Dragon Age 2 walkthrough quests. Passage - Act II: Secondary quests. Peace for the two of us

Evil tomes closely related to the task from the second chapter Forbidden Knowledge... Once owned by Magessa Tarone(task "Enemies Among Us"). After her death at the hands of the protagonist, the books became very popular among fans of black magic. For the first time, Idunna, a curiosity from the East, will mention the evil tomes in the upper room of the Rose Blossom brothel. The girl fell under the influence of Tarone, who persuaded her to join the secret order. The duties of the newly minted adept included recruiting and searching for victims for rituals. If you save Idunne's life after attempting to assassinate the protagonist, then in the second chapter she will send a letter with words of repentance and an indication of the evil tomes. Otherwise, the quest "Forbidden Knowledge" is activated after finding any volume of the evil tome, for example, in the newly opened passage on the Shattered Mountain. To save Idunne's life, you must have a companion of a magician or be a magician in the detachment, otherwise the conversation will end in bloodshed - the young magessa will die at the hands of the protagonist.

Hidden in Kirkwall and the Free Mark five evil tomes(books of forgotten legends) and one Tome of the Fallen, by which Tarone studied blood magic. A protective spell is imposed on each book in order to complicate the task of desecrating and destroying secret knowledge. Evil tomes can be destroyed, read, taken with you. Destroying the books will lead to the main Tome of the Fallen, where fight the demon Siebenkek and her retinue; the battle is very difficult, the skills associated with the cold will come in handy. For reading books will be issued, but the task in this case will remain unfulfilled. There are no special rewards for collecting tomes, except for receiving the "Exorcist". After any actions on the tomes, possessed and witchcraft horrors come to their defense, and the approaches to them, depending on the location, are guarded by the undead, demons of anger and desire, corpses, ghosts, golems, spiders, dragons and traps.

Locations of the Evil Tomes in Dragon Age 2:

  • First evil tome located on the second floor of the church, left wing.
  • Second evil tome is located in the newly opened passage on Broken Mountain behind the Dalish elf camp.
  • Third evil tome located in the throne room of the governor's fortress, to the left of the entrance, where the battle with Arishok takes place.
  • Fourth evil tome is located in a damp cave on the Broken Shore at the end of the northern road.
  • Fifth evil tome located in the third cave of the Bone Pit.
  • Tome of the Fallen(Grim Grimoire) is located in the "evil pit", a descent at the northern entrance to the Cloaca.

Studio BioWare now she lives according to one well-known prime minister's dictum - she, too, “after the death of Mahatma Gandhi, there is no one to talk to. The Canadians, who actually came up with the current look of role-playing games, are honestly trying to somehow bring them closer to the modern console player, but as a result they are releasing a series Mass effect , which has nothing to do with RPG, except for a wild duration.

And what to do with classic RPGs, for which both parts are blown away by them Dragon age they themselves do not seem to know. Therefore, BioWare throws back and forth, ranging from a three-hour introduction in the first part and ending with direct borrowing from Mass Effect in the second. But in the fantasy version of Mass Effect Dragon age 2 because of this, it still did not turn.

Dragon blood

The monumental foundations of Dragon Age remain intact: it's still the same hardcore RPG as it was a year and a half ago. But with some important changes. One of the most significant is the three-fold increase in the pace of battles. An updated combat system each of you, we hope, also appreciated the demo: from slow, viscous, like jelly, battles from 1st Dragon Age is gone.

It is very easy to confuse what is happening on the screen during a brawl with some kind of slasher. Rogues instantly jump from one target to another and stab at the enemy with knives like vampires in the victim's neck. After giving the order, mages no longer disturb the air with their hands, preparing a spell, but immediately unleash thunder and lightning on the battlefield, simultaneously releasing fireballs from their staves with machine-gun speed. Warriors wave huge cleavers with all their might and literally tear the unfortunate opponents to bloody shreds. Here you can even dodge a blow by jumping back to a safe distance in time, which in classic RPGs equates to blasphemy.

