Anvil of the Void. Walkthrough Dragon Age: Origins Void Anvil how to pass

Finding the Anvil of the Void is one of the main quests, which consists of several parts. You have to go to Orzammar, and from there straight to the Deep Paths - the home of the Spawn of Darkness, of which there will be more than enough.

Immediately it is worth warning before completing the Anvil of the Void quest in Dragon Age: Origins, it would be best to take the ingredients with you, as well as a good-level herbalist and ready-made poultices - you should not get together at random because the journey on the trails will be very long and there are no shops to be expected there. except perhaps a gnome who has gone insane, but you will not bargain anything of value from him.

You can get into the zone only after you have passed the location of the Dead Moats, at the end of which you will meet one of the most powerful bosses in the game - Matka. (on our portal you can familiarize yourself with the topic)

This stage can also be considered the completion of the quest Perfect, according to which you had to find Ogren's wife, Branca, who also got to the Anvil and blocks the entrance to the cave as soon as you get into it. Here you will definitely have no options to go back.

You will also be given the choice of gathering a group however Ogren will go with you anyway.

During the development of further events, you will need to support either Branca or Karidin and two results come from this:

  • Support Branca and Karidin will die and at the end, when the final battle takes place, besides the dwarfs, golems will also join you. For this you will receive the achievement Pragmatist;
  • Support Karidin and Branca will die and he will commit suicide. Only dwarves will participate in the final battle and you will get an achievement called The Liberator;

If Branca dies, then Ogren will not leave the group and will not judge you with a certain sequence of actions.

Supported Branca (approval):

  • Ogren - up to +11 if you yield to him with persuasion;
  • Zevran +4;
  • Morrigan +7;
  • Lelliana -10;
  • Alistair -10;
  • Winn -15;
  • Sheila - leaves the group, so it's better not to take her and then talk to her in the camp after the assignment;

Supported by Karidin (approval):

  • Winn +7;
  • Lelliana +4;
  • Alistair +4;
  • Zevran -5 - if persuaded then -1;
  • Morrigan -3 - if persuaded then -1;
  • Ogren -10, but there is a nuance - wait for Karidin to offer to take the reward and let Ogren choose himself, then the approval will be +7 (after the new king has already taken the throne).

If you took the side of Karidin and Sheila with you, then after the end of the quest you will receive a personal task after talking with her. She is a downloadable character that came with the Captive Stone DLC - you can find out more about him and other add-ons in the article. After reading the article, you will find out that the game on the main storyline is far from over. With this, the passage of the Anvil of the Void quest in Dragon Age: Origins will be completed.

The world is under the threat of complete destruction, so any help in defeating Blight and the Archdemon will be valuable, and golems are a powerful weapon, as we can see if we once again summarize the information about golems that the game provides us:

"Almost eternal and absolutely obedient, capable of throwing huge stones and breaking through the ranks of the enemy, these huge creatures there were dozens of warriors in battle and during the war they became a terrible, crushing weapon. Once they became the last hope of the dwarfs, who, with their help, almost managed to win back all their possessions. Golems were tougher than any warrior, immune to corruption and did not know fear - ideal guards for those teig that had not yet fallen under the onslaught of the creatures of darkness. For this anvil, Karidin received the title of Perfect.

However, there was a catch. The golem needed to breathe a spark of life. Each created golem meant the death of one warrior, because it was the soul of this warrior that gave life and power to the golem. Inspired by the opportunity to reclaim their lands from the creatures of darkness, many warriors volunteered to lie on the Anvil and turn into invincible, immortal creatures.

The golems created by Karidin have won a huge number of battles against the darkspawn, expelling the creatures even from those teig that they no longer hoped to return. "

"I have announced the recruitment of volunteers. Several responded, these are men from the warrior caste, younger sons with no property and no hope of marriage. They want to protect Orzammar from the horror created by humans. They want to live forever in a body that is stronger than any armor. They do not ask. let them talk to their predecessors. " - Diary of Karidin.

And then the Perfect Karidin rose from the caste of blacksmiths, who offered a new weapon: golems. Giant warriors of living stone and metal, each of which was worth a whole army ... With the golems of the Perfect One, we began to recapture the previously lost lands. At one time it seemed that the final victory was near.

However, in the midst of the war, Perfect Caridin disappeared, and with it the funds for making golems disappeared. Several times expeditions went to the Deep Paths to find the Perfect One, but they found nothing and no one. Over time, the golems that we still had, came to a completely unusable state, and we again began to slowly slide towards complete extinction.

Golem types
Stone Golem: Most of the dwarven war golems mentioned are stone golems. They don't use lightning attacks like steel golems. It is the weakest of all types of golems, but one stone golem is worth a dozen dwarfs in battle.

Steel Golem: Forged from steel, stronger and more durable than stone. Some have magic, can summon lightning, heal allies, and even revive the fallen.

Karidin himself was a Steel Golem.

About free will:
Golems are able to reproduce speech, but they rarely use it. They are controlled with magic wands, but if the wand was destroyed, the golem will act on its own. Most often - to reproduce the last order given by the owner of the wand.

"My disciples were able to place my soul in a stone body, but did not know how to create a governing rod. Therefore, I preserved my mind and free will." - Diary of Karidin.

Most of the surviving golems do not remember their past life in the body of a gnome. Their personalities were suppressed with "wands of control" designed to instill absolute devotion in these stone warriors. However, it is known that there is an exception - a golem named Sheila. She regained her identity, possibly after the destruction of her wand of control at 9:30 Dragon, and as such, she is unique: a golem that can speak, think, and even seemingly experience emotion.

