Dragon age origins awakening forest vending flower. FAQ on the bugs of the addon “Awakening. Trade problems

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

Forest Vending is conditionally divided into two parts - you start in a smaller, southern one. It is connected to the northern part by a single bridge in the eastern part of the map. Go there. On the way, you will have to deal with bandits and sylvans - who attack not only you, but also each other. As soon as you cross the bridge, one of the surviving soldiers will run straight at you. From his very fragmentary phrases, one can make out that the elves for some reason revive the trees and make them attack people. For a long time, however, he will not talk with you, and will run away as fast as he can, and the said elf will appear to you - or rather, an elf. She will make a short speech about how you should leave her alone and disappear.

The Dalish elf camp is located approximately in the center of the map, but at the moment it is empty. You will find there only a few shallow graves and weapons scattered everywhere for some reason. After examining the camp, go to the western part of the map. There you will meet your good acquaintances - the Creatures of Darkness, camped in the northern part of the forest. There you will also find a large pit filled with corpses.

Head south and you'll find a surviving militia member apparently suffering from a Darkspawn venom. He will tell you very interesting facts: it was not they who attacked the elves, but the Creatures of Darkness, who scattered standard Fereldan weapons in the Dalish camp, which made the elves (or rather, one surviving elf) assume that people were to blame for the attack. However, all members of the militia had already been killed before - remember the hole in the north? The poor fellow will ask you to end his suffering - you can do as he wishes or not, but at the end of the conversation, a group of Darkspawn will attack you anyway. Deal with them and search the corpses. On one you will find an Elven Medallion.

Head back to the camp. On the way, an elf will meet you, but she does not intend to listen to you at the moment. Calling the wolves and sylvans to help, she will disappear again. Go to the camp where you will find her near the graves. In order to convince her of the innocence of people, show the elven medallion found on the corpse of the Creation of Darkness.

Velanna, finally convinced by your words, will join your squad (even if you don't want to) to try and find her kidnapped sister. Since the Darkspawn have a habit of dwelling underground, she will assume that they may be hiding in the silverite mine that you may have already noticed earlier.

Go to the mine, which is located in the very north-central part of the map. (Warning: there is one nasty glitch in version 1.3 that could cause your GG to permanently lose their equipment, so make a permanent save before you enter the mine.)

You will not be allowed to follow far into the jungle of the mine. In a few minutes, the Architect will greet you - a person who speaks and is very reasonable, although he belongs to the type of Creatures of Darkness. The architect will be able to subject you to magical effects, as a result of which you will find yourself in a dungeon without equipment and uniforms.

Attention - if your (a) GG is dressed in simple clothes with an empty backpack, then everything is in order. If he/she has at least some of the old property left, then you have a glitch and will have to reboot, because in this case you will no longer see your old outfit.

After you wake up behind bars, Velanna's sister, Seranni, will talk to you. She will give you the key to the prison, and if you successfully use Persuasion, she can also give you the key to the chest in the Architect's room. After Seranni leaves, you will have to fight several Darkspawn, but they are not very strong, so the lack of weapons and equipment should not prevent you from dealing with them.

Take the key from the corpse of one of the Spawns. He opens other cells of the dungeon - you can't just hack them.

So, for now, you'll have to use whatever gear you have on hand. In the Architect's lab, on a kind of balcony, you will find a pair of levers. Look down and you will see a room hidden by clouds of fog. The door to this room is under a protective barrier (which will not only prevent you from opening it, but will deal massive electricity damage every time you try to touch it). To remove the barrier, you need to pull the levers in a certain order. Counting the left lever as number one, this is the order: one-two-one-two.

In the chest in this room you can find Blackblade's leather set and a bow with damage against dragons - Draconic Malice.

Move on, fighting off hordes of enemies along the way. When you reach a Qunari merchant named Armas, you are almost at the exit. In the chest not far from it should be the rest of your things. Armas may even give you a discount on their items if you successfully use the Persuasion option. You can also persuade him to establish trade with the Fortress of Vigil (Mrs. Woolsey's quest "Trade must continue").

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

After you defeat the opponents, watch a short cutscene in which Aritektor and his assistants will be removed from the mine in such a way that it will be impossible to follow them. So, the way up is now open and you have completed your quest. At this stage, Velanna will express a desire to join the Gray Wardens - you can agree or not, on the main storyline it won't affect.

Attention: you will not be able to return to the mine after you leave it. Therefore, if you have not yet examined it to the end - do it now.

