Passing quests Dragon Age: Origins. Secrets in Dragon Age: Origins Dragon age origins ultimate edition walkthrough

- LPNRSHAFETOBS RPG (TPMECHBS YZTB) CH TSBOTE FENOPZP JOFEY PF BioWare.

yFP PDOB YI MKHYUYI, B CHPNPTSOP Y UBNBS MHYUYBS YY TPMECHSHHI LPNRSHAFETOSCHI YZT, CHCHYEDYYI ЪB RPUMEDOYE DECHSFSH MEF... UYUYFBS U 2000 ZPDB. UP CHTENEO LHMSHFPCHPK Might and Magic (6,7) YUBUFEK, UFBCHYI OERTECHPKDEOOSHNY YZTBNY TsBOTB RPG CHUEI CHTENEO.

CHCH OCHETOPE ЪБНEFYMY, YuFP YOPZDB KHDYCHYFEMSHOP CHCHTENS Y CHOE ЪBCHYUYNPUFY PF CHBYEZP TSEMBOYS CHDTHZ RTPYUIPDSF OHTSOSHE Y YOFETEUOSCH UPVSHCHFYS, RPUME YuEZP PUFBEFUS FP MSHLP KhDYCHMSFSHUS Y CHETYFSH CH UCHPA ZHKF.

PV YZTE S OBBM, OP RPLHRBFSH OE UPVYTBMUS. rPYENH? Chue RTPUFP, NOE OE RPOTBCHYMBUSH PVMPTsLB - ABOUT TEDLPUFSH OEYOZHPTNBFYCHOBS ZTBJILB OH P YUEN. dB, FBN EUFSH DTBLPOYUL Y LTPCHY Y MPZPFYR YZTSH. CHUE LFP LBYEUFCHOOOP PFTYUPCHBOP, OP YOZHPTNBGYY PV YZTE ABOUT PVMPTsLE OPMSH.

LBLPC CBOT, LBL CHSHCHZMSDSF RETUPOBTSY, LBL CHSHCHZMSDYF YZTPCHPK NYT, CHYD PF RETCHPZP MYGB YMY PF FTEFSHESP? CHUE LFP PYUEOSH CHBTsOP OBFSH RTY RPLHRLE YZTSCH. dBTSE CHBTSOEE, YUEN PFЪSCCHSH YZTPLPCH. rPFPNH, YuFP PFЪSCCHSHCH LFP CHUEZDB UHVYAELFYCHOP.

KHCHYDEM WITH YZTH CH DEKUFCHYY ABOUT LPNRSHAFET DTHZB UPCHETYEOOOP UMKHYUBKOP Y RPOSM, YuFP YZTB-FP OERMPIBS. oBULPMSHLP POB OERMPIBS, S FPZDB EEE OE OBBM. dMS bfpzp ohtsop rpjztbfsh ch YZTH LBL NYOINKHN YUBU. YuFP S Y UDEMBM.

YUETE RBTH YUBUPCH YZTSCH S VSCHM KHCHETEO, YuFP LFP FB UBNBS DPMZPTsDBOOBS RPG ABOUT HTPCHOE NEYUB Y nBZYY (6.7), RPSCHMEOYS LPFPTPK S TsDBM. y RTYOBFSHUS HCE OE TBUUUYFSHCHBM, YuFP RPSCHYFUS RPG TBCHOBS YMY YUHFSH KHUFKHRBAEBS Might & Magic.

B CHPF RPSCHYMBUSH. with VShchM Ch ChPUFPTZE.

PDIO OERTYSFOSCHK NPNEOF (CHUE-FBLY YDEBMSHOE 7TH YUBUFY NEYUBY NBZYY RPG EEE OE UDEMBMY. FBN ZMALPCH OE VSHMP UPCHUEN)ЪBLMAYUBMUS CH FPN, YuFP CHOE ЪБЧУИНПУФИ PF CHSHCHVTBOOPZP CHBNY KHTPCOS UMPTSOPUFY, YZTB CHUE TBCHOP UFBCHYF Y RTPIPDIFUS FPMSHLP ABOUT UBNPN UMPTSOPN. dBCE EUMY KH CHBU UFPYF PFNEFLB HTPCHOS NEOSHYEK UMPTSOPUFY CHBN RTDEFUS YZTBFSH ABOUT IBTDE.

S OE MAVYFEMSH YZTBFSH ABOUT LPINBTE Y PUEOSH KhDYCHMSMUS UMPTSOPUFY RTPIPTSDEOOYS YZTSCH DBTSE ABOUT KHUFBOPCHMEOOPN UMBVPN HTPCHOE. rPFPN ABOUT PDOPN ZHPTKHNE RTPYUYFBM CH YUEN RTPVMENB Y CHUE UFBMP SUOP. rTPPVMENB MEYUYMBUSH RBFYUEN, OP ABOUT NPA CHETUYA YZTSCH OH PDYO RBFYU OPTNBMSHOP OE UFBCHYMUS... CHREYUBFMEOYE URBUBUMB UBNB YZTB, ITS UATsEF, ITS ZTBZHYLB Y BFNPUZHETB. CHUE VSHMP UDEMBOP PFMYUOP Y EDYOUFCHEOOSCHK ZMAL U HTPCHOEN UMPTSOPUFY CHPURTYOINBMUS IPFSH Y U NBFPN, OP FETRYNP.

Y, RPMSH'HSUSH UMHUBEN, S RPZTHYMUS CH NYT ABOUT 98 YUBUPCH 46 NYOHF 2 UELKHODSCH YZTPCHPZP (Y TEBMSHOPZP) READ. xVYCH CH RTPGEUUE 2468 RPZBOGECH YЪ OYI 42 VPUUB Y 38 DTBLPOPCH. th RPFTBFYCH 456 ЪПМПФШШИ ( VHI OBAEYI).