The Dwarven Kingdoms originally consisted of twelve large teig and numerous small ones that encompassed all of Thedas, but most of them fell to the onslaught of the darkspawn. Only two large teigs still exist: Kal Sharok and Orzammar.

That is, one golem is worth at least a dozen gnome soldiers, and theoretically it can not lose its former personality to the end, if the issues of morality and ethics are so important to us in this situation; It is also obvious that these gnome soldiers will die fighting against the superior PT forces anyway, so wouldn't it be wiser to make them golems and thereby increase their usefulness tenfold in protecting their people in particular, and the whole world in general? And there and you look, to recapture the underground cities. Remember at worst the story of Hespit and what the PTs turned Larin into, the very fact of the existence of such an abomination should remind us that this all needs to be put to an early end.
Imagine that, say, the Earth was attacked by aliens and there is a serious threat of the destruction of the existence of mankind, you would not volunteer for a kind of "anvil of becoming a robot"?


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Orzammar Walkthrough - Dragon Age: Origins

Before going to Orzammar, I advise you to develop the skills of your group to the maximum, to establish well-coordinated teamwork, to buy everything you need, it will not be easy there.

You will find yourself on a mountain road, and soon you will meet with hired killers who came after your soul. In principle, nothing particularly complicated should not be here, the main thing is to get rid of the magician, and then deal with the archers. After the reprisal, go to the entrance to the dwarf lands.

Approaching the city, you will see that the entrance is closed, there are political strife in the city, two candidates are claiming the throne at once: Lord Harrowmont and Prince Belén. You will still be allowed inside after some persuasion and controversy.

Here you will have to decide which of the candidates you will support in the struggle for power. Whichever you choose, in each case you will have to complete a small task. In Harrowmont, it is shorter, and purely for moral reasons, I want to support him more than Belena.

Here I want to dwell on pumping your mages, well, if there are three of them, then the whole battle with crowds of opponents boils down to the fact that the mages flood them with waves of fire, cold and lightning, and the tank can only take on those who still managed to reach before the magicians. In general, by this time you should already know such spells as "Sleep", "Paralysis", "Fan of Fire / Lightning / Cold", and many of the same kind. Now there are more opponents, and they attack in droves, so massive spells are needed. There is a good way to level up your skills with the help of advanced training books, of course they are not cheap, but trust me - it's worth it. It will become much more comfortable to play.

Having decided to support Harrowmont, go to the Lord's house from the Community Halls area to the Diamond Halls area. You will not be able to go to the lord himself, they are not allowed through for fear of spies, but you will meet the clerk Doolin there, who will offer you to go through the Competition in the name of the Lord. With good preparation, this Competition shouldn't give you any trouble.

From the Communal Halls, go to the Arena. Look here for the warriors of Lord, Basil and Guiddon, they refuse to fight. One says that he is being blackmailed, the other complains that he was deceived. In principle, it is not necessary to complete these tasks, but in the event that you decide to help them, you will receive good support in the arena. Basil needs to return the letters with which he is being blackmailed, and you just need to talk to Guiddon, and it will not be difficult to get him to take your side.

After defeating your rivals, return to Doolin, he will send you to clear the city from the gang of the criminal Baroness Jarvia. Now in the Dusty City look for a suspicious door, you won't be mistaken, the name is of the same name, Nadezhda sits at the door. Talk to her, and for a small fee, she will tell you about the key to the door. Go to the poor man's house nearby, there are members of Jarvia's gang, you can take the key from one of them, you can persuade, but it is easier to take it away by force.

Now straight to the nest of snakes, that is, to the lair of robbers. Go along the corridors, clear the building from robbers, behind the last door there are chests. Jarvia's lair is in the penultimate corridor on the right.

Due to the fact that you have chosen the side of Lord Harrowmont, some gnomes are hostile to you, so now you should be careful even within the city.

Now Lord Harrowmont is ready to support you after becoming King. The decision on the coronation will be made by the Council, where Perfect Branca has the absolute right to vote. Branca has been missing for a long time, last seen two years ago on the Deep Paths at Caridin's Crossroads. Therefore, we also go there, in the footsteps and in search of Branca.

Orzammar. Deep Paths

I advise you not to rush and not break headlong at once on Deep Paths, first buy everything you need: lyrium, first aid kits, or do it yourself if you can. I think you will not really want to go back to the Camp to heal, so the first aid kits will be very useful to you. Now you can go. At the entrance to the deep paths, you meet Ogren, a dwarf warrior, husband of the missing Branca. He loves to "put on the collar", but a noble warrior, owns a two-handed weapon, an excellent addition to the team.

You cannot go through the front door, but looking to the right, you will see a winding passage, into which we need. Be careful, do not rush to immediately jump out of the passage, clear the area quietly, without heroism, you will be more whole.

Go forward through the tunnels, destroying oncoming opponents along the way. You will get on the bridge, and here you need to act quickly, first destroy the troops behind the bridge, and then slowly but surely get rid of the archers behind your back, it is best to give the warriors long bows, let them shoot themselves, not so quickly, but effectively, Wynne if that can heal, and Morrigan can arrange magical machinations of enemies.

Move on to the descent into the lower caves. On the way, you will meet ogres, you should already be familiar with the tactics of dealing with them, freezing is a blow, and Screamers that will appear out of nowhere at all. Have time to freeze them before they bite you, after the bite they disappear again.