Non-plot quests

In the forest you will come across two stone statues - the Statue of War and the Statue of Peace. The Statue of War will call you to it when you get close to it. She will tell you her story (which is a bit like the story of a similar statue in the prologue of the magician in the Beginning) and ask you to kill the Tevinter master, who imprisoned the spirit of two Avvar brothers in stone. After you listen to the Statue of War, the Statue of Peace will speak to you. The spirit of the second brother will give you his point of view on what you should do.

So choose whether you will follow the request of the first or second brother. If you decide to kill the master, then activate a pile of stones a little north of the statues - an Arcane Horror (orange boss) will rise from it. Defeat him and report to the Statue of War. If you decide to follow the path of the second brother, then just go back and talk to the Statue of War. Convince the spirit of the warrior that revenge will not give him the desired peace, and return to the Statue of Peace to report on your success.

The Statue of Peace will reward you with the recipes for several potions: the Master and Potent Stamina Potion and the Greater Spirit Damage Protection Potion. The Statue of War will reward you with a decent one-handed sword, the Sword of Winter.

In one of the eastern caves of the silverite mine, you will find a badly wounded Guardian named Keenan. Keenan is one of the Orlesian Guardians who arrived at Vigil's Hold before your arrival and who is still missing from the Darkspawn attack. He will ask you to take it to his wife Nida wedding ring and convey his parting words to her. It is impossible to persuade him to accept your help and get out of the mine alive - the poor fellow is unshakable in his desire to die a hero's death.

The wedding ring is in the dragon trainer's pen for baby dragons. After you deal with him and take the ring from his corpse, give it to Nida, who is in the Lion and Crown Inn in Amaranthine in the company of... um... maybe that's why Keenan was so determined to die? Give her the ring and your quest will be completed.

You will find an unusual stone and a note on the corpse of a scientist approximately in the north-central part of the forest. Read it carefully. When exploring the forest, you will find a circle of stones with one empty place where you can put your find. If you activate the stone, it will light up.

This is a riddle that is akin to the riddle of the demon from the village of Honnleith in the Beginning. You need to create a line of fire (starting and ending with the first stone) that will be continuous and cover all the stones in the circle without exception - both large and small. There can be several variations, as in Honnlit's riddle. When you draw a continuous line of fire across all the stones, you will receive a reward.

An example solution (click on the image to view the image in full size):

Note: due to a bug, sometimes a chest with a reward appears immediately after you put the missing stone in place.


Other quests related to the forest:

The silverite mine contains lyrium sand, which Dworkin Glavonak needs to make powerful bombs. (See the Vigil's Tower quest section for details)

For centuries, the Gray Wardens, an ancient order of defenders sworn to unite and protect the land, have fought the darkspawn. Legend has it that destroying the Archdemon will end the centuries-old threat posed by the darkspawn, but somehow they survived. You are the captain Gray Wardens and you have been entrusted with the task of rebuilding the Gray Wardens and uncovering the secrets of the darkspawn and how they managed to survive. How you rebuild your order, how you resolve the conflict with the "Architect", and what fate you choose for the darkspawn are just a few of the many decisions that will be part of your adventurous journey through the lands of Amaranthine.

Game Features: :
- Amazing world expansion: BioWare's largest universe gets even bigger with new territory to explore - Amaranthina
- Uncover the secrets of the darkspawn and their true motives
- Rebuild the Gray Wardens and equip your base in the Keep of the Watchers
- Many new moral dilemmas: Immerse yourself in an epic story entirely defined by your playstyle
- Influence the whole gaming experience own choices and decisions in difficult situations
- New paths to develop your hero: Check out additional spells, abilities, specializations and items that allow you to further customize your hero and party
- Transfer your character from dragon age: Start or start over as a Gray Warden from nearby Orlais
- Meet five brand new party members and favorites from Dragon Age: Origins
- Even more furious and brutal battles: Fight new terrifying creatures
- Test your abilities against the most advanced and intelligent representatives of the darkspawn and other formidable creatures such as the Fire Golem and the Spectral Dragon!

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

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

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

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

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

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

Move forward and kill the spawn boss, who also talks a lot. On the murder, the liberation of the fortress will end. You will watch an interesting video in which you can take Oghren and Anders to the Gray Wardens. Or you may not take it. The choice is yours, but I would still recommend taking them. The company will not be redundant. After that, you will be told that this estate belongs to you. And the first thing to decide is to increase the number of gray guards. Do a dedication. True, not everyone will survive it ... May Mhairi's faithful fighting friend rest in peace. After that, continue watching the video and end the chatter. So you will complete the first stage in the passage of Awakening.

After all this, you will find yourself in the Throne Room of the Vigil's Tower. There is a sorceress from whom you can enchant weapons, and a merchant from whom you can buy or sell something. Talk to Mrs. Woolsey, who is standing to the left of the throne, and agree to her help. After it - talk to Captain Garvel. Both have the same task, which is good news. Well, and finally Varel. After talking with him, you can already leave the throne room, since there is nothing more for you to do here.