U RETCHSHCHI UELKHOY DP ZHJOBMB YZTBEFUS ABOUT PDOPN DSHIBOY Y OEF KHUFBMPUFY Y RTEUSCHEEOOS UATSEFPN, OE YUKHCHUFCHHEFUS IBMFKhTSCH, CHUE UMBCHOP Y CHYDOB LBUEUFCHEOOBS RPTTBVPFLB CHUEI BMENEOFPCH YZTSCH PF YDEMPZYY DP ZTBZHYYLY.
rTBCHYMSHOP ZPCHPTSF, YuFP CH LFPC YZTE RTYNEOSAFUS MHYUYE OBIPDLY YJ DTHZYI YZT, VHDSH FP ZTBZHYUEULYK BMENEOF YMY UATSEFOSCHK LCHEUF. OH Y UFP. bFP YZTH OE RPTTFYF, OBPVPTPPF OBBS, YuFP bfp fsch htse zde-fp chydem, nptsop utbchoychbfsh... UCHPEPVTBOBS FBLBS OPUFBMSHZYS RP RTPKDEOOOSCHN YZTBN RPMKHYUBEFUS.

Y OE UNPFTS ABOUT FP, YUFP UATSEF UFTPYFUS Y TBYCHYCHBEFUS RP RTYCHSHYUOPK UIENE TPMECHPK YZTSCH, CHCH PV LFPN ЪБВШЧЧБЭFE. ъBVSHCHCHBEFE RPFPNKH, YuFP TBTBVPFYUYLY OE RPMEOYMYUSH RTYCHOUFY CH YZTH OELPFPTHA "PTYZYOBMSHOPUFSH". OBRTYNET DEKUFCHYE RTPYUIPDYF LBL CH TEBMSHOPN, FBL Y CH RBTBMMEMSHOPN NYTE. lFP OE OPChP, OH Y YuFP. bFP RMAU YZTE. yMY CHPYSHNEN RPUFPSOOSHE UATSEFOSCHE YOFTYZY, SING ULHYUBFSH OE DBAF. th RTYIPDIFUS RPDKHNBFSH, RTETSDE YuEN PFCHEFYFSH ABOUT CHPRTPU, ЪBDBOOSCHK CH YZTE CHBYENH RETUPOBTSKH. pF RTBCHYMSHOPZP PFCHEFB NOPZPE ЪBCHYUYF. y OE FPMSHLP PF PFCHEFB, OP y PF RPCHEDEOYS y RPUFHRLPCH.

NSCH YNEEN RBTH VPMSHYI ZPTPDPCH Y OULPMSHLP DETECHEOSH, LPFPTSHCHE RP UATSEFH CH PRTEDEMEOOSCHK NPNEOF YZTSCH RPDCHETZBAFUS OBRBDEOYSN CHTBZPCH. x OBU EUFSH VPMEE 6th VPMSHYI MPLBGYK, LPFPTSHCHE OHTSOP RPUEFYFSH. oELPFPTSCHE MPLBGYY YNEAF UCHPY NYOY-MPLBGYY, YFP EEE VPMSHYE KHCHEMYUYCHBEF YZTPCHPK NYT.

RETEIPD NETSDH MPLBGYSNY PUHEEUFCHMSEFUS RPUTEDUFCHPN LBTFSHCH, LPZDB PE CHTENS RHFY ABOUT CHBU NPZHF OBRBUFSH Y OBRBDBAF CHUSLYE PFNPTPLY ( OEBRMBOYTPCHBOOPE UTBTSEOYE), LFP FPCE OE DBEF TBUUMBVYFSHUS. lBTFB NYTB HDPVOBS Y RPOSFOBS. nYOY-LBTFB FPCE. lTPNE bFPZP EUFSH EEE LBTFSH ZPTPDPCH Y OERPUTEDUFCHOOOP MPLBGYK. MEUB, REEEETCH, ITBNSH Y DT.

MBZETSH OEMSH'S OEDPPGEOYCHBFSH

PFDEMSHOPZP CHAINBOYS BUUMKHTSYCHBEF NYOY-MPLBGYS "mBZETSH" ZDE NPTsOP OE FPMSHLP MEYUYFSHUS, VUEEDPCHBFSH, DEMBFSH RPLHRLY, RPCCHYBFSH KHTPCHEOSH RETUPOBTSEK Y DBTYFSH RPDBT LY, OP Y CHMAVMSFSHUS, ЪBOINBFSHUS UELUPN. nPTsOP FBLCE RPTHZBFSHUS U LPNRBOSHPOPN Y CHSHZOBFSH EZP. b NPTsOP UBNPNKH OBTCHBFSHUS ABOUT ULBODBM, KHUFTPEOOOSCHK TECHOYCHPK RPRKHFUYGEK YMY OE CHNETH UBNPKHCHETEOOSCHN RPRKHFUYLPN. nPTsOP EEE DEMBFS RPTsETFCHPCHBOYS ABOUT OHTSDSCH BTNYY. rPUMEDOEE, LUFBFY - VEURPMEYOPE ЪBOSFYE. eUMY FPMSHLP CHBN OE OHTSEO DPRPMOYFEMSHOSHCHK PRSHCHF. mHYYYE MYYOYE CHEYYULY RTDPDBFSH Y LHRIFSH RTYRBUSCH. rPCHETSHFE SING CHBN RPOBDPVSFUS. chPNPTSOP KH CHBU FPTSE OE KHUFBOPCHYFUS RBFYUSH Y RTYDEFUS RTPPIPDYFSH YZTH ABOUT UBNPN UMPTsOPN HTPCHOE.

ZPCHPTYFE U DTHYSHSNY CH MBZETE. ZPCHPTYFE, ZPCHPTYFE RPUFPSOOP! y CHSH RPMKHUYFE OE FPMSHLP YI PDPVTEOYE (POP, LUFBFY CHMYSEF OB YI VPEURPUPVOPUFSH) OP Y IBMSCHOSHE URPUPVOPUFY Y DPRPMYFEMSHOSHE YOFETEUOSHE LCHEUFSHCH. CHCH KH'OBEFE NOPZP YOFETEUOSCH CHEEK Y RPUNPFTYFE YOFETEUOSHE UATSEFOSH TPMYLY.

ъBDBOYS YMEOPCH PFTSDB ( VETHFUS RTY TBZPCHPTE U OINY CH MBZETE )
dMS RPMHYUEOYS LCHEUFPCH PF DTHJEK OEPVIPDYNP RPDOSFSH HTPCHEOSH YI PFOPYEOYK L CHBN CHCHYE 30 - FERMP.

