exit, return to the Rogue. He knew nothing about the setup and will return your money.
4. In order to receive this task, you need to complete the quest “Gathering of the Lands”. The sneaky Coldrey will send you to the same place where you were last time, for the sacred relic, Tears of Andraste. Since his last tip turned out to be an ambush, this time he won’t take money for the tip. The road to the treasury is full of guards and traps, so you can leave your friends and sneak in unnoticed with one robber. Couldry will give the relic to the church.
After completing the chain, you will receive the title of a cool thief with a beautiful name.

Posted by Diego1987
For help in describing the thieves' quests, special thanks to nn

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So, the troops have been gathered, now let's go to Earl Eamon to go with him to the assembly of lands. The Dragon Age walkthrough is coming to an end. To do this, we will first go to Redcliffe Castle, then we will go to the throne room and talk with the earl himself. He will say that we can convene a meeting of the lands now if we are ready. And of course we are ready! That's why we're speaking right now. You will watch a video about Denerim, which will tell you a little about its history. You will also witness extremely polite communication between Earl and Loghain. Talk to Loghain himself as you see fit. He didn't inspire respect from me. The same Hou who killed your relatives at the very beginning is also there. I immediately demanded the right of blood! This is natural, given the obstacles he subjected us to during the beginning of Dragon Age. But it turns out that we are considered traitors, and therefore were allegedly deprived of all rights. Okay, you can find out all this yourself. After the conversation, Earl will tell us to come to his living room when we are ready to discuss what to say at the meeting.

But, as always, we are in no hurry to get there. First let's explore the area. When you're done looking around, go see Earl Eamon. There you will meet the queen's maid who asks for our help. The maid will tell us that the queen may be in danger. Perhaps Loghain will try to kill his daughter and blame us for her death. This is a risk, so let's not allow it. And protecting a woman is a sacred matter. Especially considering how realistic the passage of dragon age origins is. After the dialogue ends, you will have a new task - to save the queen. Well, great. This is what we will do. Exit through the main entrance to the estate, recruit a squad. There I suggest going to the mysterious door (mark on the map) and handing over the box that you got. If you still need anything from supplies, buy them now while you can. If not, we move towards the exit from the area. Get out and go to Earl Denerim's Estate on the map. Along the way I ran into a representative of the Ravens. Zevran will appear immediately if you did not have him in your squad. They will immediately persuade him to return. And Zevran will attack you. What an interesting game twist in the passage of dragon age origins, isn’t it? Either way, kill everyone and move on. As soon as you arrive at Earl Denerim's estate, a maid will greet you and ask you to follow her. Go forward a little and talk to the maid. She will say that Howe is in the castle, but we definitely need to get her mistress out of there. And you have to pass by the crowd unnoticed. Okay, let's try. Go around the house from the other side. I couldn't get through without being attacked by the guards. Most likely, it cannot be any other way. Having put down the guards, we move on. Before the finish line, the maid will change you into uniforms and tell you to hide in the bushes while she distracts the guards. Then go to the mark on the map and watch the video of how the maid distracts the guards. When they leave, quickly run through the door they were guarding. Inside, you will again talk to the maid, who will say that it is better not to stand out among the guards and not talk to anyone. Okay, let's do that. Head north until you see a sign on the map. Move there. Approaching the door, we find out that there is one small obstacle. The hospitable owner sealed the door with magic. What an annoying obstacle to the passage of dragon. Prudently, you can’t say anything. And we need to find a magician who would remove the spell. But he is most likely on Howe's side. Ha, here is the opportunity to calmly get even with this creature. Move east all the way, there you will find a small room to the west, which is a treasury. We got there successfully, didn't we? Well, okay, take the trophies and move north. By now you should have a mark on your map so you know where to go. Walking towards the prison you will see someone strangling a guard, then putting on his armor... Yes, great. This is another guard, Reordan, who was captured by Earl Howe. Give him the papers that you found in the chest in the room before. He will also tell you that he took a lot of new papers and can perform the initiation ritual himself. Great! There is just one more “But”. For full initiation you need a drop of the Archdemon's blood. And someone took the blood from the storerooms. We'll have to find her. He will also tell you that Howe may now be in the basements. Well, that's where we're going. Moreover, the guard will find us later, when he finds himself a good doctor. As if we couldn't cure him with magic or poultices. Anyway. We go down and begin to systematically kill Hou's guards. They are weak opponents, so you will succeed. Don't worry, na easy level passing dragon age is a piece of cake. Howe is marked on your map, go there. In principle, it is better to first go south, where you can remove the son of one of the Banns from the rack. This is a useful weight against Loghain, since his father will speak against Loghain at the land meeting. Also in the southeast corner of the prison you will find Rexel, whom you need to find in one of the early quests. The key to his cell is with the jailer, whom you will kill right there. True, he went crazy, but that’s just a minor thing. Okay, when you finish examining the prison, move towards Howe's mark on the map. There will be an autosave before entering the door. Come visit them. They are already waiting for you here - talk to Howe about everything you want, and then kill. They will leave us no other choice. I advise you to kill the magicians first, and only after that take on the rest. Otherwise, the magicians will cause us a lot of trouble. But in any case, you can kill everyone. When Howe dies, he will curse us and say that he did not deserve to die. After that, take the key from his body that will open the queen's doors. This means that soon the passage of dragon age will allow us to save the queen!

If you go further north, you will find the heir of the former Earl of Denerim. Let him go, we will need every vote in the land assembly. You can immediately release a templar who will ask you to take the ring to his sister. Agree, the templars are not our enemies. Well, there's nothing else to do in prison. It's time to go outside. As soon as you open the princess's door, she will come out to you, dressed like a knight. And when you come to the exit, you will be arrested by Loghain's guard. Don't fight her! Let her take you away. Here you will watch a video of how the rescued queen says that she wants to save the guards. That is us. It was not in vain that we took Morrigan’s ring, not in vain. You remember that section of the passage dragon game age, where Morrigan gives you a ring? Now they will know where we are. And you will wake up in prison. Talk to Alistair, and then tell him who will come to your rescue. Be careful, because those whom you name will come to your rescue. I chose Morrigan and Oghren. You will find yourself in Fort Dragon. And you will begin to act with two selected characters from the hall. Walk forward a little, talk to the guards, and if you don't have enough cunning, then kill them. Reinforcements will come to them, but I killed them without any problems. After that, pick up the key from the body and go further, to the intersection. The road is closed to you, you need the key again. It can be removed from the captain's body. That's what I did. We go further south. There you will have four ballistas. Shoot the first two and quickly run forward while the guards are distracted by the ballista shot. Then you have to fight again. But this is not so a big problem. Further at the crossroads - go west. We need to save our own and not run around the barracks. Move towards the mark on the map. Take the key from the jailer's body and open the cells. Like magic, your characters are dressed and ready to fight again! Well, now you can explore the rest of the castle. Although I personally didn’t find anything useful for myself there. Not even a single piece of code. Anyway. Experience will also come in handy. In any case, get out of there and move towards Earl Eamon. I hope you remember how to get there.