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

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

So, you are going to the dungeons of the fortress, where the creatures could still remain. The blockage will be cleared and it's time for you to move forward. And the first person you meet is mabari. Examine his body and remove the scroll with the note. A certain Adria is hiding on the lower floors. Well, let's get out on the way. Darkspawns await you in the next room. After their death, go into the room in the north and pick up a letter and a gift. Then - into the room in the south, where screamers will jump from the ceiling. They also need to be killed, and then pull the torch in the wall in order to open the secret door from the chests, which contains a lot of supplies. Try not to have unexplored territories and unfinished quests in the passage of Dragon Age: Origins - Awakening.

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

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

We go to the estate of Turnoblov and go immediately to the north. Here you will find a bunch of darkspawn led by Ogre. Kill them, of course. The truth is, you can't save your family. Therefore, we will limit ourselves to rummaging through corpses and killing all hostile entities.

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

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

Immediately at the entrance, take the gift in the box and move on. By the way, it should be said that in Dragon Age Beginning - Awakening, the walkthrough is full of gifts. And gifts are a useful thing, as they increase the hero's attitude towards you. And in the first hall, the leader of the smugglers and his comrades will be waiting for you. It's not very smart of them to stand and wait in the middle of the room, but oh well, peace be with them. Exit through the SAME entrance you entered and turn in the quest. Passed? Move to the market and ask the price of goods from merchants, they are very good there. Near the other exit from the city, the Black Wolf will be waiting. You will need to give him 50 gold so that he reveals the conspirators. Therefore, check in advance that you have money. After that, talk to Mervis, the merchant guild representative. He will tell you that the creatures of darkness are naughty in the forest. Well, we need to run there as soon as possible, otherwise the trade is worth it. So, we'll go there.

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

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

And here is autosave again and new hall with two test subjects dressed in our clothes. Take and equip, there is nothing to walk around naked. Although they fought well without armor, nevertheless, the passage of Awakening is much easier if you are dressed ... The first fork will be right there. We'll go east first. At the small cul-de-sac, take the lyrium sand from the deposits and go scout the remaining hall to the east. There are two useful enemies in this hall at once - a dragon tamer, from which a nice hammer falls out. The ring that we need for the quest, and the dragon from which we need to take the scales. There is also a fresh dragon egg here, which is better to take than leave to rot. There is nothing more interesting here and you can go to the southern tunnel at the first fork. And again the hall in front of us, in which we must kill everyone. Of the useful here, only the scales of the dragon, taken from the carrier. And we also have only one passage - to the south.

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

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

Follow the path of bones and save in front of the door to the forbidden room. As soon as you go, you will be attacked by a ghost that is quite difficult to kill. And, when you almost unembodied it, it will fly away in an unknown direction. We need to find him soon. Our path lies to the east. Run along the corridor, collecting all the goodies along the way. When you get to the corridor with evil spirits, an autosave will occur. Kill the ogre boss and all the little things around. Then quickly take trophies from the body of the ogre and kill the ghost that appears. So, by killing the ghost, you will complete the task and start a video in which our dwarf friend will fix the gnome mechanism to close this passage. Excellent, the task is completed and you can go upstairs with Sergeant Maverlis. Now you can exit this map. I suggest going to the Wilderness Hills. First, run north and destroy the two executioners. Then follow the path to the east, cross the bridge, listen to comments from Nathaniel and save. Then go and go in one direction, along the way pick up the things of the hunters and save the gnome woman, who is being dragged by the creatures of darkness. She will tell you that the legion did not cope with the creatures and only she was left alive. Take her in and descend to Cal Hirol.

Here you are in the long forgotten city of gnomes. Now enjoy the view and go down. There, talk to Yukka, the dying dwarf, and move forward. There is only one way - you can't go wrong. Kill the creatures of darkness, collect trophies and cross the bridge. After that, save immediately just in case. There will be nothing remarkable until the largest hall, in which you will first meet the larval children. Kill them all, there is nothing to leave any scum alive, and enter the main hall. If Sigrun is with you, then you can enter the main hall from another passage, which is closed behind a stone wall to the left of the central passage. Beware, there are a lot of traps here. Kill everyone in the hallway and move on. You will see one enemy that hasn't attacked you yet. This is the master of the golems. Quickly, quickly kill him and take the golem control rod from his body. It will be useful to you for the painless killing of the above-mentioned golems. Now collect trophies from them and move on. Ahead on the stairs, revive the golem, let him fight for you. And you kill everyone, take trophies from the chests in the north and south, and go behind the lobby. Further on, you will see a sea of ​​ghosts that pretend to live their lives. Go and go one way. You won't find anything special along the way. So you will reach yourself calmly to the entrance to the shopping district. In general, it should be noted that in Awakening, the passage of locations is quite linear, so doing it is easy...