NPTTYZBO - OBKFY ZTYNKHBT zhMENEF, KhVYFSH zhMENEF (PYUEOSH YOFETEUOSCHK Y PDO YY UBNSHCHI FTHDOSH LCHEUFPCH)
bMYUFET - OBKFY BNHMEF EZP NBFETY (RTPUFPK LCHEUF)
pZTEO - OBKFY UFBTHA RPDTHZH X PIETB lBMEOIBD (RTPUFPK LCHEUF, Y EEE.. CHYUOP RSHSOSHK PZTEO FBLYE ZPTVKHIY CH MBZETE MERIFF!)
UFEO - OBKFY EZP NEYU ABOUT NEUFE UTBTSEOYS (OE KHDBUFSHUS CHSHRPMOYFSH, EUMY RPTHZBMUS U PTHTSEKOILPN CH pTBNNBTE)
yEKMB - OBKFY UCHYDEFEMSHUFCHB EE RTPYMPZP (DPRPMOYFEMSHOBS MPLBGYS YЪ RTYЪPCHPZP LPOFEOFB)
MEMYBO - TBUULBTSEF P UEVE Y REUEOLH URPEF, NPTsEF Y LCHEUF RTP TBVPKOILPC DBFSH
chYOO - TBUULBTCEF P UEVE, LCHEUFPCH OEF
uPVBLB - OYUEZP OE TBUULBTCEF, LCHEUFPCH OEF
RETUPOBTS YI OBENOSCHI KHVYKG - OE OBBA, KHVYM EZP UTBKH OE TsBMEM PV LFPN

CHSHRPMOSS ЪBDBOYS URKHFOILPC MHYUYE VTBFSH CH RBTFYA FPZP URKHFOILB, YUSHE ЪBDBOYE YDEN CHSHRPMOSFSH. chSHRPMOEOYE VHDEF FPMSHLP YOFETEUOOEE. rPUME CHSHRPMOEOYS LFYI ЪBDBOYK PFOPYEOYS U LBTSDSCHN LPOLTEFOSCHN URKHFOILPN ЪBNEFOP KHMKHYUYBAFUS Y RPSCHMSAFUS CHPNPTSOPUFY DMS VPMEE ULBTSEN FBL FEUOPK DTHTSVSHCH.

Y OE ЪBVSHCHBEN DBTYFSH DTHЪSHSN OHTSOSCH FPMSHLP YN RPDBTTLY. h LFPN UMKHYUBE PFOPYEOYS RPCHSHCHYBAFUS RP NBLUYNHNH, OP FBLCE CHUE RTYOINBAF RPYUFY MAVSHCHE RPDBTTLY.

lBLYE RPDBTTLY LPNH OHTSOSCH?
nPTTYZBO - DTBZPGEOOPUFY
bMYUFET - ZHYZHTLY VPZHR
pZTEO - CHSHCHRYCHLB
UFEO - TSYCHPRYUSH
yEKMB - RPOSFYS OE YNEA
MEMYBO - GCHEFSH BODTBUFE
chYOO - THLPRYYY
uPVBLB - LPUFY
RETUPOBTS YЪ OBENOSCHI KHVYKG - DTBZPGEOOOSCH LBNOY, PDETsDB


OE CHUE UBNSHCH LTHFSHCH Y RPMEЪOSCH CHEY NPTsOP OBKFY RP IPDH YZTSCH. eUFSH OEULPMSHLP PVETEZPCH, LPFPTSHCHE RTYDEFUS RPLHRBFSH, B UFPSF POY OE DEYYCHP, RTYOINBS PE CHOYNBOYE ULKHDOHA DEOOTSOHA RPDRYFLH CH YZTE. yЪ FBLYI CHEEK S LHRIM LPMSHGP "tsYCHYFEMSH" CH pTBBNNBTE X UHNBUYEDYEZP FPTZPCHGB ZOPNB Y RPSU "vMBZPUMBCHMEOYE BODTHYMB" X FPTZPCHGB CH DEOETYNE. uFPYNPUFSH LFYI DCHHI CHEEK UPUFBCHYMB DCHE FTEFY PF CHUEZP NOPK RPFTBUEOOPZP CH YZTE. oP POP FPZP UFPYMP.

RPUME RTPIPTSDEOOYS YZTSCH KH RPMSHЪPCHBFEMEK YOFETOEFB EUFSH CHPNPTSOPUFSH HUFBOPCHYFSH DPRPMOYFEMSHOSCHK LPOFEOF YI DCHHI DPRPMOYFEMSHOSHHI MPLBGYK Y RTDDPMTSYFSH YZTH, OP, L UPTSBMEOYA, FBLBS CHPNPTSOPUFSH OEDPUFHROB CH TPUUYY. cBMSH.
yZTBFSH NPTsOP RPDLMAYUCHIYUSH YOFETOEF L PZHYYBMSHOPNH UBKFH YZTSCH Y FPZDB UPJDBOOSCHK CHBNY RTPZHYMSH Y CHBY DPUFYTSEOYS VHDHF PVOPCHMSFSHUS ABOUT UBKFE RP IPDH CHBYEK YZTSH. b FBLCE VHDHF DEMBFSHUS UOINLY LTBOB (EUMY TBTEYFE) Y RPMSHЪPCHBFEMY UNPZHF RPOBVMADBFSH ЪB TBCHYFYEN CHBYEK LBNRBOY LBL ZPCHPTYFSHUS on-line.