Finally we are at Eamon's, we can breathe easy. There is a short break in the passage of the dragon age game. As soon as you enter his room, a dialogue will begin. He will be delighted with you as if he were his own son. It's nice, though. Anora says we need to work together and Loghain is crazy. He can tell us right now that we captured Anora. Okay, we need to get to her father. And we need to find reliable and damning facts that would discredit Loghain. We need to go to Elvenage, maybe we can find out something there. And she will also say that a worthy contender for the throne is needed. That is, she. Anora claims that she is the best option. I thought that her thoughts were indeed valid. Then she leaves, saying that she wants to talk to us personally. Earl Eamon says she could become dangerous to us. There is only one “but”! There is not a drop of royal blood in Anora. The best option would be to marry Alistair and Anora. OK. I have adopted this policy. Marriage is the best option, but if not, then Alistair will be king. But now it’s worth going to Anora and talking to her. She wants to enlist our support. Hmm, behind others' backs? Great. She also hints at us becoming husband and wife and ruling together. I don’t know whether to agree to this... Or should I still consider that Alistair doesn’t need the throne? Don't think. I certainly don't need a throne. I didn't answer her. After that I went to Alistair and talked to him. But it turns out that he still does not want to become king. Hm. Maybe it's a good idea for me to become king instead of Alistair. In any case, save before making your final decision. I decided to try to become a king. And the friend will be free, and the queen will not be able to take over the throne. So, I asked the queen to marry me and she agreed. Now come out of hiding and go to Elvenage.

I think you can get there on your own. And now you are there. Go forward, all the way to the bench. There you will have a new video that will show a queue, and you will talk to one elf. She'll tell you. That many people who are trying to be treated with spells are gone. They simply disappeared. HM interesting. Listen to what they tell you. These strangers had already brought several dozen elves into the shop, and few came out. Quite interesting. Agree to sort it out. But first, go to the Templar Otto, who lost his sight in a battle with a powerful magician. He will tell you that somewhere in Elvenage a gang of blood mages is hiding. He has not found a trace of them, but he senses some kind of irregularity in Elvenage itself. And we need to track down this irregularity. Find evil. Okay, now head to the side entrance to the shelter. Pay him 6 gold and he will let you in. Come inside. There you will have to kill three opponents. After that, collect the trophies and take the note from the table. When you leave the house, you will be attacked by those magicians and guards who stood in front of the main entrance. Kill them. Further, near the house opposite the main entrance to the hospital, you will find a pool of blood and a dead dog. Examine them and return to Otto. Tell us about your findings. He will ask you to take him to the shelter. In the shelter, open the second room and rescue the elves from there. Come out and tell our elf friend about this. Show her the note you found. She will tell you that you need to look behind the hospital, along the alleys. Go there and you will find a door to the slums. Come inside. Examine everything, right down to the broken vase and the pool of blood. From the chest in the northern room you can pick up the sextant that we need for the quest. When you're done, exit through the other doors. Here you will be met by more soldiers who need to be put to rest. Collect the trophies and move through the next door. Fortunately, there is only one way for now. There you will have to listen to a lot of interesting things - for example, elves were sold to slave traders. I decided to kill her. After the kill, collect trophies and move on. At the end of the long corridor, three more future corpses await you. Before going further, save and break into the large hall. There you will find a Tevinter mage who wants his affairs to go off without a hitch. It’s a pity that in the passage of the game dragon age you can’t get to their homeland. He will offer us an agreement - we will pay 100 gold and receive a letter for this. Hm. And also pay?! Let's kill him for this. At least I never regretted destroying this scum. Just before he dies, he will give up. Well, how much can you?! Invite him to throw him to the mercy of the same elves and he will start to cry. He will offer to increase our vitality at the expense of the lives of the elves. Naturally, I refused. After his death you will find the slave trader's documents. Talk to the old elf and tell him that his friend was looking for him. The elves will go after him. Now all you have to do is collect the trophies and you can go outside. There you should follow the mark on the map to where you found the pools of blood and the corpse of the dog. Go inside, Otto is already waiting for you there. He will say that the feeling of evil here is especially strong. And he will send us forward. Okay, so be it. Let's move forward. Go first into the eastern room, then into the western one. From there you can move on. There is only one way for now, so move forward. Several rabid dogs will attack you. But they are not your opponents. In a room covered in cobwebs, you will meet the ghost of a woman who is very aggressive. Having given peace to the one asking, move on. Yes, be sure to save in front of the room where the mark is located! When you go there, you will see another demon, which, it seems, is the focus of evil. Okay, kill him. This is not difficult, even taking into account the fact that he will call upon his weakest assistants. One way or another, the demon is put to rest. But Otto feels that this is not all! We must move forward. Always forward - and the passage of the game dragon age origins will conquer you!

A corridor full of blood and you are in a new room. Kill the spirit and a couple of shadows there and move forward. There is only one direction here, you won’t get lost. There is nothing remarkable until the room with the mark, so I won’t describe it. Just before the room, save and go inside. Here Otto will begin to pray. But this has no effect on the demon. In any case, the demon will now appear before you. This is a very weak opponent. For me he died in 8 seconds. Now the darkness is receding! Great. But what is it? Otto kills with a pitchfork! The demon has not been exorcised! These were just pathetic parodies in front of the real enemy. In theory. Practically, it took me 30 seconds to find him and his relatives. Maximum. Immediately take the worn amulet from the chest. You will need it to give it in Elvenage and get another piece of experience. Now you can get out of there. I suggest going to the shopping district and giving the sextant to the preacher, thereby completing the task. After that, go to the tavern and talk to two people. Ask the first one for support in advice, and give the second one the ring. Great, two more completed quests! After this we go to Earl Eamon. I hope you haven't forgotten the way to it yet.