Many battles with ordinary enemies quickly end in your favor without any serious brain activity - you just need to adjust the behavior of party members in a special menu, as in the first Dragon Age. But even here, an unpretentious player can choose one of the tactical schemes prepared in advance by the developers - they are not ideal, but quite workable.

However, do not think that Dragon Age 2 has become too easy and boring: it has enough battles (mostly outside the main storyline), in which you have to be sensitive to the progress of the battle and use strengths each class. A huge role is played by a kind of combo attacks. For example, a warrior knocks down an enemy with a pantalyk with a blow of a shield, and a magician roasts him with lightning, in the description of which there is a terrifying figure "800% attack against stunned targets."

As a result of these reforms, Canadians have managed to find a balance between complexity and fun, at the same time adding dynamics to the battles that were so lacking before. You no longer shake like an aspen leaf, knowing that even a miserable gang of road robbers, at the slightest miscalculation, can cut your elite pumped party like a pack of stray dogs. In Dragon Age 2, your team will crash into this gang at full speed and leave horns and legs from it without much hassle. But if you run into a more serious enemy - a squad of well-trained templars, a brood of demons, or an adult dragon - you have to pause the game and manually issue orders, showing your tactical genius.

Dragon hunt

Not only battles, but also many other elements of Dragon Age 2 went through a facelift course. As a result, the game became more collected, more convenient and understandable. For example, you no longer need to carry hundreds of roots and a piece of iron for crafting in your pockets - you just need to find deposits of the necessary materials and order things on the market or directly from your home for a small bribe.

The pumping system has also been "modernized". Linear blocks with abilities that seemed to exist in BioWare games even before the extinction of the dinosaurs have given way to a much more flexible system: in each skill tree, you always have a choice of which ability to learn, and already serrated moves can be improved by making them stronger or adding some unique properties to them.

There are, however, also controversial solutions. Friends no longer allow themselves to be dressed up in armor - at most you can change their weapons and pick up jewelry in the form of rings, amulets and belts. Only the main character can completely disguise himself. It is clear that this was done in order not to spoil the awkward armor perfected by designers appearance heroes - we ourselves would not have to dress up, say, the pirate Isabella with such dignity in a nondescript shell. But this excuse is unlikely to cheer up lovers. board game"Dress Masha".

However, the main thing in Dragon Age is by no means this - in BioWare games, the plot and characters always come first, and everything else is just a background, a tool to tell interesting story... The deeper you immerse yourself in the game, the less you are worried about the numbers in the characteristics of the heroes and the more - their relationship with each other and with the outside world.

Shortly before release Dragon age 2 the first humanoid robot flew to the ISS, and in role-playing games, huge interstellar metropolises are still represented by two streets, one pub, ten residents and three linen vendors. And it doesn't matter, we're talking about games BioWare(in which there were no large open worlds, and there are not) or about games Bethesda Softworks with her series The elder Scrolls or Fallout... The fact that the developers of role-playing games do not even try to create the illusion of a large, living city is best evidenced by the example of the series Assassin's Creed and the same Grand Theft auto - their authors succeeded long ago.

Peace for the two of us

No matter how poetic and beautiful the relationship between the protagonists of role-playing games is, their connection with the outside world is still very, very conditional. BioWare doesn't have one at all. In Dragon Age 2, you can kill bandits and mercenaries in front of your eyes civilians, flaunt in front of their noses in magical ceremonial attire (and magicians are forbidden there) or in full voice discuss their insidious plans two meters from the guards. There will be no reaction to this. Captain Shepard is not lagging behind: just think, he pushed the annoying journalist in a big way in the jaw - it’s unprecedented, no one even took an ear. There are other extremes: if you take an apple without asking, you will get a gunfire in the back.