Ch RPIPD NPTsOP VTBFSH FPMSHLP FTEI RETUPOBTSEK + ZMBCHOSCHK ZETPK, PUFBMSHOSHE RETUPOBTSY PUFBAFUS CH MBZETE. RETUPOBTSY RTYUPEDYOSAFUS L CHBN RP IPDH YZTSH Y PF CHBU ЪBCHYUYF RTYOINBFSH YI CH LPNRBOYA YMY OEF. NPS RPUFPSOOBS RBTFYS - LFP DCHB CHPYOB U KHNEOYEN DCHHTHYUOPZP PTHTSYS Y DCHB NBZB. ABOUT NPK CHZMSD LFP YDEBMSHOBS RBTFYS. f.L. CARE H LFPC YZTE OE LTYFYUOSCH, NPTsOP PVPKFYUSH VE CHPTPCH, VBODIFPCH Y LBTNBOOILPC Y MKHYUOILPC ( YURPMSHЪHS RPUPIY LBL DBMSHOPVPKOPE PTHTSIE). fBLCE VEURPMEYOSCH OBCHSHCHLY BMIYNYY ( LTPNE OBUBMSHOPZP HTPCHOS), CHCHTSYCHBOYS Y UPDBOYS MPCHKHYEL. oP LFP FPMSHLP NPE UHVYAELFYCHOPE NOOOYE. MEYUMLYYY BRFEYULY CHBTSOSCH ABOUT RETCHPN Y RPUMEDOEN LFBR YZTSHCH. OB RETCHPN, LPZDB OEF CHYOO Y OELPNH CHBU MEYUYFSH Y CHULTEYBFSH. b H LPOGENOE RTPUFP VSHMP DPCHPMSHOP UMPTsOPCHBFP YZTBFSH DBCE U NBZPN-MELBTEN CH RBTFYY.

S YZTBM RETUPOBTSEN NHTSULPZP RPMB, YuEMPCHELPN YЪ OBFOPZP TPDB (UTBH Ъ OBFOSHHI, OE OKTsOP LBL PVSHYUOP Ъ RPNPKLY DP LPTPMS TBUFY - LFP TBDPCHBMP). h RBTFYA RPUME RTPIPTSDEOOYS MPLBGYY pTBBNNBTB CHJSM ZOPNB Y OYLPZDB PV LFPN OE TsBMEM. l UMPCHH, bMYUFETB RPFPN OE VTBM ChPPVEE OILHDB ( LTPNE UPCHEFB JENEMSH Y JJOBMSHOPZP UTBTSEOYS). uMBVPChBF PO, S KhTs OE ZPChPTA P uFEOE. PTBBNNBT Y ZOPNSHY ZMKHVIOOSCH FTPRSH UBNBS UMPTSOBS Y UBNBS YOFETEUOBS, ABOUT NPK CHZMSD, MPLBGYS, OP YDFY FHDB UPCHEFHA UTBH RPUME RTPIPTSDEOOYS VBYOY NBZPCH, B CH VBYOA N BZHR YDEN RPUME RPMHYUEOYS LCHEUFB ABOUT RPYULY KHTOSH UCHSEOOOPZP RTBIB ( CHPF FPMSHLP RTBI OBKDEN RPFPN, RPUME KHVYKUFCHB ZHMENEF, B ZHMENEF KHVYCHBEN RPUME pTBBNNBTB). h pTBBNNBTE NSCH OBKDEN UBNHA RTPYUOHA VTPOA CH YZTE ( EEE VPMEE MHYYKHA VTPOA CHSHCHLHEF LHJOEG YUEEYHY UKHRET-DTBLPOYY) Y CHPPVEE RTPLBUBENUS FBN LTHFP, RPFPN CHUE PUFBMSHOP VKhDEF UENEYULBNY. OH YMY RPYUFFY.

h LBLPN RPTSDLE WITH RTPPIPDYM YZTH.
PUFBZBT - mPFETYOS - TEDLMYZH - vBYOS NBZPCH - pTBNNBT - zhMENEF - DEOETYN - khTOB RTBIB - MEU - DEOETYN

UACEF YZTSH RPUFPSOOP DETSYF CH OBRTSCEOYY - VPY UNEOSAFUS VPSNY Y LBTSEFUS CHPF HCE UBCHETYEO RPUMEDOYK VPK U UBNSHCHN ZMBCHOSCHN VPUUPN H FPC MPLBGYY NPTsOP TBUUMBVYFUS, OP OEF UTBH TSE VE RETEDSCHYLY EEE VPK Y EEE OE NEOEE UMPTSOSCHK. b RPFPN YDHF VEULPOYUOSCH CHYDEP-TPMYLY, B RPFPN UOPCHB VPY, PFDSCHI CH MBZETE, PVEEOYE U RETUPOBTSBNY, ZHMYTF, TBVPTLY Y VPY, VPY, VPY.

h YZTE EUFSH OUEULPMSHLP LCHEUFPCH DPChPMSHOP UMPTSOSCHI, OP CHUEZDB NPTsOP URTPUIFSH ABOUT ZHPTKHNBI
(http://forums.ag.ru/?board=ti_bg&action=display&s=0&num=1257193616&start=0 ), EUMY OE RPMHYUBEFUS RTPKFY UBNYN. h YZTE EUFSH OEULPMSHLP RPVPYUOSCHI LCHEUFPCH, LPFPTSHCHE OE PUPVP BZHYYYTHAFUS, OP CHSHHRPMOEOEYE LPPTTSCHI DBEF CHBN HOILBMSHOSHE RTEDNEFSCH. h YZTE RTPUFPE RTYLPUOPCHEOYE L NBMPUBNEFOPK UFBFHE NPTsEF DBFSH OPCHSHCHK YOFETEUOSCHK LCHEUF U GEOOSHNY RTYBNY Y PRSHCHFPN.

S RPMSHЪPCHBMUS MAVPK ChPNPTSOPUFSHA, YuFPVSH KHMKHYUYYFSH Y CHPPTHTSYFSH PFTSD. rTPIPTSDEOOYE ABOUT LPINBTE - LFP CHBN OE IHITCH-NHITSH, RHUFSH Y RPOECHPME LPOYUOP. NSHCHY RMBLBMMY, LPMMYUSH Y CHUE TBCHOP ZTSCHЪMY LBLFHU.