Tell Earl that Loghain is involved in the slave trade. Great, the last round is completed and it’s time for us to go to the meeting of lands itself, to the palace! Well, that's where we'll go. And here we are in the palace. Who is destined to sit on the throne here? Who will continue to rule the country? Everything depends on you. As soon as you enter the palace, Loghain's favorite guard will appear in front of you. I tried to convince her that Loghain had changed. She noticed this, but she cannot betray it. Well, I completely understand her. And I managed to convince her that she should let me stop Loghain. Great! I wouldn’t want to kill such a proud warrior. Go forward to the Land Assembly Hall. I will not retell everything that was said there. I’ll just tell you that I tried to convince in everything, and not intimidate. I came to the battle with Loghain. When I had almost killed him, the Mother Superior stopped the fight, and it was decided that a duel would be arranged. A fight until someone agrees to give up. Great. Now the battle with Loghain is one on one. And again they won’t let us kill him! When Loghain is almost dead, he will surrender! Well, I think he deserves to live. After all, he is an excellent warrior and commander. But then the Gray Guardian we freed will appear and offer to initiate initiation with Loghain. But Alistair is against it! The same peaceful Alistair demands the death of Loghain! And I chose Alistair. He is my friend and I trust him. May Alistair be King. And then Alistair executes Loghain. And Anora refused to swear allegiance to Alistair. And the newly-made king decided to put her in the tower. You will also listen to his speech before the assembly of lands. And he will say that he will go with us, no matter what. Well, let's get ready to go on a hike! After this, talk to Alistair when he enters your room and get ready to move out.
Go through the merchants and look at new products. Buy ingredients for poisons and traps. Insert new runes into weapons. In general, get ready for the final trip! And when you're ready, head to Redcliffe Village. Keep in mind that this is the final stage of the dragon age origins walkthrough, so you better finish all the side quests.

And then a surprise awaits you in the form of an overturned van and dead cattle near the entrance. Walk across the bridge and you will be greeted by a surviving peasant from the village. He will say that the village was attacked by creatures of darkness. But almost all the peasants managed to take refuge in the castle. After you finish talking to this peasant, your quest will update. Redcliffe Castle is surrounded, and its defenders must fall. No problem. Go down to the village, destroy the creatures of darkness along the way. When the village is empty, go to the castle itself and cut out everything resisting there. Keep in mind that there will be several waves of darkspawn attacks. When you're done, go up to the guard, who will tell you that some of the creatures of darkness entered the castle, but they killed them there. He will also say that Riordan, our friend the Gray Guardian, has arrived here with important news. Then ask to be let in and you will be shown into the main hall. There you will begin a dialogue with Riordan. The bulk of the horde is moving towards Denerim. Great situation! And the Archdemon finally showed up. Well, thank the Creator, we waited! But we will only set out at dawn. I don’t understand why wait? The four of us could have dealt with the entire horde. After this, go to the gnomes standing at the other end of the hall and find out that one of the Dwarven houses did not send fighters. OK. We can cope without them. Now head to the second floor and talk to Riordan as he asked. And he will tell us some very exciting news. If the Gray Guardian kills the Archdemon, its essence will pass into the Gray Guardian. That is, the gray guard will die. Great situation. Okay, never mind. We'll manage. After that, go to Morrigan and talk to her. She will say that she knows another way. Morrigan knows a ritual that many would call Blood Magic. Well, let's listen in more detail. She offers to conceive a child with her and sacrifice him. Well, that's rudely said, of course... But still. I decided to agree, since the child, in principle, is not in danger. In the morning you will see how everyone is leaving for war. A grandiose spectacle. Let's pray for enough strength. I won't retell everything you see there. But... I was very touched by this picture. For Ferelden!

Fight through the ranks of the darkspawn as you cleanse the ruined Denerim. When you kill those who have accumulated in the area of ​​​​the city gates, talk to Riordan. He suggests taking Alistair and two more people and going to Fort Dragon to lure the Archdemon there. Recruit a squad and move to the city center. I took my standard set - Alistair, Ogren, Morrigan. Go to the Trade District and clear it. After that, leave some army there and move to Elvenage. Here you will meet your old elf friend. And receive a new task - to protect Elvenage. After that, move to where the sounds of the gate being broken come from. After you kill all the enemies in Elvenage, return to your elf friend and hand over the task to her. After that, head to the Palace Quarter. Immediately you will see how the Archdemon Zawami will burn the bridge. There is no place to go back.

After you have gathered all possible allies, Earl Eamon will decide that it is time to convene the Assembly of the Lands, and you will go with him to Denerim. Loghain and Ser Cauthren, his assistant, will greet you in Denerim. After talking with them, go to Eamon's office.

Note: Although the earl's palace is theoretically considered your base in Denerim, there will be no more conversations with your allies there than in any other location. For frank conversations and loving conversations, you still need to go to the camp.

Go to Earl Eamon's office. There you will meet Erlina, Queen Anora's maid. According to Erlina, Anora is a prisoner in the palace of the Earl of Denerim and fears that Howe plans to kill her and blame it on Earl Eamon. It doesn’t matter how you react to Erlina’s statement - as a result, you will still be entrusted with the honorable mission of rescuing Anora from captivity.

Go to the location “Palace of the Earl of Denerim” that appears on your map. It’s better not to take Sheila with you, since according to the plan you have to impersonate Howe’s soldiers, and it will be difficult to mistake her for a guard. Erlina will be waiting for you near the entrance. At the door to the palace there is a meeting of workers to whom Hou owes wages, so you will not be able to get inside through it. Go around the building, fighting off not very many guards along the way (they appear from behind, so be careful). As you approach the back door, Erlina will distract the guards to allow you to sneak inside.
There are two ways to get through the palace - simply kill everyone and everything there, or put on the uniform of Hou soldiers that Erlina had saved and go through without a fight. It does not appear in your backpack, but is put on during a conversation with Erlina. If you want to take it off, talk to her again.