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

Having reached the forge and once again destroyed a crowd of darkspawn there, go behind it, collect trophies and repair broken things with the help of a golem and an anvil. Let me remind you that during the Dragon Age: Origins - Awakening passage there are no unnecessary components. Things are not very good, but for the collection they will come in handy. This is how you get to the prison. A certain Stefan is imprisoned in the cage. Take the rune from him and set it free. To the left of the cage is an anvil. Use it and talk to Oghren. After the prison, a fork awaits you. First go south, where you will find an area marked as a grave. In front of you are runestones and a sarcophagus in the center. Click the runes so that the signs on them correspond to the signs on the walls. This is easy to do, so don't worry. When all five signs are in place, run to the grave and take interesting gloves from there. Now you can go back and head southwest from the fork.

Clear the rest of the area, rummage around the treasury, and go into the thicket hills in order to head from there to the vigil tower and unload a bit. I personally didn't have any space left at all, so we'll continue clearing Cal Hirol a bit later. In the meantime, to the Vigil's Tower. Here, give the ore to the blacksmith, and the tablets to Dvorkin. Him same and lyrium sand. After that, go down to the thicket hills again and from there - to the shopping district. And from the shopping district - to the lower limits. We continue the sweep... And at the bottom you start running through the tunnel until you get to the golem and the magician-spawn of darkness. They both need to be killed... Which, in principle, is not so difficult to do. I immediately threw my thief at the magician, fettering him, and while the thief was having fun, I killed the golem with the rest. And the mage was not difficult to finish off. Then move along the remaining corridor, killing the emerging tentacles. When you get to the very end, cut two chains, which will kill the uterus. After that, you can consider Cal Hirol cleared and exit from there. Another stage in the passage of Dragon Age: Origins - Awakening is completed.

Let's go back to the Vigil's Tower. Crush the peasant rebellion in the bud, then talk to the blacksmith, giving him the golem shell. He will give you a list of what he needs to get for work. Well, let's search. In the meantime, go down to the basement and go to the crypt, which you still have not opened. You should already have all three remaining keys. Opened? Come inside, clear the tomb from ghosts and collect trophies. Very good boots are already there. Now you can leave the basement and go up to the throne room. And in the throne room, an assassination attempt is being organized. Well, death to them. After that, accept those who wish to become gray guards and finish with the equipment. We are waiting for Amaranthine!

In Amaranthine, give the lucky hoof to Micah, for which you will receive a cash reward. After that, go to the market and report great news to Mervis. If you convince him to pay extra, you will receive a total of 30 gold. Fine. In the same place, take all the tasks from the board of the Merchant Guild. Go a little to the north, and, after going around the house, take the wool lining in the chest near the locked door. Here is the piece for the armor. By the way, the master's lyrium potion was brewed for me by Velana, for which many thanks to her. Now let's go to the Crown and Lion Inn. First, go to the end of the tavern and talk to Nida. She needs to give the wedding ring that her husband died trying to make this world a better place. Then go to the Innkeeper and talk to him about Christophe, the gray guard. Take the key to the room, since Christophe has not appeared for a week. We need to check what it could be. Examine the map, from which it will become clear that Christoph is in the black swamps. Let's go there, but later. Take trophies from the chests and go talk to the innkeeper. Convince him that he must pretend to trust the smugglers. This task will end, because now you simply have no one to help. Well, the passage of Dragon Age: Origins - Awakening will not get poorer from this.

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

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

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

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

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

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

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

Head to Amaranthine. There, go to the tavern and pick up the oil in the room on the right. And then - to the Vigil's Tower. Give the blacksmith a sword to perform, collect all the necessary components and have fun carrying the best weapon in the game. Yes, just do not roll your lip too much. After the end of the game, it will be stolen. And you will not be able to complete the passage of Dragon Age: Origins - Awakening so that he remains with you. But for now, it belongs to you, so use it. Then, if you have finished all other things, talk to your Seneschal and go to fight. And now you, at the head of a tiny detachment, are sent to exterminate the creatures of darkness. Doesn't it remind you of anything? And I have good associations with the original game...