UACEFOBS MYOYS TBCHYCHBEFUS Y ЪBCHYUYF PF RPUFHRLPCH ZMBCHOPZP ZETPS Y LPOGPCHPL NPTsEF VSHFSH OUEULPMSHLP. noe VPMSHYE YNRPOYTPCHBMB LPOGPCHLB, ZDE UETSHK UFTBC OE FPMSHLP CHSCYCHBEF RPUME KHVYKUFCHB BTIYDENPOB, OP Y UFBOPCHYFUS RTYOGEN-LPOUPTFPN. YuEZP S CH YFPZE Y DPVIMUS. TsBMSH FPMSHLP, YuFP NEYUSH, KHVYCHYYK bTIYDENPOB, RTPPRBDBEF YOCHEOFBTS, IPTPYK VSHM NEYU. OP LFP HCE OE CHBTsOP - YZTB ЪBLPOYUMBUSH Y DPRPMOYFEMSHOSCHK LPOFEOF RPTKFY OBNOPZP MEZYUE ( DPRPMOYFEMSHOSHCHK LPOFEOF - LFP DCHE NYUUYY "rYL UPMDBFB" Y "lbNEOOBS RMEOOOGB" + LHYUB LTHFPZP VBTBIMB CH YOCHEOFBTE). ABOUT CHETOPE RTPVMENKH U KHTPCHOEN UMPTSOPUFY CH DPRPMOYFEMSHOSHI NYUUISI RPDRTBCHYMY. tsBMSH OE RPMKHYUMPUSH RPUFBCHYFSH "chPQTBEEOYE CH pUFBZBT." bFB 3-S RP UUEFKH DPRPMOYFEMSHOBS NYUUYS UFBCHYFUS FPMSHLP ABOUT YZTH CHETUIY 1.02 F.E. YZTHU RBFYUEN. tsDEN BDDPOB ( PVEEBAF L NBTFH CHSHCHRKHUFYFSH)

PRYUSCHCHBFSH Y PVUKHTsDBFSH YFKH ЪБНЭУБFEМШОХА YZТХ NPTsOP DP VEULPOYUOPUFY Y FPOOSCH YOZHPTNBGYY RP LFPC FENE HCE CHSHMPTSEOSH ABOUT RTPUFPBI YOFETOEFB ABOUT NOPZYI BI NYTB. b S FPMSHLP CHSHCHTBYM UCHPA RTYOBFEMSHOPUFSH TBTBVPFYUILBN ЪB RTEDPUFBCHMEOOOSCHK RTBDOYL Y RPDEMYMUS UCHPYNY CHREYUBFMEOSNY PV PUEOSH IPTPYEK YZTE. mHYUYEK RPG ЪB RPUMEDOYE 9 MEF.

VEKHUMPCHOP YOFETEUOB, OP OE UPCHUEN PRTBCHDBOOB UYUFENB CHBINPPFOPYEOIK U YUMEOBNY PFTSDB. lPFPTSHCHE, L UMPCHH, UBNY OBRTPUYMYUSH CH LPNBODH, B RPFPN EEE Y RTBCHB OBUYOBAF LBYUBFSH. fBLYI CH YEA ZOBFSH OBDP. y OE OHTSOP YI RPDBTLBNY ЪBDBVTYCHBFSH. noe CH LFPN RMBOE RPCHEMP Y OILFP YЪ NPYI PUOPCHOSHI RETUPOBTSEK OE LBRTYYYUBM OE RTYIPDIYMPUSH RPFPN TsBMEFSH P VEUGEMSHOP CHMPTSEOOSCHI CH OEZP UTEDUFCHBI Y READING. fPMSHLP U nPTTYZBO VPMSHYKHA YUBUFSH CHTENEY PFOPYEOYS VSHMY OE OITSE 100.
YuHFSH OE ЪБВШHM EEE PV PDOPC YOFETEUOPK PUPVEOOPUFY YZTSCH - CHPNPTSOPUFSH VTBFSH CH RBTFYA UPVBLH NBVBTY. oP LFP PFOPUYFEMSHOP UMBVSHCHK, IPFSH Y VEULPOYUOP RTEDBOOSCHK CHBN RETUPOBTs.

UBNSCHE UMSHOSCH CHTBZY CH YZTE (U OINY NOE RTYYMPUSH RPCHPYFSHUS):
NBZ LTPCHY CH VBYOE NBZPC,
dTBLPO-PVPTPFEOSH ZHMENEF CH DYLYI YENMSI,
nBFLB ABOUT ZMHVIOOSCHI FTPRBI,
VEYEOSCHK LMSHL CH THYOBI,
mPZEKO CH DEOOETINE,
rPNPEOYGB mPZEKOB LBFETYOB CH DEOOETINE,
bTIIDENPO CH DEOOETINE

PUFBMSHOSHE VPUUSH FPTSE LPOYUOP UYMSHOSHE OP KHVYCHBMYUSH RP LTBKOEK NETE OE FBL FSTSEMP. ZhMENEF Y nBFLB LPOYUOP TKHMSF. VYFCHB U bTIYDENBOPN VSHMB UBNPK UMPTsOPK Y FSTSEMPK CH YZTE FPMSHLP RPFPNH, YuFP NPS LPNBODB VSHMB RPUFBCHMEOB TBTBVPFUYLBNY CH PRTEDEMEOOSCH HUMPCHYS CHEDEOYS VPS, B OE RPFPNH, FP bTIYDENPO DEKUFCHYFEMSHOP UBNSCHK UIMSHOSCHK VPUU CH YZTE.

CH UMHYUBE U DTBLPOPN-PVPTPFOEN ZHMENEF S DBCE RPDHNSCHBM, YuFP HVYFSH EE OE RPMKHYUFUS CHCHUE, RPFPN PLBBBMPUSH, YuFP S RTPUFP TBOP FHDB RTYYEM (HTPCHEOSH RETUPOBTSB X NEOS V ShchM 12 YMY 13). OP OYUEZP, URTBCHYMUS. dBCE VEЪ nPTTYZBO YER ЪBNTPЪLPK.

YZTH ЪBLPOYUM ABOUT 20 HTPCHOE, OENOPZP OE DPFSOKHM DP 21-ZP ( LFB YOZHPTNBGYS DMS ЪOBAEYI).

YuFP LBUBEFUS DCHHI DPRPMOYFEMSHOSHI NYUUYK LYZTE, FP RTYЪPCHPK LPOFEOF RTEDUFBCHMSEF YOFETEU FPMSHLP CH RMBOE RPMKHYUEOYS OEYNPCHETOPZP LPMYUEUFCHB LTHFSCHI VTAMYLPCH RTBLFYUEULY OBIBMSCHH. eEE FBN NPTsOP RPMKHYUFSH URPUPVOPUFSH PDETSYNPZP FPTSE VEURMBFOP. fBN CE NPTsOP RTYUPEDYOYFSH L LPNRBOY ZPMENB Y OBKFY MKHYYKHA VTPOA CH YZTE ( dPUREI UFTTBSB-LPNBODPTB), Y UBNHA LTBUICHHA.