Again a long corridor leading to the left. Here you will stumble upon a camp with a bunch of all sorts of critters. The tactic is as follows: you need to get rid of the emissaries first, they cast spells too quickly, we can only dream of such a speed, take out the garlocks from the ballista next, and only then the usual garlocks and genlocks.

There is also a chance not to stumble upon this camp if you go around it along the passage to the right. A crowd of Screamers and a huge ogre are sitting there. The battle will probably be a little easier than in the case of the camp. Both in the first and in the second case of passing through the corridor, you will find yourself in teig Ortan.

Then go straight along the corridor, then turn right and go to a large cave. In the cave, you will have to help the Abomination to cope with giant spiders. Nonsense, but true. Continuing the path, you will encounter spiders more than once, I advise you to disperse a little so as not to be shackled by the cobwebs all at once. Use a spell against spiders, poisons do not work on them, freezing, shock, setting fire will do. Seeing in front of a spider running away into the tunnel, do not run behind headlong, but carefully, keeping at the distance of a shot, follow it. It turned out to be a trap and a bunch of spiders will climb on you, and it's easier to deal with them at a distance.

After passing through the tunnels, you find yourself in a hall with ghosts, Spawns and golems. Carefully clear the area, but before crossing the bridge, restore mana and life. Now you can deal with the first golem, he throws stones and hits hard with a swing, it is advisable not to let him do this. After the reprisal with the first golem, we cross the bridge and get rid of the second.

After the bridge, we move to the left. We go carefully, getting rid of hordes of spiders along the way. Going further into the depths of the caves, you will encounter the Queen of Spiders on the bridge. She constantly calls for reinforcements, so you need to kill her first.

Now exit the tunnel and look around. On the altar, you will find Branca's diary. It says that her squad headed to Dead Moats... If you want to get rid of the unnecessary junk that you took out of the cave, find the dwarf Ruka in the caves. You need to talk to him very carefully, since he is not completely sane, and then he will agree to buy this stuff from you.

You can go to the Dead Moats. You will see a squad of kamikaze gnomes who are fighting the Spawn of Darkness on the bridge. Accurately and skillfully lure out Spawns, destroying them one by one. After the end of the battle, you can talk to the commander of the gnomes Cardol. Talk about everything and there is a chance that you will persuade him to go with you.

Go to the large gate, destroy the detachment of Abominations there, now into a small passage on the left. Having entered the caves, you will meet skeletons, crowds of Spawn, having cleared the caves from all the undead, you will find yourself in a hall with ogres. Not scary anymore, is it? After getting rid of them, go to the hall with the spirits. The spirits do not touch you only until the moment when you touch something, and you will have to touch it, as you understand. You need to open the door, the key to which is in the chest in the back of this hall.

The closed door was in the hall with ogres, go there and open it. Walking along the corridors, you will hear a woman's voice reading eerie rhymes, the further you go, the more terrible and louder these rhymes will sound. Sooner or later, you will find the one who tells them. This is the dwarf Hespit. After talking with her, you will learn that the source of the Generations is a certain Womb. After going further along the tunnel, you will come straight to it.

In a battle with the Mother, the main thing is not to let her and the Spawn she summon to the magicians who are actively attacking the Mother. Also watch out for her tentacles. Most likely, you will have to sweat and drink almost all the stocks of jars, but the victory will be won.

Now we ought to go to Orzammar, take a break from the intense battles, buy the necessary potions, sell the extra junk. Now it's time to go to Anvil of the Nether, and this must be done in a group with Ogren, preferably well equipped.

You have found Branca, but she will not calm down and is not going to go anywhere until she finds what she came here for - Anvil. She sends your squad to find her (well, yes, someone else). Here you will have to go through the traps that Caridin set from such adventurers.

Your first task is to destroy a rather large detachment of Spawn (but when will they end!). After dealing with them, go along the tunnel to the room with the golems. If you enter the room, you will receive damage from the poison, so lure the golems out, and beat them here. After clearing the room, send one tank into the room so that he pulls the four levers on the sides of the room, then the supply of poison will stop.

Now they came to the hall with the golems. Not all come to life, but only the second rows of golems. Do not hesitate, try to keep them frozen, otherwise the ranks of the squad may thin out.

After the reprisal with the golems, you will find yourself in the hall with something made of stone and with anvils. Spirits with a large supply of health will crawl out of this structure. Tactics: force the squad to stand motionless, and with magicians attack the appearing spirits. You can activate all the anvils, then the spirits will trample everything at once, perhaps this way you will cope with them faster. You need to destroy at least 8 spirits in order to proceed further.

This is where you meet Karidin. You will have a choice of which side to take. If you choose Branca, you will earn strong disapproval from most of your companions, and if Karidin, then only Morrigan and Ogren will be indignant, but they can be cajoled with gifts. Depending on your decision, you will have to fight one of them. First, helpers will appear, get rid of them, and then from the one on whom your choice did not fall. From your chosen one, you will receive a crown for the King.

With the crown in hand, you can make a choice, and it's not too late to change your mind at the last moment. There should be only one left ... and nothing can be solved here without the help of physical strength.