You can actually go through the first floor without any incident, with one exception - in one of the rooms, already behind the room with the queen, a soldier and a maid are meeting - if they notice you, they will raise the alarm. However, they don't automatically notice you when you enter a room, only if you walk a few steps inside, so this can be completely avoided - just close the door and move on.

Having reached the door to the queen's room, you will learn that it has a magical protection that cannot be removed by means available to you. this moment ways other than “persuading” the magician who cast it to do it. The magician is in the company of Hou, who is currently in the dungeon of the palace. Go there. Before the entrance to the dungeon you will find a chest with the Documents of the Gray Wardens, and a little further - Riordan, the Gray Warden, whom Howe holds (or rather, held) behind bars. Riordan will free himself when the guard is distracted by your arrival and confirms that Howe recently proceeded to the dungeon. If you ask Riordan about the documents found, he will tell you about the secret Gray Warden warehouse in Denerim, but this does not have to be done at this moment - you can ask him later. After your release, you can find Riordan in the office next to Eamon in the Earl's palace.

Go to the basement. Here your disguise will not help you - the very first group of guards will lead you to clean water and from now on you will have to fight your way through the guards.

In Howe's dungeon, in addition to Howe himself, you can meet several people who can influence the outcome of the Landsmeet: the templar Irminrik, Vaughn - the son of the former Earl of Denerim (he will not be in the dungeon if you play as a City Elf and killed him in the prologue) and Oswin, Banna's son Sigurd. If you help them free themselves, it will earn you additional votes at the Meeting. Vaughn can also be additionally shaken up for a bribe of 40 gold - this will not affect his voice at the Meeting. (If you free Vaughn, Zevran will not approve.)

In addition to them, you can find Soris in the dungeon. He won't be there only if you are playing as a City Elf and in a conversation with the guards you took all the blame on yourself in the Prologue. If you free him, you will receive Zevran's approval, but, in principle, his release does not significantly affect anything.

Howe himself, accompanied by a guard that includes two mages, will give a short speech when he sees your delegation - a little more personal if you're playing as a Noble Person - and then attack you. It is impossible to end this meeting peacefully. After you have dealt with Howe and his guards and freed everyone you decided to free, go back to the first floor to the queen's room.

Anora and Erlina will join you, but Ser Cauthren with numerous guards will be waiting for you at the entrance. You can surrender to her without a fight, you can attack right away, or you can try to persuade her to let you through, motivating your behavior by the fact that you were saving Anora. The last attempt is always doomed to failure, so if you want to avoid the fight, your only option is to give up outright.

Ser Cauthren is considered one of the toughest opponents in the game, but if you immediately retreat into the corridor and one of the side rooms, you will usually only be followed by her and perhaps a guard or two, which will make your task much easier. If during the battle (regardless of whether you have already defeated Cauthren or not) your entire group loses consciousness, then in this case you will not be considered dead, but captured, and the scenario will develop exactly the same as if you would surrender voluntarily.
If Alistair is in your group, he will be captured along with you. The rest will be released, since Cauthren is only interested in the Gray Guardians.

Note: If Sten or Ogren are in your group, they will not approve of your decision to surrender.

Whether you give up or not will not affect the overall plot line. Ser Cauthren has a good two-handed sword with him, but a little later you will have another opportunity to get it. And the conversations at Fort Dragon are very funny and worth listening to.

If you are captured, your next task is to free yourself. This can be done in two ways - escape from Fort Dragon yourself or wait until your comrades rescue you.
Keep in mind that only teammates with a high regard for you will be interested enough in your fate to go to your aid.

If you decide to escape on your own, then the first thing you need to do is get out of the cell. There are many ways to do this - you can seduce the guard, you can pretend to be sick, you can open the lock yourself if you have the appropriate skill, you can even knock him out through the bars if you have good Strength etc. After this, you can leave the fort in the usual way - that is, demolish everything that moves in your path, or... leave quietly and unnoticed - after all, the soldiers, after all, are not to blame for anything. All your items are in a chest near your cell. You'll need to get past a couple of guards and a mabari a little further, but after that it's possible to exit the fort without spilling anyone's blood. To do this, you need to go to the weapons room and put on the guards' uniform. Like the Howe soldier uniform, it does not appear in your backpack, but is equipped by "talking" - this time with an armor stand. If you decide to take them off, then come back and “talk” to her again.

Once you put on the uniform, all enemies in the fort will no longer be hostile. Now you need to get past the guards at the door, who will only let you through if you know the password. A piece of paper with a password can simply be stolen from the pocket of one of the guards talking in the warehouse, but if your GG is not a master of picking pockets, then there is another way. He will help you if you have developed Conviction.
After you put on your uniform, go to the colonel's office, who will mistake you for recruits and tell you to find two more guards. He means the same couple in the warehouse, from one of whom you can steal the password. The guards will explain that you need standard swords, which they cannot get due to a small disagreement with the quartermaster. Go to the officer's armory. You can bribe the quartermaster or persuade him to give you the weapon you need. Alternatively, you can visit him before talking to the guards and convince him that you have come to replace him - then he will leave and later you can pick up the swords without any interference.
After receiving the swords, go to the colonel for inspection. If he asks what a soldier needs, answer “Discipline” or “Honor”. After this, you can leave the fort without interference, since the guards accompanying you know the required password.

If you decide to wait until they come to your aid, then in a conversation with Alistair you will have to choose who exactly will do this (the list will consist only of associates who have high approval).

Your saviors can follow the same two paths as you - kill everyone and everything in their path, or try to pass quietly and peacefully and without unnecessary bloodshed. With the first method, everything is clear, as for the second, in order not to arouse suspicion, they will have two conversations in which they must convince the interlocutor that they are who they say they are - a conversation with the guards immediately at the entrance to the fort, a conversation with the captain guards immediately afterwards. The third conversation with the guard Tanna, who is guarding the door to the dungeon proper, is intended to force her to leave her post so that your saviors can slip inside without any problems.

Every time you have a conversation, you will have a choice which of the two will lead it. Each ally can persuade at least one of the three interlocutors. Leliana and Zevran are able to successfully bluff in all three cases. Wynn can complete all three conversations except if the dog is with her. Alistair is able to successfully complete the first two, but not Tanna. The dog is able to deceive the guards and the captain, but he does not have the option to “talk” with Tanna. Stan won't be able to get through the first two conversations, but he can force Tanna to resign from her post. The exception is the case if his partner is a dog, in which case Stan will be able to pass the first post with the guards. Morrigan is able to force Tanna to leave, but will not be able to bluff in the first two cases if her partner is Wynne, Leliana or the dog. Oghren can pass the first conversation if his partner is Zevran, Sten or a dog.