First right turn

From time immemorial, developers of role-playing games (usually Japanese) have tried to weave a romantic line into the plot. Western game developers did much worse to portray love-carrots. Then, however, CD Projekt RED came up with The Witcher and BioWare - Mass Effect: both had bed scenes and naked female breasts. It was then that it dawned on everyone: why try to invent feelings, if you can stop the camera for a second on plastic keys? Here are just no more emotions from this know-how than from watching porn: here and there the actors play badly, and the plot is simple and predictable.

Falsification of elections

RPG is the only genre, apart from puzzles, in which characters still do not know how to believably express their emotions. It doesn't matter what they do: swear, laugh, kiss, drink wine, fight, stab someone in the back - not a single muscle will tremble on the stone faces of the heroes. Characters, like talking dolls, can only say the right phrase at the right moment and, possibly, move their hands. Of course, the developers mask the emotional helplessness of their androids by inviting great voice actors. But in a world where there is already Heavy rain , Uncharted: Drake's Fortune and will appear very soon L.A. Noire, this approach is like suicide.

Dragon wisdom

The story of Dragon Age 2 has lost its former epic, a sense of hopelessness and universal longing, but at the same time it has become much more elegant. For once, there was some kind of intrigue: if earlier you were told from the very beginning that you had to save the world from the archdemon, now almost until the final act you have no global goal, but you have serious suspicions, supported by mysterious half-hints, that very soon the usual way of life will go to hell.

The game begins at about the same time as the first Dragon Age: the Hawk family, sparkling with heels, barely has time to get away from Lothering, ravaged by evil spirits. The Hawks' ranks, thinned during the escape, cross the sea and find themselves in the port city of Kirkwall with a rich slaveholding history. But there are enough refugees there without you, so no one is allowed outside the gate. Uncle Gamelin reluctantly comes to the rescue (after a few days of homelessness in the port), who long ago drank the family estate and eats out a miserable existence in the slums. Having greased whoever is needed and shifting the debt burden on your shoulders, the relative will finally take you inside the city.

From this moment, the story of the protagonist's ascent from rags to riches begins, stretching for almost eight years. You are not saving the world - you killed the archdemon long ago Gray Guardian from the first Dragon Age - but just live in a new city for yourself, trying to arrange your life. Even your companions do not camp under the city walls, but spend their free time in their homes, where you can visit them and build relationships in every possible way (up to intimate ones, as it has become fashionable now).

By good BioWare tradition, the attention to plot details is simply outrageous. All the characters are excellently written, each of them has its own character, its own story, its own problems, its own opinion about other companions and your actions. Half of them play a huge role in the main plot, although some of them reveal their cards literally an hour before end credits.

The higher you climb the career ladder, the more the clouds thicken, the more dirt, meanness, injustice and undercover struggle fall out on your shoulders - in general, everything that any more or less large female office team lives every day. Throughout the game, the scriptwriters tell you stories that seem to be unrelated to each other, and in the end they elegantly twist them into one elastic ball - then all your numerous moral choices made in the course of history will come back to haunt you.

Dragon bile

The results of your big and small decisions surface even many, many hours after they were made. It depends on them in what composition you will approach the final battle, who will change their views on life, who will leave the team or die altogether, who will betray you, and who will follow you to the end. And all this applies not only to your companions, but also to other important personalities in Kirkwall.

Even the consequences of the smallest actions at one point can surface in completely unexpected places. For example, one day our hero stumbles upon a gift to the guard Aveline, who joins the team at the very beginning of the game (the gift was the ancient name shield of the first woman knight). But instead of thanking you, Aveline suddenly remembers that a long time ago you sold the shield of her deceased husband in the bazaar (we really sold it, like any other item from the inventory), and therefore now she is terribly offended at us. True, if you manage to hold a conversation in the mind, the scandal with the smashing of dishes can be avoided. What can happen in this episode if the ill-fated shield is not sold, we did not have time to check - these episodes were divided among themselves dozens hours of play.