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

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

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

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

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

/publ/10-1-0-98Vending Forest is an area of ​​wooded slopes and lush vegetation, divided by a trade route called the Pilgrim's Way - in honor of the faithful followers of Andraste, who traveled this very road to Aramantine and left ancient relics throughout the forest, wanting to honor Andraste and the Creator. For centuries the forest has been renowned as a place of breathtaking beauty and tranquility, but in recent months things have changed as a clan of Dalish elves have set up camp in the forest, and their proximity to human settlements worries the locals. Worse still, roving bands of darkspawn have been seen in the forest, no doubt gathering for some nefarious deed. For now, the people of Aramantine can only pray that any troubles that have befallen the Forest of Vending will soon pass.

RIGHTEOUS WAY

Part 1. Forest

Upon entering the forest, you will immediately stumble upon bandits inspecting a devastated wagon - all that remains of a merchant caravan. They will immediately attack you, but this is not the only group - there are several more groups of robbers scattered to the stone river, which conditionally divides the location into 2 parts. Sometimes they fight sylvans - in order to get more experience, take out walking trees first, and then robbers. A bridge leads across the stone river to the northern part of the forest (it is easy to stumble upon it if you go straight along the path).

Immediately after the bridge, one robber will run out at you, obviously in wild horror. He will inconsistently tell that the elves have declared a vendetta to all people, reviving the sylvans and setting them on soldiers and caravans, after which he will make his legs. After that, an elf will appear in front of you very effectively and tells you to get the hell out. If you tell her that you are a Gray Warden, she will soften a little and tell you that people have kidnapped her sister and allow her to finish the business, after which, of course, get out. Here it becomes clear that things are even worse in the forest than originally thought.

The Dalish camp is located in the center of the map, but there you will only find shallow graves and scattered Ferelden weapons. The Mines-Camp path divides the northern part of the forest into 2 parts - western and eastern. You need to proceed to the west - having cut through a detachment of creatures of darkness, in the very corner of the map you will stumble upon a pit where the corpses of soldiers are piled up in a heap. The Darkspawn camp itself is located in the eastern part of the map.

Turning south, and crumbling a fair pack of wolves into soup, next to the stone river you will find a surviving militia named Olaf, infected with filth. He will tell you that the elves were actually attacked by the creatures of darkness, and then they left human weapons in the Dalish camp as false evidence. According to Olaf, this forced the surviving elf (apparently the one who greeted you at the bridge) to appoint people guilty and begin to take revenge on them. However, the entire militia was killed, and the corpses were piled in the same pit in the northwestern part of the map. Olaf will ask you to end his suffering. Regardless of your decision, a large group of darkspawn will attack you.

When you deal with them, remove the Elven pendant from the corpse of the emissary and return to the Dalish camp. Along the way, you will stumble upon a terrorist elf who, despite all the persuasion, will set a couple of sylvans and several wolves on your squad, and she herself will run away, apparently also to the camp. She will stand at the graves. To convince her of the innocence of people, show her the Elven pendant taken from the corpse of the creatures of darkness. She recognizes in him an ornament given by her mother to her sister, and finally she will believe you. Velanna (that's the name of the elf) will decide to find her sister and join you.

If there is Oghren in the party, then he will not approve of taking Velanna. Attention! If you do not take her into the squad, then this can break the whole plot in the second part of the quest! The elf (who is a good magician) will give a tip to the previously seen entrance to the silverite mines, located in the central northern part of the map. A large detachment of creatures of Darkness will just fall out of it.

Part 2. Mines

Attention: in version 1.3 there is a bug, as a result of which your (a) GG may lose his equipment, so it's better to save before entering the mine. If the GG is a robber, then you can return to the Vigil Tower and change into simpler armor - anyway, they won’t let you run in them for a long time, and in the mines you can get hold of good Blackblade armor and an excellent bow.

Immediately at the entrance, your squad will stumble upon the Architect - speaking and casting a creature of Darkness like the Withered. He will immediately let you be convinced of his second quality and will knock out the entire detachment with magic, after which you will see something that looks very much like a nightmare, and everyone will wake up in a dungeon without armor, weapons and trousers, in simple clothes. Attention - if your GG has at least some of the old property left, it means that the game has glitched and you need to reboot, otherwise you will only have memories of the old things.

After you wake up behind bars, Velanna's sister, Seranni, will talk to you. She will give you the key to the prison, and if Persuasion is successful, she may also give you the key to the chest in the Architect's room, but will not say anything worthwhile. When you get out of the cell, you will be attacked by several creatures of Darkness. They are weak, so you can deal with them with your bare hands.

Remove the key from the rest of the cells from the corpse of one of the creatures of darkness - the locks there are good, and you won’t be able to pick them

For now, you will have to dress your comrades-in-arms with what you find along the way in the mines. From the dungeons you can get into the laboratory of the Architect. There are 2 levers in the middle of the room, apparently controlling the experiment in the next room. The door to it is energized - it is not recommended to poke in there while the experiment is in progress. The levers control 4 glowing balls that must be turned off. To do this (and remove the barrier from the room), pull the levers in this order: left-right-left-right. In the chest in this room you can find the already mentioned armor and a beautiful bow with a bonus against dragons.