If you cannot persuade Tanna to leave her post, then there is another way - provocation by shooting one of the ballistas located inside the large hall. Shoot from the ballista - and Tanna will run to find out what's going on, and you can calmly go inside. In the dungeon you will have to fight with several guards and mabari, since your presence in this part of the fort is not justified, but, fortunately, there are not too many guards there. After your saviors free you (and Alistair, if he is with you), you can leave the fort - for some reason the corridors and halls will be empty, so you won’t have to fight. (Although, if you so desire, you can, of course, clear the fort completely of soldiers).

In any case, after being rescued from Fort Dragon or after the battle with Ser Cauthren, go to the palace of Earl Eamon and talk with Anora. This will complete the quest "Saving the Queen" and will give you the next one - "Unrest in Elfinage".

Actually, Anora doesn’t know what exactly is happening in Elfinage, but she is sure that it is somehow connected with Loghain. Go there. If you freed Soris from Howe's dungeon, then he is in the house of Sirion (your father, if the GG is a city elf). Soris will advise you to talk to Shianni.

Shianni holds a rally near the hospital. She will be a little more friendly towards you if you freed Soris from the dungeon, but this, in principle, will not affect anything. If you are a City Elf and you didn't accept Vaughn's offer in the prologue, she will be more than happy to see you.

After talking with Shianni, you need to find out what happens to the elves who are taken away by Tevinter magicians under the pretext of quarantine. If your GG is an elf (no matter, city or Dalish), then you can pretend to be sick and then they will take you inside the hospital. The problem is that inside, your bluff will be called and you will have to deal with the guards all alone. Alternatively, you can bribe the guard at the back door to let you in (or kill him) or provoke the Tevinter mages into attacking in conversation. (If you sneaked in without fighting, you will still have to fight them when you leave the hospital).

Inside the hospital, you need to take the note from the table, pick up the key, which will come in handy a little later, and talk to the captured elves. Elder Valendrian will not be among them - they had already managed to take him somewhere else before this. Go to the apartment building nearby (you can show Shianni the note first, but this is not necessary). There you can bribe the resident elf to tell you what's going on, but he won't say anything that you couldn't guess yourself. Go through the house and exit through the back door, opening it with the key you received at the hospital. Tevinter guards will be waiting for you in the alley. Deal with them and go through the door of the next building.

A group of guards led by the elf Devera is waiting for you right at the entrance. If you have developed Persuasion, then you can avoid the fight and force them to leave. In any case, make your way to the last room, where the head of the Tevinter mages, Caladrius, is waiting for you. He will offer you a deal - he gives you documents incriminating Loghain in the slave trade for a bribe, after which you release him and his captives in peace. If you have developed Persuasion, then you can persuade Caladrius to leave all the captive elves with you, or give you the documents for free. If deals with the slave trader are not in your plans, then fight him - and he will offer you an alternative deal after you take almost all his lives - use Blood Magic and sacrifice captive elves to raise your health (i.e. Body type). If you accept his offer, almost all of your comrades (especially Wynn) with the exception of Morrigan will not approve. If you do not accept him, then finish off Caladrius and remove the necessary documents from his corpse. If you accept the offer, your physique will only increase by one, so decide for yourself whether it’s worth it or not. After Caladrius dies or leaves, talk to Valendrian (if you are playing as a city elf, then talk to your father). If Caladrius did not take the slaves and kill them, then talk to Valendrian (Sirion) in his house before leaving Elvenage and go to Earl Eamon with a report.

Earl Eamon tells you to take Alistair with you and go to the Landsmeeting. Complete those quests that are left open - especially those related to Redcliffe, as you will no longer have the opportunity to do so later. Before the Gathering, Cauthren will meet you - if you haven't killed her first. She can also appear if you defeated her in Hou Palace, but were defeated in a further battle with the rest of the guards. Couthren can simply be killed or - with high Persuasion and Cunning - persuaded to let you pass in peace.

The Landsmeet could go two ways depending on how the nobles vote. If the majority votes in your favor, Loghain will refuse to abide by their decision, and you can offer him a one-on-one duel as a way to resolve the issue. (You can fight him yourself or choose anyone from your group except the dog.) If the Assembly votes against you, you will have to fight not only Loghain, but also his guards plus the guards of those nobles who did not support you. In this case, you will still be forced to duel Loghain after you have taken most of his life from him.

How to convince the Assembly to support you:

Use Persuasion, if you have it, and declare that the main problem is not Orlais, but Pestilence.

Raise the issue of the slave trade in Elfinage.

Mention the torture of innocents by Earl Howe (only if you freed Oswin and talked to his father after that).

Mention the poisoning of Earl Eamon (only if you freed Irminrik and gave the ring to his sister).

If you freed Vaughn from Howe's prison, this will give you an additional voice in your support.

If you completed the last Antivan Ravens quest related to the hostage, this will give you an additional voice in your support.

In any case, after several statements, Loghain will raise the issue of Queen Anora, after which she will appear. Anora's support means a lot and counts for more than one vote. It's almost impossible to win the vote without it. However, if you completed all the side quests that brought you the votes listed in the previous paragraph, you can do without her support.

Anora will support you if you spoke to her before you returned from Elvenage and pledged your support to her claim to the throne (alternatively, you can persuade her and Alistair to rule together, or rule with you if your PC is a noble). You don't have to keep your word - even if you promise her support, you will still have the opportunity to put Alistair on the throne.

Anora will not support you if you have not spoken to her at all, if you have told her that you support Alistair and if you have said that Loghain must pay for his crimes.

After the fight with Loghain, you will have to decide what to do with him. If you spare him, Alistair will leave your group. If you toughened him up during your personal quest and persuaded him to rule with Anora before the Gathering, then he will become King of Ferelden. If you didn't toughen him up or offer him marriage to Anora, he will disappear in an unknown direction and you won't hear from him again until the epilogue. Alternatively, without your intervention, Anora can execute him to destroy a potential contender for the throne.