Now you can rest, buy everything you need, do secondary tasks before going to Radcliffe

Interesting Facts

The issue of the Anvil of the Void will force you to make a difficult choice between Caridin and Branca, which will have consequences. Karidin- a blacksmith and an unsurpassed genius who created golems. For many years, golems were the main weapon of the dwarves in the fight against the creatures of darkness. One golem was worth a dozen dwarfs in battle. Alas, Karidin's teig fell, and with it the secret of creating golems disappeared. Branca- a blacksmith who created smokeless coal that can be burned without hoods and without consequences for the body. Both Perfect will be waiting for a meeting behind the Dead Moats, in the location Anvil of the Nether... Karidin will try to convince to help him destroy the magic anvil, explaining this by the fact that future golems go through great suffering at the time of rebirth, besides, the ambition of some kings can cause trouble. Over time, Karidin began to understand that the method he invented was wrong and contrary to morality. Branca will be more practical and will ask for help save the anvil so that the golem crafting process can be resumed.

The appearance of golems in the final stage of the game depends on the choice, when they will help not only get to the archdemon, but also take part in the decisive battle. Otherwise, only gnomes will help, regardless of the chosen king, be it Belén or Harrowmont. If the anvil is saved, Sheila will leave the squad forever or die along with Caridin. After completing the task, one of the achievements "Liberator" or "Pragmatist" is unlocked.

The best items from Karidin's body in Dragon Age: Origins:

  • Karidin's Shield- strength: 26; protection: 1.50; +10 to resistance to cold, electricity, spirit magic.
  • Amulet "Cage of Karidin"- +20 to resistance to electricity, cunning -1.

The best things from Branca's body in Dragon Age: Origins:

  • Mace "Vanguard"- strength: 28; damage: 7.50; +3 to strength and constitution, +1 to recovery. endurance in battle, 2 slots for runes.
  • Branca's Shield- strength: 30; protection: 3.00; +4 damage against darkspawn, +2 damage against beasts.

The impact of the decision on the Anvil of the Void on the ending of the game Dragon Age: Origins:

  • Shortly thereafter, Branca mastered Karidin's methods and learned how to use the Anvil of the Nether to create new golems - the first in centuries. The dwarves greeted this news with delight, although only a few knew the price of this achievement. At first, King Belén willingly cooperated with Branca and sent dwarves to her - including forcibly - in order to use golems to clear the Deep Roads from the creatures of darkness. However, this alliance was not destined to hold out for long. Soon, Branca refused to create golems only for the king, and he forbade the use of the Anvil. His soldiers attacked Branca's Fortress on the Deep Paths, forcing it to shut itself up tightly within the fortress. After several years of fighting, Belén was forced to abandon the siege. The fortress remained impregnable. She is reliably guarded by golems, and the dwarves are vigilantly watching her, expecting what else will be thrown out by the mad Perfect.
  • Initially, King Harrowmont was happy to send volunteers to Branca. He needed the golems badly to suppress Belen's rebellion, and they coped with it quite successfully. Finally, Harrowmont decided that Anvil would no longer receive dwarven souls. However, the growing need for golems in the Deep Roads has led to secret raids upstairs to kidnap humans and elves for Branca. When this was finally revealed, a short war broke out between Orzammar and Ferelden. The gates of the city were sealed, and the kingdom of Harrowmont became even larger than before, isolated from the rest of the world. Branca, of course, continues to demand that the upstairs raids continue.
  • Although the Nether Anvil was destroyed, rumors of its whereabouts reached Orzammar. Many years later, due to the fact that the creatures of darkness were defeated above, several determined blacksmiths managed to find the remains of the Anvil. They studied them and, returning with their discoveries to Orzammar, convinced the Guardians to revive Karidin's experiments. A new golem was created, animated by a spirit taken from the Shadow. The golem immediately went berserk and killed several chroniclers before being destroyed. The experiments were banned due to their danger, and all information about them was reliably hidden. However, rumor about the existence of this knowledge still spread throughout Orzammar, and the more and more persistent caste of blacksmiths demands to continue the works of Karidin ...

Travel to the Pass in the Frosty Mountains. At the bridge you will be greeted by a group of fighters (three warriors, a robber and a magician) sent by Loghain to destroy you. If your level and equipment allow you to kill them without any problems, then you can safely go to Orzammar - handle it.

At the entrance to the gnome stronghold, another obstacle awaits you: the gnomes will agree to let you inside, but you will still need to deal with the ambassador of King Loghain, either by intimidating or fighting with him and his bodyguards. After that, the path to Orzammar is open for the Gray Wardens.

Find Sergeant Major Bandelore

Through the hall of heroes of Orzammar, go to the Communal Halls. There, the Guardian will witness a very unsightly showdown between two candidates for the dwarf throne, after which you can talk to the Captain of the Guard, who will open us the tasks "Doolin Forinder" and "Wartag Gavorn", and go to the Diamond Halls of Orzammar, where all the local nobility live. Bandelor sits on the Council, where you will watch another scene from the gnomish showdown, this time - between deshirs, advisers. At this point, the task will be completed and you will have the opportunity to ask the foreman about the current situation.

Note: if you play as a Guardian with an untouchable gnome backstory, Rika's sister will meet you at the entrance to the Diamond Halls and lead you directly to Wartag Gavorn.

Brief characteristics of candidates for the throne

To get a rough picture of what each of the participants in the struggle for power is like, as well as to understand the situation, you can talk to many of Orzammar's inhabitants and get their opinions: merchants, warriors, representatives of the nobility, rooting for one or the other - they will all talk about different aspects and share their point of view on what is happening.