As it turns out later, your equipment is now worn by some creatures called "Experimental Objects" - every time they appear, your companions will loudly resent such a brazen theft. The first Object is accompanied by a large company of dragons. After returning all 4 sets of equipment, take out everything else that moves. The next cave contains a large band of darkspawn led by a necromancer genlock. As soon as you kill him, all the corpses he raises will turn up.

At the next door you will find the Qunari merchant Armas. In the chest next to him are all the other things selected by the Architect, and you can get hold of recipes from Armas himself. Behind the door next to the Qunari you will find the Architect and a couple of dragons - orange bosses. They spit fire and occasionally fly up to the ceiling for a dive attack. They are easily taken out by ranged attacks, and breaks can be used to take a breather. When you break these dragons, a short video will start showing how the Architect and a couple of his companions will wash off, blocking the passage. Here Velanna will express her desire to join the Gray Wardens in order to still find her sister. Your choice has no effect on the further plot. From dragons, you can remove a good shield and gloves for the magician.

Attention: After leaving the mine, you will not be able to return here, so it is better to examine it to the end now.

NON-STORY QUESTS

Stone Brothers

In the eastern part of the forest you will come across 2 statues - the Statue of War and the Statue of Peace. When you get close, the Statue of War will give a voice and ask for help. She will tell you that a certain master turned him and his brother to stone, and will ask for revenge by raising the ashes of the master, lying behind the nearest hillock. After that, the Statue of Peace will call out to you. The spirit of the second brother will give you his point of view on what you should do.

If you decide to fulfill the requests of the Statue of Peace, then just talk to the Statue of War and convince him to sleep. The Statue of Peace will reward you with recipes for several potions: a Masterful and Powerful Stamina Potion and a Greater Spirit Damage Protection Potion. After talking with the Statue of Peace, you will be able to kill the Magister, but you will not receive anything other than experience for this.

If you decide to kill the master, then activate a pile of stones a little north of the statues - an Arcane Horror (orange boss) will rise from it. Defeat him and report to the Statue of War. She will give you a good one-handed blade "Sword of Winter".

The mystery of the stone circle

Not far from the granite deposits, an unusual stone and a note are removed from the corpse of a certain scientist. Behind the stone brothers is a circle of stones, where exactly the fragment that you discovered earlier is missing. When you activate a stone, it will light up.

It is necessary to create a continuous line that would wrap around all the stones - both from the outer and from the inner circle. There may be several options, here is my version:

For solving the riddle, you will receive a very mediocre pendant.

Trade problems

Issued by Merwick in Amaranthine, or appearing by himself in the forest. To complete the quest, talk to Merwick after joining Velanna.

Botanist Iness

Behind the Elder Sylvan is the botanist Innes, whom Winn asked you to find.

Living tree

In the northern part of the forest, you can find the bark needed by the templars to make anti-magic shields.

Statues of Maferat

There are carved statues in the forest, from which you need to copy the inscriptions on the instructions of the merchant guild.

Merchant's Goods

In the southern part of the forest, the robbers have silk from a plundered caravan, which the trade guild asks to find.

Last Will

In one of the eastern caves of the Silverite Mine, you will find a badly wounded Orlesian Guardian named Keenan.

He will ask you to take an engagement ring to his wife Nida. It is impossible to cure him, or persuade him to get out of there. The ring is at the trainer in the pen for baby dragons, this is the orange boss. You can also take Nogol's hammer from it. Nida is located in the Amaranthine Inn.

Build for the ages

To the right of the mine are deposits of granite, which will be useful to Voldrik Glavonak to rebuild the fortress.

Master's Work

Right behind the stone circle is the Elder Sylvan. You can skin wood from it, which will be useful to Wade for the quest "Heart of the Forest". In the mine, in the pen for the dragon cubs, an egg will be found, which is necessary for the quest "To the Bone".

Give me the bomb!

Lyrium sand can be found in the mine, which Dworkin Glavonak needs to make powerful bombs.

Trade must go on

Miss Woolsey's quest. Qunari merchant Armas from the mines needs to be persuaded to trade with Vigil's Tower.

Army

The cave with the third and fourth Objects contains Silverite deposits, which will be useful to Wade to create the armor of your troops.

ADDITIONAL INFORMATION

The tree next to the plundered caravan initiates a dialogue with Sigrun.

There is a spider nest behind Olaf's body. Spiders attack in 2 waves, so do not rush to relax. From the body of the hurlock lying there, you can then remove a good ring for the magician.