If you decide to execute Loghain, you can do it yourself or cede this right to Alistair. If you were hoping to marry Alistair to Anora or marry her yourself, then keep in mind that she will not marry the one who personally killed her father, so if you decide to marry her to Alistair, then kill Loghain yourself and vice versa. Alistair may, in turn, refuse to marry Anora if she betrayed you and supported Loghain during the Gathering.

After Loghain's death, you will have to make the final choice who will be the ruler of Ferelden. Alistair will remain in your group in any case - as a future king or as just a Gray Warden. If you decide to make him king, then Earl Eamon will invite Anora to swear allegiance to him and renounce further claims to the crown both for himself and for possible descendants. Anora will resolutely refuse, after which she will be put under arrest. (It is interesting that she remarked to Alistair that if they had switched places, she would have dealt with him much harsher.) You will not be able to persuade Anora and Alistair to get married if you have not already persuaded them to do so before the Gathering.

If the GG is a noblewoman, then she can become queen and rule together with Alistair, if when asked “Who will rule Ferelden?” will answer that it will be Alistair with her help. This can be done even if GG was not in a love affair with Alistair, but has good Conviction and his friendly attitude towards her is quite high. However, if Alistair duels Loghain, the dialogue leading to the engagement may not appear, so it is better if someone else fights Loghain. (It doesn’t matter whether the GG herself or Alistair kills him after the duel.)

If the GG was in a relationship with Alistair and is not a noblewoman, he may break off relations with her or not, depending on whether you toughened him up during his personal quest, and on her answers in the conversation after the Gathering. (See the article “Companions” for details.)

This concludes this quest and now you face the last part of the game - the final battle.

Non-plot quests

In the Trade District in Denerim near Gorim, Ser Landry will call you. He wants revenge for your betrayal at the Battle of Ostagar. If you can convince him that the Gray Wardens are innocent (or threaten him), he will leave in peace. If not, he will challenge you to a duel. Then you need to go to the alley behind the Bitten Nobleman tavern and defeat him in a fight.

In order for this quest to appear in your journal, you need to collect three notes about the mysterious “Liberated One”. You can get one from the Frightened Adventurer in the tavern in Orzammar. One can be taken from the corpse of the Adventurer on the second level of the Elven ruins in the Brecilian Forest. The corpse lies in a large hall with skeletal archers, which is filled with traps. The last entry is found on the corpse of the Adventurer on the first level of the Ruined Temple.

Once you have collected all three entries and received the journal quest, you need to head to Dirty Alley in Denerim. Knock on the closed door of one of the houses, say that you will not leave and mention Gakskang. After you go inside, after a short conversation, Gakskang will attack you.

This battle is considered one of the most difficult in the game. Gakskang fights in two forms - Revenant and Arcane Horror - respectively, in one he deals large damage in melee, and in the second he casts various spells. Equipment with high spell resistance can be very useful in this case. Cone of Cold also works well on both forms.

After the battle, in addition to other nice little things, you will receive a beautiful one-handed sword, Cleaving Blade, with three slots. Sometimes you can also get one of the best shields in the game - the Shadow Wall. (It crashes very rarely and almost always on the highest difficulty level.)

Note: fans of the game Baldurs Gate probably noticed a hint at one of the most powerful opponents of the second game of the saga - the demi-lich Kangax.

In the southwestern part of the first level of the Abandoned Temple you will find ancient encrypted texts. Take them to Sister Justina, who is standing near the Church building, and she will recognize them as records of the last days of Maferath, Andraste's husband, and will gladly pay you about 7 gold for the opportunity to decipher them.

Talk to the blacksmith Wade, who dreams of creating armor from exotic materials - for example, the skins of drakes (young male dragons) so that this quest will appear in your journal. If you don't do this, the quest will appear after you receive your first drake skin.

When clearing the second level of the Abandoned Temple, you should find 6 drakes. Be careful and inspect every corner - some of them are lying in ambush and will attack only if you go to a certain point in the room/cave, and if you decide that there is nothing interesting there and turn back, they will not appear. From these skins, the blacksmith Wade can make you two sets of armor - first regular and then improved. Note: Some sources claim that you can encounter other drakes in the game besides those found in the temple (for example, in random encounters on the world map) - but this has never happened in my games.

If you kill the High Dragon at the top of the mountain after passing through the Ruined Temple, Wade will craft you your choice of armor from it - medium, heavy or massive armor. If you previously paid him for young dragon skin armor at least once, although he agreed to make it for you for free, then you will receive Improved Dragon Skin Armor from him. Wade will only forge this armor if he has already made at least one set of armor for you from the skin of young dragons.

Note: After Wade has made all three sets of armor for you, you will no longer be able to use the services of his shop, so if you want to purchase any of its goods, do so before completing the quest.

You will receive this quest when you find a templar named Irminrik in the dungeons of Earl Howe’s palace, where you will go on the story quest “Save the Queen.” The poor fellow is a little crazy, so you will have to take the ring from him and give it to his sister, Bannu Alfstanna, at the Bitten Nobleman tavern.

You can kill Irminrik, but in this case you will not receive a reward from Alfstanna. This quest can also influence how the Landsmeet vote ends - although it is not a prerequisite for its success.

You will receive this task if you free Erl Denerim Oswin, son of Bann Seagard, from the torture chamber in the palace. Talk to Bann Seagard at the Bitten Nobleman tavern to complete this quest.

This quest can also influence how the Landsmeet vote ends - although it is not a prerequisite for its success. If you ask for a reward for the deed (40 gold) instead of refusing it, this will not affect Bann Seagard's vote in any way.

If you took the Decorated Casket from Irving's office in the Tower of Mages, then to receive the reward you should take it to the southern part of the Trade District, to the dead end where the Wonders of Thedas shop is located. Knock on the door and give the casket. Don't ask for clarification, as you won't get it anyway.

This quest appears after you find the corpse of Ser Frieden on the Abandoned Street. Go to the “Abandoned Building” location that appears on your map of Denerim and kill the malefics and their bodyguards. The quest will be considered completed after the death of the leader of the Blood Mages.

Be careful - there are many traps in this building.