By the way, BioWare also modernized the dialogue system: the dialogue wheel from Mass Effect has replaced the classic choice of answers. Now you determine only the tone of the conversation: respectful, mocking, or formidable. The innovation has taken root remarkably in the fantasy world: conversations have become more lively, the character is no longer silent like a fish, but bitingly answers the interlocutor's lines.

The most attentive of you have probably noticed that the second option for conducting a conversation, unlike Mass Effect, is not neutral, but it is malicious, caustic, buffoonish. Since no one seems to be going to destroy the world of Dragon Age 2, the scriptwriters did not hesitate to add a pinch of humor to the barrel of dirt, betrayal and bed intrigue. The fact that the usual stoerosic seriousness of classic RPGs has bothered even their developers themselves (we have been tired of it for a long time) is already a very good sign. The main source of tavern jokes is the dwarf Varrick, on whose behalf the narration is conducted (he tells our story to the competent authorities). This snub-nosed Casanova dwarf with a hairy chest regularly commemorates the boobs of the prophetess Andraste, inserts caustic phrases into serious conversations and constantly embellishes events.

Even the tutorial is furnished elegantly and with humor: Varrick begins his story, in which we, fleeing from the creatures of darkness, with a heroic mine mow down hordes of evil spirits without harm to health, and suddenly, at the climax, the woman investigator interrupts the narration: “Stop, stop, such can not be! Well, tell me how it really was! " This is where, in fact, a normal game begins: there is no more heroism, and the main character's sister's chest is reduced by a couple of sizes. we already said that BioWare takes the smallest detail very seriously?

Dragonbane

If we forget about the details for a second and talk about the world of Dragon Age 2 as a whole, then it turned out to be even smaller than in Dragon Age: Origins. Yes, by the end of the game you will know everything about him (unless, of course, you are not too lazy to find and read all kinds of notes and historical documents), but your playing space is quite limited: you will play the whole game in Kirkwall, where there are hardly four more smaller locations, and in its vicinity, where three more will be added to them. Except for a couple of story-driven dungeons, all other quests (both main and side) take place in the same scenery - the developers simply "cut" a piece from a large cave, close some passages, open others and launch you inside.

Fortunately, if you only go through the main plot and go ahead, the repetitive scenery will not have time to tire you: the game can be overcome in 10-12 hours.

The game looks about the same as the Dead Princess after a century of sleep. The fashionable DirectX 11 was screwed to the engine breathing on incense, but Dragon Age 2 did not become much more beautiful from this. Moreover, our press version in DX11 mode, without any hesitation, produced from one to three frames per second.

There is no need to look for the reasons for such a depressing technical state of the game for a long time: Dragon Age 2 was made for only a year and a half, so all forces were clearly thrown into the plot and characters. Actually, this is what helps the game out: heartbreaking stories and battles are played out in nondescript repetitive scenery, the consequences of which you will have to disentangle until the very end. Self-copying quickly fades into the background, but we are not sure that the same technique will work again in Dragon Age 3 (and you can be sure that it will be).

* * *

Dragon Age 2 is definitely a great RPG that, while staying true to the classic tradition, is not afraid to move the genre forward. The world, characters, plot, role-playing system - everything is thought out to such smallest details that after the end credits it seems as if we have really just completed the most grandiose adventure of our life.

But with each new RPG from BioWare, it becomes clearer and clearer that this is very important for good role play components becomes extremely cramped and uncomfortable in their own scenery. BioWare has already convinced everyone that it can tell great stories. Now I would like the company to take the next step: to build a new "theater" for its performances - large and beautiful. For the sake of this, we are even ready to abandon new BioWare games that come out with a frequency of two a year, but the hell with two - coming out in the fall Mass effect 3.