Lord Piral Harrowmont

Prince Belén Edukan

Wartag Gavorn

If you decide to side with Prince Belen, go look for his assistant Vartag Gavorn - you can find him in the Assembly Hall. He will say that Belen cannot trust anyone at this time, when the former supporters of his family have deserted to Harrowmont, so you have to prove your loyalty by completing a small assignment.

The Prince's Favor: First Quest

You need to show Lord Helmi and Lady Day the IOUs of Harrowmont, from which it is clear that the latter promised them the same lands for the votes. Lord Helmi is found in the tavern "At the Innkeepers". Just show him the papers and ask him not to vote for Harrowmont - that will be enough.

Lady Day stands in the Diamond Halls, between Harrowmont's house and the palace. She will look at the receipts, but will say that she has no right to decide this issue, since the agreement was signed by her father, who is now on the Deep Paths. To go there, take a pass from her and, presenting it to the guards at the entrance to the tunnels, go to the Edukan teig. There you will have to fight with several groups of creatures of darkness, as well as help Lord Day fend off hordes of underground hunters. After the two animal attacks have been repulsed, you can talk to the gnome. Show him the papers and ask him not to vote for Harrowmont. You can also agree to go to Orzammar with them, or stay in the teiga in order to rummage around and return to the city on your own.

Doolin Forinder

If you decide to support Lord Harrowmont, then you should talk to Doolin Forinder - his assistant. You can find him either immediately after leaving the Assembly Halls, on the porch, or, if for some reason you decided not to contact him right away, at the Harrowmont estate.

The Lord's Trust: First Quest

Doolin will ask you to prove your loyalty to Lord Harrowmont by speaking on his behalf during the Trials. In addition, you will be asked to find out for what reasons two of his best fighters, Basil and Guiddon, refused to participate.

Travel across the bridge in the Communal Halls to the Halls of Trials. If you decide to return Guiddon and Basil into service, this must be done before you talk to the steward and agree to participate. In this case, they will be able to join you in battles.

Basil stands in the central hall, to the left of the steward. He admits that he refused to participate in the Trials, because the fighter on the part of Belen, Miadzh, threatens to publicize his letter to the dwarf Revelka, who is married to the son of one of the deshirs - if this happens, her husband will disown her, and Basil, at best case, he will die in a duel. If you want to help him, you will have to get hold of these incriminating letters.

Go to the corridor to the right of the entrance, there you will see Miadzha and her brother Lucian. You can try to dissuade them from blackmailing, but it will be ineffectual. Miaji's room, which contains letters, is locked with a key. Steal it and open the right door. In the chest, which can already be opened by a thief, there are papers that need to be taken to Baizil. You can return them just like that; ask for a reward of 10 gold; or, using persuasion, bargain for them 15 gold. Basil agrees to participate in the Trials.

To find Guiddon, go to the left corridor from the entrance, and then to the right "branch". Talk to him - and he will tell you that he refused to participate, because he heard that Harrowmont is going to surrender, and Guiddon does not want to cover himself and his entire family with shame. Intimidate him or convince him that the rumors are false, and Harrowmont is not going to surrender the throne to Belén. Guiddon will agree to participate in the Trials.

Go to the steward and declare your participation in the Trials. You will be automatically transferred to the arena, where before each fight you can ask about the next opponents, pause between fights and save. Opponents from Belen's side will be as follows:

  • Severin is a warrior;
  • Miadja is a warrior, Lucian is a robber. They will go out together against one Guardian;
  • Hanashan of the Silent Sisters - a warrior;
  • Vojek Ivo is a warrior, Velans is a robber / assassin. The Guardian can choose one partner: Guiddon, Basil, or someone from his group, with the exception of Sheila;
  • Piotin Edukan with his group (two strong warriors, one weaker warrior and one rogue / duelist). The Guardian can summon either Guiddon and Basil, or his companions to his choice.

After the victory, go to Doolin and report on your successes. He will offer you to meet with Lord Harrowmont. You can agree right away - and you will be transferred to the Harrowmont estate, or you can ask him to wait and go later.

Note: if you complete the first quest as Belen, you can take part in Trials later as the Gray Warden, dedicating your final victory to the prince. In this case, the list of opponents will be somewhat different.

Betrayal from within

After completing the first assignment for Harrowmont, it is possible to secretly switch sides and start working for Belen. In order to start the quest, go to Wartag Gavorn and convince him (requires advanced Persuasion skill) that you want to support the rightful heir, using Harrowmont's full trust. Tell him that Harrowmont is targeting Jarvia's lair, Wartag Gavorn will give you documents proving Harrowmont's connection with the Charter, and tells you to plant them in a prominent place.

Stan will not approve of such a move, Wynn will not, but she can be convinced so as not to lose approval points. Sheila will react negatively to this if the relationship with her is lower than warm.

Change of preferences

If you've completed Belen's quest, you can secretly side with Harrowmont. Talk to Doolin Forinder and convince him that you want to work for the lord. Explain that Belen asked you to deal with Jarvia, and Doolin tells you to find documents in the charter hideout proving that Belen hired bandits to kill his brother Trian.

The hardened Leliana will express her approval, Stan, on the contrary, will consider such actions an act of cowardice.

The Prince's Favor: Second Quest / The Lord's Trust: Second Quest

Whichever side you choose, he will thank you for your assistance and promise to help fight the Blight ... when he becomes king. The next obstacle that stands in his way to the throne is the chaos perpetrated by Jarvia's bandits. If your candidate manages to put an end to her activities, this will greatly strengthen his position in the vote. Well, you have to do the dirty work again.