This quest will be given to you by Ser Otto. As a templar, he senses the presence of an evil force somewhere in Elvenage, but is not sure where exactly. To help him, explore the area around him. A raving beggar woman will mention something strange happening in the orphanage building, and on the ground outside the orphanage you will find blood stains and the corpse of a dog. Tell Ser Otto about this, and he will decide to examine the shelter personally - with your help.

Go to the shelter building. After fighting your way through several mabari and ghosts, you will encounter a demon. After a short battle, the demon will disappear, and Ser Otto will announce that this is not the end - he still senses the presence of evil. Move on, fighting off ghosts and shadows along the way. In the last room you will meet the same demon - which this time will be stronger. You will have to defeat him twice - and the second time he will summon other demons to help him. Ser Otto, alas, will fall after the first battle. There is no way to save his life.

Once you have finally defeated the demon, your quest will be completed.


Services for interested parties

You can get these quests from the bartender at the Bitten Nobleman tavern if you ask him if there is any not-so-legal work for you. You will receive a reward from him when you report what you have done.

You need to somehow get rid of three corpses that appeared as a result of the not very correct actions of D’s subordinates. You can pick up the first corpse next to the Church building in Denerim, the second - in one of the rooms of the “Pearl”, and the third - in the warehouse in the southern parts of the Shopping District. You need to throw all three (or each one in turn - as you wish) into the well near the Church building.

Find 12 love letters. Unlike other quests that ask you to find a certain number of items, there are 12 letters in the game, so you have to find them all.

Location of letters:

1. In a chest near Varathorn in the Dalish elf camp.
2. In a chest on the first floor of the ruins in the Brecilian Forest, to the left of the entrance, behind a false brick wall.
3. In a box inside the Redcliffe Mill.
4. In a chest in the basement of Redcliffe Castle.
5. In a chest in the Spoiled Princess tavern near Lake Calenhad.
6. In a chest on the second floor of the Mage Tower.
7. In a chest in a house in the village of Shelter.
8. In a chest in Jarvia's lair in Orzammar.
9. In a chest in one of the rooms in the palace in Orzammar.
10. In a chest in Wade's shop in Denerim.
11. In a chest in one of the rooms of the “Pearl” in Denerim.
12. In a chest in one of the rooms of Earl Eamon's palace in Denerim. (This is an unlocked chest, so you can take the letter from there even without being a robber.)

Travel to the Western Brecilian Forest and fire a flare arrow. To do this, your PC must be armed with a bow. After this, you will be ambushed by Denerim mercenaries - deal with them and go back with a report.

Deliver 15 pieces of poisonous extract to the bartender of the “Bitten Nobleman” (if you cannot find it, remember that Varathorn sells it in unlimited quantities in the Dalish camp).

Deliver 10 pieces of garnet (gemstone, not bomb) to the bartender of the "Bitten Nobleman". Unfortunately, you can't just buy the right amount of them - you need to collect grenades throughout the game. If you have already sold them all, try to bypass the merchants and buy the stones back.

K wants you to put rewards for his “workers” in several hiding places. The caches are located:

1. Not far from Dwin's house in Redcliffe;
2. In the Frosty Mountains near Arena;
3. At the Spoiled Princess tavern near Lake Calenhad;
4. In the central square in the Denerim Trade District.

Sometimes (although not always as a result of a bug) you will be offered a choice: disarm the caches and not invest money in them, and thus expose K in the eyes of his subordinates. If you do this, K will no longer give you any quests.

D is convinced that his subordinates are conspiring against him and you need to get out of the way three witnesses who allegedly do not intend to testify against him. Witnesses are located: near Lake Calenhad, in the Frosty Mountains, in the Curiosities of Thedas shop in Denerim.

The final quest is slightly different depending on whether you betrayed K during his "Secret Reward" quest and whether you completed D's "False Witnesses" quest.

If you have not completed the quest on false witnesses and have not betrayed K, then you will receive the quest “Seizure of Power”, in which K announces that thanks to D’s paranoia, he has decided to get rid of his assistant, and K has no choice but to preempt the blow and get rid of D first.

You must give a signal (wink in a special way) to three allies of K - the dwarven merchant Gorim, sister Theohilda at the Church building and the Pacified One - the owner of the shop “Curios of Thedas”. After this, talk to the guard who stands near the city gate.

On your next journey across the map of Denerim, you will come across Lieutenant D and his assistants, who decided to punish you for betrayal. After the battle, pick up papers from the lieutenant's body indicating the location of D's secret hideout. A new location will appear on the map of Denerim - go there and deal with D and his associates.

If you completed the False Witnesses quest (and regardless of how you completed the Secret Reward quest), D will ask for your help in getting rid of K, who he suspects is going to take his place. When traveling across the map of Denerim, you will come across Lieutenant K and his assistants. After the battle, pick up papers from the lieutenant's body indicating the location of K's secret hideout. A new location will appear on the map of Denerim - go there and deal with K and his associates.


Crime Wave

These quests are given to you by a remarkable person named Weasel Coldry. He will appear in the Trade District near Goldanna's house only if your PC has at least one point in either Hiding or Stealing. If you have at least one point in Thieving, you can get all of Coldry's quests, even if your PC is not a rogue. The ability to Hide without Stealing will give you only one of the two lines of his quests - the “predatory” one. You will have to pay Coldrey every time for tips - but the final revenue will always exceed your costs.

Task No. 1.

The cost of a tip is 1 gold. Loot the chest in Lady Sophia's room at the Bitten Nobleman tavern. To do this, you don’t even need to hide - the bodyguard who is bored in the corridor has nothing to do with you - you can safely go into the room and rob the chest. This is the only Coldrey quest you can complete before receiving it - if you've already robbed Sophia's chest, tell Coldrey about it and he'll give you the money back.

Task No. 2.

The cost of a tip is 4 gold. Loot Earl Howe's treasure chests, which are located in a warehouse in the Trade District, not far from the Wonders of Thedas shop - at the end of this dead end. This quest includes a battle, since you won't be able to steal silver bars from chests unnoticed - Hou's guards in the warehouse will immediately notice you.

Task No. 3.

The cost of a tip is 10 gold. You must rob the treasury of Banna Franderel. Go to the new location that appears on your map of Denerim. If you always prefer to kill everything that moves (and everything that doesn't move too), then simply march the whole squad to the quest mark on the map. Did you find it suspicious that there wasn't a soul around? It seemed right. As soon as you open the chest, guards will appear around - Coldrey's tip turned out to be a trap. Now you need to fight your way back to the exit.