Replay value-Yes

Cool plot-Yes

Originality-not

Easy to learn-Yes

Gameplay: 9

Graphics: 6

Sound and Music: 8

Interface and control: 9

Wait? Dragon Age 2 resembles the completed Palace of the Soviets - everyone understands that humor and a new dialogue system alone cannot refresh this lump for many hours. But the authors do not have enough courage to seriously change the canons of the genre - after all, they themselves invented it.

This quest is given to you by the Qunari warrior standing at the port entrance. He's trying to figure out where the patrolmen sent to the Ragged Coast have gone. You, as an outstanding figure, were suspected of interrupting them. Travel to the location indicated by the Qunari. You will find Qunari dead, near them there will be a possessed one in the company of ghosts who will attack you too. Return to the port and report what you saw to the Qunari. In return, you will receive 1 gold and two-handed sword "Binky's Consolation".

Honoring the Fallen

Collect all three amulets of the dead hunters when you explore the cave with the warteral in Merril's quest "Reflection in the Mirror" and return them to Keeper Maretari.

Midnight Meeting

This quest will only appear if you have killed the Templars during story quest of the first act, "The Merciful Deed". After receiving the letter, meet with the Templar lieutenant, who is trying to find out what happened to his missing brothers. Any dialogue option will lead to a battle, and this will complete this quest.

A Debt in the Family

(thanks to TiMac for adding)
This quest is given by the novice templar Marjit in the Casemates. She laments that Keran's family is head over heels in debt to the Tevinter pawnbroker Senestra-Serpent and asks you to convince her to forgive her debts.
The Senestra herself can be found at night in the port. When talking to her, she immediately throws a couple of phrases that it would be nice to kill Hawk, because many will pay well for it. The fight is not difficult and after the victory the quest will automatically end. The reward is 750exp.

Problem Specialist / The Fixer

You can get this quest only if during the story quest "Find and Lose Again" you decided to burn the bodies of the Qunari.
In this case, upon returning home, a letter will await you, where an unknown anonymous author offers you a job to destroy certain corpses. They are not marked with markers and you have to find them yourself. There are four of them:
1. In the Cloaca in the southern part, near Black Jack.
2. Lower City, night, Residential Quarter.
3. Port - night, harbor master's office.
4. Ragged Coast, western part, just south of the western exit to the world map.

You can simply get rid of the bodies, as you are offered - in this case, after you find each corpse, a quest marker will appear on the map - where exactly to get rid of it. In this case, you will have to fight the opposite gangster group at the body on the Ragged Coast and later you will receive a reward from a letter (I only had experience - 1500 points).

You can kill the bandits guarding the corpses in the Port and Lower City, and not get rid of the bodies. In this case, you will receive a reward from the faction on the Torn Shore.

Forbidden Knowledge

Hidden in and around Kirkwall are Tarona's books on black magic... We will either find out about this in a letter from Idunn (if you did not kill her during the quest of the first act "Enemies Among Us"), or after we find any of the books on our own.
We need to find all the books and either destroy them, or read and gain forbidden knowledge (+2 points of characteristics, but they are given only once, even if you read all the books). If you just take books without reading them, they will turn into rubbish and are only suitable for sale. True, they cost almost 90 silver coins.

The books are located:
1. In the Church, on the balcony to the right of the entrance. When destroyed, demons, ghosts, witchcraft horrors, possessed appear.
2. In the Governor's Fortress in the hall with the throne. When destroyed, demons, ghosts, possessed and witchcraft horror also appear.
3. On the Broken Shore. From the entrance to the shore, we run along the upper path, at the intersection of the paths we see an opened passage to the Damp Cave. We go there. The cave is small, beautiful and ominous, a small dragon lives in front of the tome, after reading or destruction, a revenant and other undead will appear.
4. In the Bone Pit after completing the "Cave of the Dead" quest there. The adjacent cave will be reopened and will lead us to a small dungeon with a book. After reading, the Demon of Desire and other spirits appear.
5. In Forgotten Teig (new cave on Shattered Mountain). This is the hardest part of the five, the fight before the destruction of the tome will be much more difficult than after. Guard the book different types undead, possessed, rage demons, golems, Desire Demon, revenant and Secret Horror to boot. After all this, the one and only revenant with a small squad of undead, crawling out into the world after reading the book, seems like a trifle, hardly worthy of attention.
Note - there is a peaceful seller golem in the room with the book with a good assortment of goods.