  • If you carry out the quest "Betrayal from Within" for Belen, then Wartag Gavorn will give you papers incriminating Harrowmont, which must be planted in the shelter.
  • If you have accepted the quest "Change of Preferences", Doolin will ask you to search in Jarvia's hideout for papers proving that the Charter killed Trian at Belen's orders, and take them to Doolin.

Jarvia's hideout

First you need to find the entrance to Jarvia's hideout, which is accessible only to members of her gang. Head down to Dusty City and ask the locals about the Charter and its leader. If your Guardian is one of the untouchable gnomes, then talk to Leske, he will be standing by the fire in the Dusty City. The dwarf Nadezhda, who is sitting there, will tell the other guard everything. There is still an opportunity to talk to beggars or buy information from Alimar at a local shop, but their information will not be of any practical use. Nadezhda will not only show you where the secret door to the shelter is, but will also tell you that in order to open it, you need to knock out the key from one of the gang members. Go to the house of Broski, there you will be met by the bandits whom Jarvia sent to deal with you. After you hit their sides, you can either let them go in peace, or finish off - in any case, get the key. Go to the secret door and insert it into the hole - now you can go inside.

Note: there is another opportunity to get the key - to kill the gnomes who ran into Figor - a merchant in the Communal halls. However, I would not recommend this path to you, because this way you will be deprived of the opportunity to trade with it.

Stop Jarvia and her Charter

First of all, you will stumble upon the gatekeeper, who will ask for a password. Whichever option you choose, he and his guards will attack you. Deal with them and move on. A rogue in the team is welcome, because the hallways and rooms are full of traps and locked chests. In addition, along the way, you can complete the side quest "Jammer's Cache".

We get the task by reading Jammer's diary in the first room to the right. To complete it, you need to take one of the cheapest things from three chests:

  • Kanka's Chest. In the second room on the left. You only need to take a silver ring for the dress;
  • Jammer's Chest. In a room at the end of the second corridor. Take the iron letter opener;
  • Piquet Chest. Immediately in the next room. Garnet necklace for the dress.

As soon as you take the third item, they will all disappear from the bag and the key to Jammer's cache will appear. The cache itself is located in the room to the left along the corridor, in a pen with a hand bronto and nagas. Inside there will be money and a Helmet for two-cores to restore stamina in battle.

Jarvia will be in the largest room. After a short cutscene, she will attack you, she is an elite rogue boss, so her skills and tactics will be appropriate. Beware of high-level stretch marks, however, they are easily recognizable by the accumulation of barrels (if your rogue is not very adept at detecting them, he may not see several of them). When the Charter is done, search the room well.

  • Remember to pick up or plant incriminating documents if you took on one of the switching missions.
  • You will find a Love Letter in one of the locked chests.

Go along the corridor to the exit, using Jarvia's key - he will lead you to the secret exit from the Vault to the shop of the blacksmith Janar. After the short video, go with the report to your employer.

Firestarter

To achieve the final victory of your candidate, you will have to find the Perfect Branca, who went to the Deep Roads in search of some ancient secrets. Both Belén and Harrowmont believe that her voice will be decisive, because the Perfect ones are considered by the dwarves to be living ancestors, endowed with wisdom and blessed to know what will be best for the people.

In Search of the Anvil of the Void

The search should start from the Crossroads of Karidin - it was there, according to the information, that Branca went, following her mission. Go to the Community Halls to the Deep Paths Entrance. There you will meet Ogren, Branca's husband, who will impose on you as a companion. Follow him to Karidin's Crossroads. After talking with Ogren, you will be greeted by three mercenaries (they will not be if you are completing a task for both candidates), who are tasked with killing you. Deal with them and explore the location.

Crossroads of Karidin

To get around the blockage on the main road, you can go along the right or left tunnel. In the first case (north-western part) you will have to fight the creatures of darkness. Their groups will be located close to each other, so be especially careful if you find it difficult to overcome them one by one without respite. This path will lead you to one of the exits from the Crossroads, but this is not the exit you want.

Deep hunters are scattered along the left (northeastern) tunnel, and there you can also find one of the bloody pouches from the "To pieces" quest. This way you will get to, in fact, the crossroads, where the creatures of darkness have settled, being protected by traps.

The southwestern part of the tunnels is a narrow corridor in which there are a couple of groups of spawn of darkness with a huge elite boss. In one of the groups on the body of the genlock, you can find a part of the landman's sword, which is needed for the quest "Landman's Sword". At the southeast corner of the main tract, you will find one of the glass phylacteria.

The southeast tunnel is a dead end, but there you will find another bloody pouch. You will have to fight against the spawn of darkness and with many deep hunters, led by an orange boss - the matriarch of the deep hunters.

In fact, you do not have to go through all the tunnels to get to the desired exit, which leads to the Ortan teig, but it is better to immediately clear the entire location and collect all the items from the side quests, because you will hardly want to return later.

Teig House Ortan

Going through the south exit from Caridin's Crossroads will automatically unlock the Teig location of House Ortan. After talking with Ogren, go straight along the road, and then into the tunnel - all the same, the road ahead is littered with boulders. Along the way you will come across spiders, many spiders, creatures of darkness fighting with them, disturbed spirits of gnomes, stone golems. In addition, in a large cave with two bridges, you will meet the dwarf Rook, who, upon seeing you, will run away to his refuge. You can follow him to chat and buy and sell things. If you have taken the task "Mother's Hope", then he will tell you the story of his exile. We also learn from the gnome that the spiders dragged some of Branca's papers into their lair. In the vase you will find another piece of the landmaster's sword.