RTYЪPCHSHCHE NYUUYY RTPIPDSFUS ЪB RBTH YUBUPCH Y OYUEZP RTYNEYUBFEMSHOPZP YЪ UEVS OE RTEDUFBCHMSAF, L UPTSBMEOYA. eUFSH RTBCHDB CHPNPTSOPUFSH RPFPN ITBOIFSH CHEEY CH UHODHLE CH MPLBGYY RYL uPMDBFB Y FBN TSE RPLHRBFSH IPTPYEE PTHTSYE Y VTPOA.

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This is not quite ordinary Walkthrough of the game Dragon Age Origins. The story is told from the perspective of the female protagonist. Elissa Cousland, a character from a noble family. The plot of the game is revealed in a somewhat free form. But it corresponds to the scenarios of installed mods and DLC with erotic content.

CHAPTER 2. Ostagar

Around noon, Duncan and I reached Ostagar. King Kailan himself came out to meet Duncan. This is where I met him. He knew my father well, and the news of his death greatly saddened him, he swore that at the end of the battle he would deploy his troops and destroy the treacherous Hou. He also told us that his troops had already won several victories over the Spawns of Darkness, and only one circumstance worries him. Until now, they have not seen the Archdemon, who controls the troops of the Spawn of Darkness. After the conversation, the king left, and Duncan and I went further to the Gray Wardens’ camp.

Duncan suggested that I rest a little and look around the camp, then find Alistair, one of the youngest Gray Wardens, and come to him with him. The first person I met at the location of King Cailan's troops was Wynn. Nice elderly woman. She turned out to be a magician and arrived to participate in the battle with the Spawns of Darkness. We met her and talked a little. I really liked her, she reminded me of my mother in some way. Although now I couldn’t remember my mother without tears.

Then I went further to look around the camp. After walking just a couple of steps, I heard one of the soldiers make an unambiguous proposal to one of the girls who was also in the army. As I got closer, I found out that it was Davet, a Gray Guardians recruit like me. Davet turned out to be that womanizer. Although it didn't bother me at all. Davet admitted that he was afraid of the upcoming initiation, then I, in order to somehow cheer him up, offered him what he wanted from that soldier girl. We quickly found an empty tent and indulged in carnal pleasures. In love pleasures he was not modest and did not experience fear...

As I walked up to the infirmary, I noticed a knight who stood out because he was not dressed like the other soldiers. I understood correctly, it was Sir Jory, another recruit of the Gray Wardens. We met and chatted a little. Sir Jory was clearly worried about the upcoming tests, it was very noticeable. After our conversation, he went to Duncan. And I continued to look around. Suddenly I heard dogs barking. These were mabaris. I thought that my Baby was somewhere nearby and went there. No, the Kid wasn't there. I saw there the Ash Warriors, specially trained warriors to control the mabari.

A pretty young girl stood out among them. I didn't think there were women among the Ash Warriors. I heard the same thing from her, addressed to me, when I approached her to meet her. Her name was Jessie. We got to talking, giggled a little, making fun of the men, and she immediately blew off one of her admirers in front of me. She admitted that she doesn’t give it to him because he’s not her type. Then she invited me to privacy, because before the battle she still wanted to experience affection. I didn't mind. When we wandered into the thickets and disappeared from prying eyes, I used my knowledge that I received from Iona.

Jessie was great! She had clean, soft skin. Firm breasts with hard nipples sticking out in different directions. The smell of her skin excited me. She screamed and squealed with pleasure as I caressed her. I even thought that now the whole camp would come running to find out what was happening. Although she also couldn’t restrain herself when Jesy caressed me. We spent about an hour with Jesse in a mind-blowing, frantic race to orgasm. Then they lay for a long time, with their noses buried in each other, smiling and kissing. Unfortunately, it was time to return to reality, and I said goodbye to Jesse and went to look for Alistair.

I found Alistair arguing with some magician. He had to convey a message to this magician from the high priestess of the church, and the magician clearly did not like this. In the end, the excited magician left, calling me names in the process. Although I had nothing to do with it. I approached Alistair. Nice young man. I noted to myself that I would have to get to know him better. A conversation ensued, and when he asked if I was a magician, I reassured him by saying that although I knew some magic, I was not a magician. Then she invited him to go to Duncan together; he was probably already waiting.

Duncan was indeed already waiting for us. Sir Jory and Davet stood nearby. Duncan remarked to Alistair that he should be more careful in conversations with magicians, because they complained about Alistair. Alistair apologized and promised that he would be more careful in the future. Duncan then gave us a task. We had to go out into the Korcari Wilds and obtain three vials of Darkspawn blood, one for each recruit. We also had to find the old tower of the Gray Guardians who once guarded these lands and find scrolls there protected by magical seals.

On the way to the gate blocking the exit to the wild lands, I noticed a girl excitedly pacing back and forth. Her face was tattooed like an elf, but she was not an elf. They approached her and found out that she was an Amazon and was afraid that something had happened to her friend, who had gone with a detachment of soldiers on reconnaissance. I promised her that we would look for him. Then we went out into the Korcari Wilds to complete our first combat mission. The first ones we came across were wolves. A pack of hungry wolves attacked us. We quickly dealt with these brats and moved on.

After running a little along the path among the Korcari swamps, we found a wounded scout. In response to my offer to take him to the camp, he only asked to bandage his wounds, and then he would get to the camp himself. Alistair quickly bandaged him and the scout, staggering, went to the camp. Sir Jory clearly panicked when he heard from the scout that their squad had been killed by the Spawn of Darkness. I had to calm him down and convince him that a possible meeting with the Spawn of Darkness was part of our test as Gray Guardians.

We moved on. We noticed the first Spawns of Darkness immediately behind the ruins that stretched to our left. They stood on a hillock. They entered into battle and, having destroyed them, continued on their way. The next detachment of the Spawn of Darkness was a little more numerous and set many traps. There was also a magician among them. But unfortunately for them, this did not save them. The blood of the Spawn of Darkness we needed had already been obtained; all that remained was to find the old tower in which we must pick up the scrolls. Well then, go ahead!