If you still prefer to “keep it up” and unnoticed to slip past the guards thirsting for your blood is a matter of honor for you, this is also quite possible to do. Leave all party members except your robber where you entered the palace. Send the robber to the right place. When the guards appear around, simply switch to one of your party members at the entrance and calmly exit the palace. In both cases, Weasel Coldrey will be extremely upset that his tip turned out to be false and will honestly return your money, promising that he will get you something really worthwhile in the future.

Task No. 4.

In order to receive this quest, you need to complete the story quest “Gathering of the Lands”. The sneaky Coldrey will send you to the same place where you were last time, for the sacred relic of the Church - the Tears of Andraste. Since his last tip turned out to be an ambush, this time he will give you the information for free. You should go to almost the same place as before, find a secret passage near the room with an empty chest and go a little further, where the real treasury is located.

This time, not only are the corridors teeming with guards, but there are also quite a few traps on the floor, so be careful. You can act on the same principle as last time - simply break through to the desired place with a fight or sneak in unnoticed with one robber. After this, you can give Andraste's Tears to the Church (in person or through Coldrey the Weasel) or keep them for yourself.

Note: if you overhear the conversations of the guards in the palace, this will finally convince you that the Weasel Coldrey was not to blame for the ambush that awaited you earlier.

Task No. 1.

The price of a tip is 50 silver coins. Steal the bag of gems from the Maid in Green. She will appear at the trading stalls after receiving the quest.

Task No. 2.

The price of a tip is 1 gold. Steal the sword from Sera Nansin, who is located in the Thedas Curiosity shop. You can steal the sword not only by simply pulling it out of her pocket, but also by using other skills - for example, Persuasion or Herbal Knowledge. To use them, you need to talk to her and convince her that you are a merchant (then she will take off her armor and weapons to try on your goods) or that she is sick and needs help - then she will undress for inspection and you can not only take the sword, but also sell her medicine for a couple of gold coins.

Task No. 3.

The price of a tip is 3 gold. You've probably already noticed two chests near the shopping arcade that cannot be opened without a key. Completing this task will give you the key you need. It is in the pocket of a certain Tilver, who is walking in the northern part of Denerim, accompanied by two guards. You can use the Hide Skill and steal the key unnoticed, or talk to Tilver and steal the key during the conversation (this requires high Persuasion). You can distract the guards with the help of a nearby messenger boy if you pay him a few silver coins - in this case, you will have the best chance of sneaking up on Tilver without being noticed.

Task No. 4.

The price of a tip is 6 gold. Steal Loghain's crown from the Seneschal, who is located in the Bitten Nobleman tavern. If the guards notice you as you enter, you can use Threat and they will leave, and you can take the crown from the Seneschal. You can also ask the waitresses for help and either send large amounts of booze to the guards (to make them fall asleep) or poison their drinks (if you have enough knowledge of Poisons). Alternatively, if you are spotted, you can simply kill everyone and take the crown from the Seneschal's corpse.


Raven Trials

These quests will only become available after your meeting with Zevran. Whether you left him alive or not doesn't matter.

Talk to a certain master Ignacio at the shopping arcade and he will assure you that he does not currently need your services. However, after a while, the messenger boy will bring you a note inviting you to a meeting with Master Ignacio at the Bitten Nobleman tavern. There, Ignacio will reveal himself as a representative of the Antivan Ravens organization.

You don't have to agree to his offer. If you refuse, Ignacio will leave and will not appear again. You can kill him if you want. However, completing the Raven quests will help you in the "Gathering of the Lands" story quest when voting - although it is not a prerequisite for its success.

Task No. 1.

Read the leaflet on the wall at the gate to Elfinage about a certain organization that supports the Gray Guardians, and go to the “Pearl”. Knock on the locked door and answer “The griffons will soar again” as the password. After that, talk to Loghain's mercenaries and kill them. If you have already killed them before receiving the task, just tell Ignacio about it - and you will still receive the reward.

Task No. 2.

Go to a new location that appears on your world map and kill all the Qunari mercenaries from the Kadan-Fe organization.

Task No. 3.

Go to the royal palace in Orzammar and kill Ambassador Gainley. If you took the side of Belen, then the rooms you need will be available to you immediately after the audience with Belen, but if you took the side of Harramont, you will have to wait for his coronation. The ambassador is clearly expecting an attack, as she will have numerous bodyguards with her.

Task No. 4.

Go to the meeting place with Earl Howe's men, who stole the son of a high-ranking official, in order to give them the ransom and get the boy back. The ransom will turn into a battle between you and Hou's men, and after it you will not find any trace of the supposed hostage. When you return to Ignacio, he will assure you that everything went as planned - you were a distraction, and the boy was saved and delivered to his father, who is very grateful to you for this.

After this, Ignacio will leave, and you will have access to the “special goods” of a merchant named Cesar. You can kill Ignacio if you want - but in this case, Cesar as a merchant will no longer be available to you.


Sergeant Kaylon's missions

Sergeant Kaylon is standing near Wade's shop. If you ask if he needs your help, he will gladly accept your offer.

The first task is to go to the local brothel "Pearl" and calm down - preferably without bloodshed - the rampaging mercenaries from the White Falcons group. If you have developed Persuasion, then you can easily persuade the brawlers to leave (or threaten them). If your conversational skills leave much to be desired, then you will have to fight with them - after you give them a fair shake, they will give up and you can let them go or still finish them off.

If the White Falcons remained alive, then when leaving the Pearl you will meet Sergeant Kaylon, who will be very pleased with you. But before you can finish the conversation, a group of angry mercenaries from the White Falcons attacks you. After the battle, you can remove very good ax with two Aod slots.

If you killed the Falcons in the “Pearl”, then the meeting on the Denerim map will not occur, and the sergeant will be very unhappy with you.

The sergeant's second task is almost the same as the first - to go to the Bitten Nobleman tavern and calm down the raging mercenaries - this time from the Crimson Oars group. This time it doesn't matter whether you kill them or convince them to leave peacefully. Alternatively, you can talk to them and decide that they have the right to stay in the tavern, but in this case you will not receive a monetary reward from the sergeant.