Gifts: In the Dalish camp, a chest contains an elven prayer for the dead, a gift for Justice, and next to the botanist Innes, a sextant is removed from the corpse for Nathaniel Howe. In the Architect's laboratory there is a book for Anders, along with copies of the ice rune-masterpiece and the Perfect, and in the cave with the second Experimental object there is a Sparkling Malachite for Vellana. In the cave where the second Experimental Object roams, a Spyglass is lying on the corpse of a templar knight against the wall - a special gift for Sigrun.

Blackblade's set helmet can be found in a chest behind a hidden wall when exiting the dungeons, before the first turn. To find the cache, just get close to the wall. There are no gloves or shoes from this set in the game, but the fans released a mod. In addition, there are copies of the runes of cheerfulness - a masterpiece and Perfect.

After the Necromancer's cave, you will come across the Architect's room, where you will find blueprints for the Elemental Trap and a couple of gems.

Continuation of the passage of "Awakening" - in the next part of the article.

Main plot
righteous path
Ms. Woolsey will tell you that for the well-being of the erling and the fortress, trade must be established. But, alas, this is impossible, because. caravans are constantly attacked along the main trade route linking the Erling Amaranthine with the lands of Denerim. You have to go to the Vending Forest and find out what's what. In the forest, make your way to the bridge, killing bandits and sylvans. When you are about to cross the bridge, there will be a small cutscene. A selfless elf takes revenge on the people for the death of her clan and the kidnapping of her sister Serani. We say that we are gray guards and promise to look for her sister. We carefully search all adjacent territories, performing secondary tasks related to this location in one. As a result, we will come across a small camp of elves with recently dug graves and a pile of scattered Ferrelden weapons. In the northwestern part of the forest, we will find a ravine with a bunch of corpses and the only survivor who, alas, is already sick with the nasty creatures of darkness. From him we learn that the elves were attacked by creatures of darkness, not people. The unfortunate will ask us to kill him in order to get rid of the torment. We send it to the creator. Immediately after that, the creatures of darkness will attack us. We kill them and take away the elven amulet from the body of the emissary. We return to the camp of the elves, there the elf is already waiting for us. She does not believe that people are not to blame for the death of her people and the disappearance of her sister, and sends her minions (a bunch of wolves and two sylvans) to us. We deal with them and overtake the young sorceress in the former camp of the elves. We show her the amulet (she immediately recognizes her sister's jewelry in it) and pay attention to the casually thrown weapon. She believes us and wants to save her sister from the creatures of darkness. We take Velanna (that's the name of our new friend) into the detachment and go to the silverite mines (the door in the north opposite the camp). We kill a handful of creatures of darkness led by an ogre and go inside. Having passed a couple of steps forward, a certain Architect (a reasonable creature of darkness) will put us to sleep. We wake up in a cell with absolutely nothing. The key to the cell will be given to us by Velanna's sister, who, for unknown reasons, helps the creatures of darkness, but still wants us to escape. We beat a small detachment of creatures of darkness with our bare hands, arm ourselves with their trash and begin to open all the doors in the prison. As a result, we get into the laboratory of the architect. There will be several entries, a puzzle and a chest. There will be 2 levers on our floor: the right one illuminates the strange towers on the lower floor, and the left one makes these towers shoot. Your task with the help of one of the satellites is to press both levers at the same time so that all the towers go out. Once this happens, the force field on the first floor door will dissipate and you will be able to enter the tower room. In the middle of that room there will be a chest with very good things, one of which will be part of the set. Everything, now we get out of the prison and run along the corridors in search of our ammunition. You won't have to wait long. First, the first guinea in Ogren's clothes will attack us, we kill him and arm our old friend in our own equipment. We run further and meet the second test subject in Velanna's things. We find a wounded gray guard and take the quest "Last Will" In the next room, there will be two test subjects at once: in the armor of Nathaniel (or any of your other third companions) and in the armor of your character. Having received all our basic ammunition, we go to the fork. First, we go north and kill the creature of darkness on the quest "Last Will", there we pick up the dragon egg. then head south and find the Qunari merchant Armaas. Next to it there will be a chest with all our belongings, which we had in our inventory before we were put to sleep. We invite the merchant to the Vigil tower, push him everything that was taken from the creatures of darkness and go to the last hall. The architect will summon two dragons. It is not easy to kill them, but it is quite possible if you combine spells correctly, heal your party members in time and never let Nathaniel die. If you've managed to solve the architect's puzzle in his lab and opened the chest behind the force field door, you'll have a magnificent bow designed specifically for slaying dragons. With him, everything will be much easier. Slay dragons, watch the cutscene of the Architect escaping with his assistant Uta and Velanna's sister Serani. After that, Velanna will want to join the gray guards. We will not refuse the girl in this. We go outside and return to the Vigil tower to report to Mrs. Woolsey that the trade routes are now safe.