After you have destroyed all five tomes, go to the Cloaca. A passage to a new dungeon has opened there, it is marked with a quest arrow.
Buy bottles of potions, take with you the strongest and most well-equipped members of the squad, and only then go to complete this quest. The Forgotten Lair contains master class traps, so be careful. It is better to take a robber with you - some traps cannot be avoided.
There will be a Black Grimoire in the dungeon - after we destroy it, quite strong opponents will appear - these are demons of anger, possessed, undead and other equally cute comrades, including the Immortal Horror Zebenkek, for whose killing you will receive a special achievement. All opponents are strong - there will be no "ordinary" enemies who die from one or three blows. You can run back to the beginning of the dungeon as soon as the battle begins - then only some opponents will follow you and it will be easier to deal with them in parts. Sebenkek alone is not that dangerous.
Note: You can read the Black Grimoire and get stat points - while the demons will appear as expected, and the quest will be completed, and all the books in the journal will be listed as destroyed (possibly a bug).

Mistress Selby's Quests:

(These quests only appear if during the Act of Mercy quest in the first act you set the mages free.)
A certain Mistress Selby, whose sister was pacified by the Templars, will be waiting for you in one of the nooks and crannies of Port during the day. You can take several quests on her board:

Search and Rescue

Terry, one of the Starkhaven mages you saved in the last installment, asks to find her renegade friend who is being held by bounty hunters somewhere on the Torn Shore. Go to the indicated cave, kill the bounty hunters and free the mage girl. You will receive a reward from Mrs. Selby - 1 gold.

How to Frame a Templar

A group of magicians asks you to relieve them of the pressure of the templar Konrad Vernhart, slandering him and making him unreliable before the leadership of the order. To do this, go to the "Hangman" and talk to the drunken Templar Roderick. Whichever version of the charge you choose, it will make the right impression on him.
Then go to Casemates and observe the squabble between the assistant harbor master and the official. To the right of them, behind a rack with weapons for sale, you will see a scroll with an order for the supply of confiscated lyrium. Write down the name of Konrad in the document and give it to the port worker, who is located right there, in the opposite corner of the yard from the entrance. Then return to Mistress Selby, receive 1 gold as a reward and read on the board a letter of thanks from the magicians describing the punishment that befell Conrad Vernhart.

Church Quests:

Elves at Large

(This announcement only appears if you persuaded Feinriel to go to the Circle in the first act of the Prodigal Son quest)
Deal with the group of Dalish elves who recently tried unsuccessfully to free Faenriel from the Circle. To do this, head to Ragged Shore. There you will find elves and a group of mercenaries who have already tracked them down. In the course of the subsequent conversation, you can side with either the elves or mercenaries and kill the opposite group.

Bounty Hunter

(These quests only appear if during the Act of Mercy quest in Act 1 you persuaded the mages to return to the Circle. This quest and Mistress Selby's quests are mutually exclusive.)
Find and deal with three escaped magicians. Unlike the previous quest, you cannot agree with them - they attack as soon as you try to start a conversation. Each magician will summon demons, undead and the possessed to reinforce them.

Black Jack is located in the southern part of the Cloaca (where Danzig used to be).
Geborah de Soller is hiding in the western part of Ragged Coast.
Innley of Starkhaven is located on Broken Mountain, in the part where the elven cemetery is located, at the very end of the path.

Sketchy on the Details

(This quest does not depend on whether you sided with the Templars or Mages in the first act)
Deal with several gangs, for some reason pursuing Sketch (your old friend, if you played Leliana's Song DLS in the Beginning).