Near the place where we first saw Ruka, there is a chest from the Ortan house. Collect Ortan's Notes to be taken to Orta in the Halls of the Guardians in Orzammar during the Lost Records quest. In the southern part of this area there is an altar for the quest "To pieces", it can also be marked as a place of power on the instructions of the magicians. Cross the bridge. There you will also be greeted by spirits with golems. After clearing this side, go to the corridor. Along the way, you will come across spiders fleeing from all paws, and you will have to prepare for a difficult battle with the Infected Spider Queen and her minions.

First, go left and deal with two groups of ordinary spiders in the company of the harlock emissaries. Be prepared for the fact that she will summon minions, it hurts to spit poison and move around the battlefield, then crawling to the ceiling, then going back down. Use fire magic and blood magic, as well as items that increase your resistance to nature and spirit. Ordinary spiders die quite well from fireballs.

After you defeat the spider, read Branca's notes right there. From them you will learn that further you need to go to the former city of the Legion of the Dead - to the Dead Moats.

Dead Moats

After the scene in which the Archdemon will summon the spawn of darkness somewhere there, go straight until you stumble upon the legionnaires at the bridge. Help them fight enemies moving across the bridge to the opposite side. When you have cleared all the monsters, return to talk to the leader of the Legion of the Dead Cardol, after which you can run further. The gates of the fortress, of course, are locked - to go inside, go to the left, and make your way through the long corridor on the other side of the gate. On the first tier there will be standard spawn of darkness with emissaries, brontos and spiders. In the sarcophagi here you will find two pieces of Legion armor.

On the second tier in the southern cave there will be a large group of creatures of darkness, led by the orange boss Genlok, the owner of the forge. In the middle of the bridge, an ambush of screamers awaits you, and in the northernmost hall - dead-rippers with a genlock-emissary, here in the sarcophagus you will find another piece of Legion armor.

Third tier. Here you will find two emissaries and several spiders in a cave to the north, and in the next room along the corridor you will meet one of Branca's survivors, Hespit. Talk to her, and when she runs away, go on.

After you have dealt with the two ogre bosses, go to the southern room, where from the altar of the legionnaires you will take the key to the inner gate and the missing piece of armor - the Legion Helmet. Once you pick them up, you will have to fight the spirits of the legionnaires. In addition, if you complete the side quest "The Dead Castle", then you will face a difficult battle with the Demon of the Wasteland.

Walk through the gate and don't forget to look into the sarcophagus on the way if you complete Dead Castle to collect the mark of the dead caste. This can be considered the location passed. Almost. Prepare to meet the Matka.

Uterus is a rather difficult boss, beating with tentacles that emerge right from the ground. In addition, she releases poison gas and stuns with a shout, summons the spawn of darkness to help her and lifts characters into the air, causing great damage. Since it deals natural damage, items that increase the resistance of this element will be especially useful. It is better to tank with a character who has a large amount of armor and the number of hit points. Sheila, equipped with a crystal with resistance to nature, will also come in handy here. Since the Mother is a spawn of darkness, weapons with fire damage and fire spells will be effective against her. But her resistance to nature is 75%, so such weapons and spells will be of little use.

After the Queen is finished, you will see Hespit again. Collect valuable things from the Queen's body and go to the Deep Trails map, where a new location will become available - the Anvil of the Void. This is where you will have your last chance to change your party lineup when you return to Orzammar. It is also the last opportunity to complete the side quest "Mother's Hope" and the quest "Trapped in Stone" to get the big sword "Ageless".

Anvil of the Nether

Branca will meet you right at the entrance. She will block the road back in order to force you to go forward and thus clear all the traps lying on the way to the Anvil that her assistants could not pass.

Clear the area and corridor from the creatures of darkness, among which there will be a genlock emissary and an ogre. The first major obstacle will be the poison gas room and the golems. They will begin to come to life in turn: the first - as soon as you get close to them, the second - after killing the first, and so on. There are four of them in total, and four valves that need to be closed so that the gas stops flowing into the room.

In the second room, the golems stand and come to life in pairs, but between them it will be possible to rest. Traps are installed between the pairs. Disarm the first one and go forward - the second pair of golems will activate and attack you. Then deactivate the next trap and fight the next pair of golems. The first and fourth pairs will remain intact - go further along the corridor.

In the third room there will be a Spirit Device, which must be dealt with in order to move on. The device itself is a pillar with four faces on opposite sides, whose eyes seem to be illuminated by electricity. The general principle is this: kill the spirits that the column generates, use an active forge - it will blind the corresponding "face". After one or two activated forges, the column turns, so you need to see which sides are not blinded yet, and first of all hit the spirit from the right side. After the eyes begin to bleed, you need to use the forge on them again to finally deactivate them. When all eyes are extinguished, this stage will be considered completed and you can move on. By the way, the column itself is marked on the map as "Moonshine still"; apparently, this is an easter egg from translators.

The final part remains - a meeting with Karidin and, again, with Branca. You have to choose which side to take, because Branca wants to save the Anvil, and Karidin believes that it must be destroyed. Whichever side you take - you have to fight with the golems. If Sheila is in your party, she will fight on Karidin's side anyway.

The alliance with Branca will be approved by Ogren, Morrigan and Zevran, Leliana, Alistair and Wynn will not approve. If you decide to fight for Karidin, their reaction will be the opposite.