And here is the tower, or rather what’s left of it. On the approach to it, we had to wave our blades again, since there were Spawns of Darkness here too. When we entered the ruins, we found only a broken chest; there were no scrolls in place. When I was picking through the dust that filled the chest, trying to find something similar to scrolls, I heard a voice. A black-haired, pretty girl approached us. The delicate features of her pretty face were in harmony with her unusual outfit. The staff behind her indicated that she possessed magic.

This is how we met Morrigan. Alistair was very wary of Morrigan's appearance. Sir Jory and Davet were clearly frightened. I introduced myself and told her why we were here. Morrigan smiled back at me and also identified herself. Then she, despite Alistair's obvious hostility, told us that the scrolls we are looking for here were taken by her mother. I asked her if she could take us to her mother, because we really needed these scrolls. Morrigan, her eyes sparkling, smiled at me again and asked me to follow her.

After some time we found ourselves in a tiny clearing where there was a small hut. An elderly woman stood near the hut. Alistair would say she’s an old woman, but I’m a well-mannered girl! Mother Morrigan confirmed that it was she who took the scrolls of the Gray Wardens and preserved them, since the magical seal had long since decayed. Alistair even opened his mouth in surprise when he learned about this. After handing me the scrolls, Mother Morrigan warned us that things were much more serious than the Gray Wardens thought. I thanked her, and then Morrigan led us to the camp.

With Morrigan we quickly returned to the camp. When they came to Duncan, they told him that they had completed his task. Duncan said it was time to begin the ritual then. Which seriously frightened Sir Jory and Davet. We had to drink the blood of the Spawn of Darkness, the very same one that we brought. If we survive this, we will become Gray Wardens, the blood we drink will allow us to sense the Spawn of Darkness at a distance. Davet, who drank the cup first, did not survive. Sir Jory panicked and grabbed his sword, but there was no turning back. Duncan finished him off himself. Now I was holding the cup filled with blood with caution.

When I woke up, I saw Alistair and Duncan above me. They sighed in relief when I opened my eyes. I remembered how, choking, I swallowed terribly disgusting blood, then the fog closed my eyes, a dragon appeared spewing magical flames... and that’s all. The next thing I saw was Duncan and Alistair. Alistair handed me a pendant with a drop of the blood of the Spawn of Darkness, this was the completion of the initiation ritual. Duncan told me to get some rest and then head to meet King Cailan for my next assignment.

Rubbing my bruised butt, because after drinking blood I lost consciousness and landed on it, I decided to walk around the camp. While wandering around the camp, I noticed the Amazon Raina, whom I had met before going on a mission to the Korcari Wilds. I approached her. It turned out that the soldier whom we bandaged was her friend, for which Raina thanked me warmly. When asked if she had seen the initiation, Raina replied that in their tribe they undergo a rite of passage, becoming Amazons by fighting very poisonous spiders. Spider bites can kill or drive you insane. Those who undergo such initiation become almost invulnerable.

I said that our rituals are somewhat similar. Raina, in gratitude for saving her friend, called me her sister and since we are now sisters, we must make love. This is part of their ritual. I was very pleased that I would be part of her family. We settled down on the tower and began to caress each other. Raina had amazing abilities. From her touch, warmth spread throughout my body, I completely surrendered to her and her skills. The orgasm came over me in waves and finally I experienced it. Juices flowed like a fountain from my pussy, spasms continuously ran through my body. Raina, smiling, put her face under my fountain, and gently kissed my swollen pussy.

How I didn’t want to leave her, to leave these tender hands, these bright sweet lips…. O creator! But I remembered that the king was waiting for me. Raina gently hugged me goodbye, kissed me with a long kiss on the lips and said that we would definitely meet again. I went to meet the king.

At the meeting where I arrived, King Cailan was arguing with his commander Loghain. Duncan stood and waited for the argument to end. Seeing me, the king congratulated me on my initiation into the Gray Wardens, while Loghain winced with disgust and reproached the king for relying too much on the Gray Wardens. Then, having nevertheless come to a common opinion in his dispute, the king instructed me and Alistair to light a signal fire on the tower of Ishal. This will be a signal for Loghain, who will be in ambush with his army. At this point the meeting ended.

Alistair was very upset when he found out that instead of attacking the Spawn of Darkness, we would have to hang around on the tower with a torch in our hands. But I understood that if the king himself asked for this, then this was a serious matter. Duncan gave us a few more parting words and said goodbye to us. When Duncan left, I, left alone with Alistair, examined my weapons and ammunition and, sighing, said that I was ready to move out. Alistair confirmed that he was ready too. My Baby immediately barked joyfully. Now that Duncan is gone, he's back with me.

From the king's camp to the Ishal tower it was necessary to cross a bridge. Under a hail of arrows and fireballs from catapults, Alistair, my mabari and I broke through to Ishal's tower. A magician and one of Loghain's soldiers ran towards us from the tower. The soldier reported that the Spawn of Darkness broke into the tower from the inside and captured the tower. It's not getting any easier hour by hour! The four of us, followed by the same magician whom we met on the approach to the tower, rushed to attack the Ishal tower. The tower was indeed captured. The creatures of Darkness, like cockroaches, crawled throughout the tower. Having killed a fair number of fiends, we finally reached the top floor.

Having burst into the top floor, where we were supposed to light the signal fire, we were dumbfounded. There, spitting saliva, a giant Ogre gutted the soldier. Having abandoned his prey, the Ogre moved towards us. But you won’t take us that easily! The three of us rushed at the Ogre, the magician fired his magic missiles from the doors. I had to sweat a lot before I jumped and stuck both swords into his chest. The ogre fell to the ground, I finished him off by making a hole in his huge head. And here is a fireplace full of flammable materials that we must light. The flames soared high into the sky. We managed to give a signal. But what is this?! Countless Spawn of Darkness burst through the doors.

Several arrows pierce me and Alistair. We fall to the floor dead. The light in the eyes becomes cloudy and the light goes out... Is this the end?!

Most RPGs bind the player to very explicit codes of ethics, defining their personal character within varying shades of good or evil. In such situations, saving someone will be considered a good deed, while killing someone will be considered an evil sin. These extreme views often do not take into account that there may be something more behind actions.