Secondary quests
stone brothers
In the eastern part of the forest you will find 2 statues of ancient Avvar warriors. The statue of war will ask you to kill a certain Magister, whose remains are lying around nearby (just go up to them, call the creature and kill it). After that, you can talk to the statue of peace, which wants us to pacify the wrath of the statue of war. We again turn to the statue of war and convince it to score on old grievances (you need a persuasion skill of at least level 2).
If we complete the quest along the path of war, we will get the sword of winter as a reward (a good one-hander, especially if you did not export the character from the Original).
If we complete the quest along the path of the world, then as a reward we will receive recipes for a number of potions and runes.
Note: The master can be killed even when completing the quest along the path of peace, the main thing is to do this after you have convinced the statue of war to pacify your anger. By the way, it's better to kill the master, because. randomly you can knock out up to 20 gold from it.

The mystery of the stone circle
In the forest you will find the corpse of a scientist and take a stone from his body. It must be inserted into the only active cell of the stone circle (it is located to the right of the two statues from the quest above). Next, you need to click the cells so that they all form a closed chain. The riddle has more than one solution. Here's mine.

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

Start

As commander of the Gray Wardens, you return to Vigil's Tower with a Mhairi warrior. Vigil Tower was recently the residence of Earl Howe. You should not expect a warm welcome, as your fortress is attacked by the adventures of darkness.

Move overcoming all enemies deep into the Vigil's Tower. On the way, clear the location from monsters. In the inner part of the fortress, you meet a renegade mage named Andres. Soon he becomes your entourage. Keep moving into the tower. Along the way, destroy the genlocks along with the emissaries.

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

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

In the throne room, you have the ability to enchant items using runes at the Sulfur Ambassador. You can buy everything you need from Uriah. When you go outside, they immediately tell you about some "capable" thief, in addition to this, you are also given a couple of letters. You can also pick up a lot of secondary tasks in the fortress, which will be very interesting to complete. In addition, they will bring you experience and money, which, by the way, you will really need.

Let's go to Amaranthine

So, after you have accumulated a lot of secondary quests, we are moving to look for a logical explanation of why the creatures of darkness suddenly started talking.

Immediately upon entering this city, talk to Colbert. A little trap, one smuggler will offer you to cooperate, or rather, talk with the innkeeper and continue to do your job. The entrance to this smuggler's lair will be located at the site of the same conversation, in the house.

Also, near the entrance to the city, talk with Constable Aidan and get the task "Law and Order". In general, you already know the smugglers' den, or rather its location, so you just have to run after one of the smugglers, destroying the bad guys along the way.

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

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

Les Vending

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

In the eastern part of the forest, you can talk to two stone statues. The essence of the task is that the brothers are cursed by the master, one of them wants to commit revenge, and the other to find humility. What to do, to use persuasion or force - it's up to you.

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

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

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

Thicket Hills

The next thing to do is to complete the task "Last of the Legion". Colbert and Micah have told you about the chasms that have formed in the Wilder Hills. From there, the rod of the creature of darkness. Move to this place. As you pass the bridge, then go down below and carefully rummage here in the box, after which you will find a letter that activates the "Long Past" task. The next picture will follow: a bunch of enemies dragging one of the Legion of the Dead. Sigrun will tell you that the darkspawn are raising an army in Kal Hirol. Clear your way by slashing the creatures of darkness. At the very beginning of the central hall, a huge number of traps await you.

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

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

Black swamps

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

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

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

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

Once you open the gate, you will have to fight the Baroness again, or rather, what she has become. After victory, you will be able to replenish your ranks with the Spirit of Justice. This is where it really ends. Now head back to Vigil's Tower and speak with Seneschal Varel.

City under siege

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

As you arrive at your destination, you will see hordes of darkspawn. With an unexpected warning about the Mother's evil plan and her surprise attack on Vigil's Tower, you are forced to leave Amaranthine to its fate. As you and your companions would not be sorry, but the city will have to be left ...

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

Soon you have to retreat back and fight with heretics and ogres, which are boarded up in armor. After, you have to fill up Herold. But that's not all, the battle continues. The creatures of darkness are still alive and the Mother constantly breeds new ones.

Dragonbone Wasteland

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

You have a common goal and decided to make peace on a common basis. Head to Mother's nest to end it all. You shouldn't have anything difficult. Chop her tentacles and kill her children that appear. After the destruction of her minions, take on her. As soon as her health drops, the end credits will start.

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