The gangs that you have to eliminate:
Kirkwall at Night, High City, on the way to the Viceroy's Palace - "Denerim's Avengers"
The Hanging Man at night, at the back rooms on the second floor - Rivine's Beards
Lower City, Day, north side, near Elvenage - Anti-Slayers
Casemates, Day, a dead end near the herbalist Solivitus - the Tal-Vashot group.
Cloaca, night, approximately in the center of the map, members of the Dwarven Charter.

After that, go to the Port at night and report to Sketch that you have rid him of his pursuers. In version 1.01, the quest is buggy and after that it remains unfinished in the journal.

Street Sweep


Quests similar to the first part - save Night Kirkwall from bandit gangs and get a reward from a Friend in the night "Hangman"

Good Night Girls / Ladies Lights Out

After you defeat several groups of "Night Sisters" operating at night in the High City, you will get a note indicating the place where the head of this group, "Blessed" Gillian and her closest assistants are hiding. Go into the building and destroy everyone who will attack you (there are many of them and they are strong, they attack in a rather cramped room, so it is better to take contact warriors and one magician-healer into the party).

Low City / The Lowdowns

Clear out the night Port from the "Pruning" gangs, after which you will be given an indication of the whereabouts of their leader. Go to the indicated place and kill everyone. Thoroughly examine the alley - not all opponents appear at once, sometimes for their appearance you need to go into some lateral dead end.

Urban Generation / Hometown Breed

Similar to the two previous quests, but you need to deal with the "Dogmen", who are trying to take control of the Lower City at night. There are quite a few archers among the members of this gang, including the leader himself. As in the previous quest, you may need to carefully examine the alley with the leader in order to get all the gang members to appear.

Lost and found:

- The Eyes of Azure Jamos
If you decide to visit the elven cemetery, then at the altar, where in the first part you performed the ritual with the amulet, a mad magician will attack you. Two can be removed from his corpse. precious stones... Give them to Azur Jamos in the Casemates.
Be careful - in addition to the crazy magician in the cemetery, you will be attacked by a group of undead led by the Shadow Assassin. A fight with her can be avoided altogether if you lure the magician a little further from his starting point.
- The One True Pantaloons
You will pick up this thing from the corpse of one of the enemies you killed during Anders' quest "Disagreement". Give it to its owner in High City.
- Printing Of the ancient god Dumat / Seal of Old God Dumat
It is picked up from a crate in the Underpass, which can be accessed from the Port at night. Give it to Bolund in High City.
- Wentworth's Sixth Finger
You will find this in one of the bags on the surface of the "Bone Pit" mine. Give it to Sister Filias in Upper City.
- Waxler's Hat
Picked up from the bag in the Underpass, which can be accessed from the Port at night. Give it to the owner, who is found in the "Hangman" at night.
- Swath of the Jackyard
You can pick up this thing from the corpse of Fell of the Order, the leader of the bandits whom you killed by following the Pirates on the Cliffs quest. Give it to the Watchman at the Port.
- Gerralt's body "South-Song" Gerralt's Corpse
Found in Forgotten Teig (a cave on Shattered Mountain, which also houses one of the Forbidden Knowledge Tomes). Present it to Gerralt "Wisdom of the East" in Lower City.
- Rusty Knife / Ream-Rot Knife
Picked up on Shattered Mountain, near the cave exit to the elven graveyard. Give it to Fudge at the Lower City Elvenage.
- Lyrium Wine / Lyrium-Laced Bilge Hoop
Picked up on the Deep Paths if you went there on the quest "Fool's Gold". Give it to the Master of Whiskey in the Sewer.
- Goosegirl Cameo
On the corpse of Hebor de Soller (Bounty Hunter quest), pick up the cameo and give it to Vors de Soller in the Lower City.
In version 1.01, this quest is buggy and the cameo almost never appears on the body.