Outcomes:

  • You can side with Karidin and destroy the Anvil. In this case, Karidin will forge you a crown and commit suicide, and the dwarves will join you in the final battle;
  • You can side with Branca and leave Anvil. For this she will forge you a crown and promise to support not only dwarfs, but also golems in the final battle;
  • You can side with Branca, but convince her to destroy the Anvil (a very high conviction is needed). Branca will forge you a crown and commit suicide, and in the final battle the dwarfs will join without golems;
  • Depending on whether you decide to leave or destroy the Anvil, you will unlock the achievement "Pragmatist" or "Liberator", respectively.

In addition, in this area there is a stele with the names of the dwarves who sacrificed themselves to become golems - talk about it with Sheila and Ogren and make a copy, which can then be taken to Orzammar to the chroniclers. If Sheila will not be with you, then show her a copy of these notes to activate her personal quest. Collect the loot from the corpses and look into the chest on the outskirts of the Anvil. You can go back to Orzammar and choose a king. Just return to the cave entrance - Ogren will ask if you are ready to go and to the Council of the news. If you don't need anything else here, agree and move to Orzammar using the map - you will automatically find yourself right at the coronation ceremony.

King of Orzammar

For whoever you complete the tasks, you are free to choose any of the two candidates. The number of supporters and the value of the award depend on how much you contributed to the promotion of Belen and Harrowmont.

  • If you chose Harrowmont and his support reaches +6 points, then there will be very few Belen supporters in the room. If the support is +3 points, then there will be more hostile gnomes. If you choose Harrowmont, but his support is 0, then almost everyone in the council chamber will be hostile to you.
  • If Harrowmont was chosen and his support reaches +5, he will give you his staff. If Belen was chosen with high enough support, then he will give you Edukan's mace, but if you scored few points, then he will present you with the Trian hammer.

How points are awarded to a particular candidate can be seen below. In addition, in the course of completing assignments, you can visit Sergeant Major Bandelor and ask him about the distribution of votes.

For Lord Harrowmont
  • Convince Guidon and Basil to play as Harrowmont in Trials +1
  • Win Challenges as Harrowmont +1
  • At the end of the last Challenge battle, proclaim a cry for the victory of Harrowmont +1
  • In the quest Shifting Preferences, find evidence in Jarvia's hideout that Belén hired Charter to kill Trian +1
  • Kill Jarvia in The Lord's Trust: Second Mission +3
For Prince Belen
  • In the prince's first assignment, tell Lord Dayes: "Will you tell your daughter not to vote for Harrowmont?" Success / failure of high conviction + 3 / + 1
  • Tell Lord Dace: "Can you do a return favor?" Medium persuasion required. Also get a 25% discount on Gorim merchandise + 2 / + 1
  • Tell Lord Dace: "I am at your service" +2
  • In the quest "Betrayal from within," put documents in the Charter's chest that prove Harrowmont's connection to the Charter. +1
  • Kill Jarvia in The Prince's Favor: The Second Mission +3
Note: if you are a noble dwarf, you can ask King Belen to restore your good name and surname.

After the coronation, you can talk to Cardol and convince him to come with you in the fight against Mora on the surface. The gnome will only need to ask, the rest will need a high conviction.

At this point, one of the main story quests will be considered completed, and you will receive the support of the gnomes and, possibly, golems and / or the Legion of the Dead, if you have fulfilled the appropriate conditions.

Location maps

The communal halls of Orzammar

1. Exit to the Hall of Heroes of Orzammar
2. Guard Captain
3. Entrance to the Diamond Quarter
4. Mine manager
5. Entrance to the Deep Paths
6. Figora's shop
7. Janara Store
8. Tavern "At the taverns"
9. Entrance to Dusty City
10. Orzammar Trials

Diamond Halls of Orzammar

1. Access to the Community Halls
2. Harrowmont Manor
3. Royal Palace
4. Council room
5. Chronicle Hall
6. Lady Day

Orzammar Trials

1. Access to the Community Halls
2. Test Master
3. Basil
4. Guiddon
5. Miadja and Lucian
6. Miaji's room

Dusty city

1. Access to the Community Halls
2. Alimar's shop
3. Secret entrance to the Charter hideout
4. House of Broski
5. Bonfire (Hope and Leske)

Asylum Charter

1. Exit to the Dusty City
2. Gatekeeper
3. Jammer's Diary
4. Kanki Chest
5. Jammer's Chest
6. Piquet Chest
7. Jammer's Cache
8. Jarvia
9. Compromising chest / for incriminating evidence

Crossroads of Karidin

1. Darkspawn
2. Crossroads ambush
3. Deep hunters
4. Ogre (orange boss)
5. Deepstalker Matriarch (Orange Boss)
6. Exit to teigu Ortan

Teig House Ortan

1. Entering the location
2. Spiders and darkspawn
3. Hand
4. Camp Ruka
5. Infected Spider Queen
6. Branca's Notes
7. Exit to the Dead Moats

Dead Moats

1. Cardol and the Legion of the Dead
2. Genlock - Forge Master (Orange Boss)
3. Screamer ambush
4. Hespite
5. Shrine of the Legion, altar
6. Uterus!

Anvil of the Nether

1. Branca
2. Gas room
3. Trap room
4. Spirit device
5. Perfect Karidin
6. Anvil of the Nether
7. Dwarf Name Plates
For a detailed description of Orzammar's side quests and the Deep Roads, see