For example, players may discover that the person they saved has committed crimes for which the player will later have to answer, or that killing a seemingly innocent person could prevent the deaths of dozens or hundreds of other people. In addition, other than making such a decision, the end result for the player's party is minimal. As a result of these restrictions, the player often acts not based on his own worldview, but on the basis of a universal one, determining what is more beneficial for him in a given situation.

Bioware hopes to remove these restrictions in RPGs (and Dragon Age: Origins) by getting rid of the “morality bar” as such. Instead, when you encounter moral issues in conversations, you will be given plenty of options and freedom to act. As a result, the player feels absolutely free to choose phrases and actions, and can act and speak based on his morals and principles, not tied to a specific “game morality”.

Naturally, the consequences of your actions will not go away, since many of your decisions affect those around the player and the whole world of the game. These consequences will also have an impact on your group, increasing or destroying their attitude and trust in you.

I will not spoil your future impressions of the game by retelling the key features of the plot and dialogues, but I will try to convey to you the whole essence of freedom of action in the game, citing as an example the town of Redcliffe, one of the locations that you and your team will visit in the lands of Ferelden. Once a thriving town at the heart of a great castle, Redcliffe had seen better days - night after night, the village was continually attacked by hordes of monsters that overwhelmed the guards' defenses.

As you and your group arrive, the city prepares for its final defense; Will the city's police destroy the monsters or will it be wiped out by superior enemy forces? The choice is yours, whether you get involved in the conflict, or continue your journey, destroying the evil that has infested the land. If you choose to leave, it is safe to say that Redcliffe will cease to exist. However, in the future you will not receive help from them, I chose to defend myself.

To complete this task, I was sent to Murdock, the mayor of the village, who has many problems. He needs strong men and any volunteers who can defend the city, not to mention weapons. However, he lacks all this: the Blacksmith, Owen, has closed the Forge and refuses to repair the uniforms or make new ones. And a dwarf named Dwyn, a veteran of many battles, has locked himself at home and refuses to come out. I had to solve both problems.

I decided to search the city, looking for these characters and other people who would agree to help. First of all, I went to look for Dwyn, who I hoped would answer the Mayor's cry for help. The dwarf was quite stubborn and refused to help anyone in the city. The conversation came down to three options a) bribe him to help the city b) intimidate him with the army, or c) leave him alone.

Owen, on the other hand, refused for completely different reasons: He refused to help the Mayor and the residents because his daughter was missing, and the search team found nothing. Again, I had several options - I could force Ower to start production, I could go look for his daughter, or I could leave him in my house so he could drink his heart out and try to survive the night.

Not all the people I talked to were ready to sacrifice themselves and go guard the city. As soon as I entered the tavern in search of provisions, I was confronted by the cowardly owner, who would be very happy to make money from all this commotion and then lock himself in his house. Here I met Bella, a young barmaid who was tired of her job and the city in general.

I talked to her about her place in life, and I had the opportunity to escort her out of the tavern when the fight was over, giving her the opportunity to start a new life. This was not a strategic conversation about protecting the city, or finding recruits, but it later played an important role in the battle. I spent a few more minutes wandering around the city completing missions until I finally reported to the mayor that I was ready to fight the monsters.

After the in-game cutscene, the battle began. On the one hand, there were constant waves of monsters that my group and I killed. On the other hand, there are barricades that the military hastily erected. Here I saw the consequences of my actions - a conversation with Dwyn and Owen. If I could persuade Dwyn to join the battle, he and his two assistants would fight off the attacks in the very center. On the other hand, if I had decided to leave him alone, his absence would have affected the outcome of the battle and the general morale of the troops.

It's the same with Owen and his forge, because he opened it - the wars gained access to better weapons that deal more damage to the enemy, thereby raising the general morale. On the other hand, if I had not persuaded him to help the city, the wars would have been equipped with rakes and shovels, and would not have been able to withstand the countless enemy forces.

Despite all the possible options, my group and I managed to repel the attack, which led to a celebration and an in-game video. I immediately returned to the tavern to tell Bella that I was ready to take her out of town as promised. Again, I was given freedom of choice, ranging from a simple “Let’s go” to a little impudence in the form of a kiss for the hero that I was. Needless to say, the second option raised a dozen eyebrows from the female team in my group. One lady even sarcastically commented on such a “reward” while the others watched in shock.

The approval rating, as it turned out, was not done in the game for show or cosmetic improvements. Based on how people see your hero, you can get additional quests from them that tell their story. You can also play Casanova with other female representatives in a group. But perhaps the most important aspect is acquiring skill upgrades based on their individual abilities.

If the characters approve of your decisions or agree with you, they can gain additional skills in battle. For example, magicians can receive bonuses to magic, while thieves can receive bonuses to proficiency with weapons. On the other hand, if you disappoint your party members in any way, the improvements will be lost. Not everything is so sad, you can restore lost trust by buying some items for them in the nearest store, but if you still manage to completely undermine their trust in you, they may even leave the group and never join you in looking for adventure. Obviously, the final decision is yours whether you want this to happen or not. This is the key feature of the RPG - Dragon Age.

Name: Dragon Age: Origins - Awakening
Original title: Dragon Age: Origins - Awakening
Release date for Dragon Age: Origins - November 6, 2009
Release date for Dragon Age: Awakening - March 16, 2010
Genre: RPG
Developer: BioWare Corp.
Publisher: Electronic Arts
Publication type: RePack
Interface language: Russian/ English
Voice language: Russian/ English
Tablet: Not required
Size: 11.03 Gb

Description: The game is created in the classic RPG genre with all the ensuing consequences. This is a classic leveling system, quests and the influence of “charged” equipment on the character’s characteristics. Dragon Age: Special Edition tried to combine classics with new technologies. And the experiment was a wonderful success.
The player is invited to play as the last representative of the ancient order. But - the Gray Guardian and his task is to fight evil in all its manifestations. The current task of the Gray Guardian is the destruction of an ancient dragon named Archdemon, for he is the universal embodiment of evil. In the process of achieving the goal, the player will have to sacrifice a lot, including people close to the character. But this will not stop the Gray Warden, and the dragon will be defeated. The gameplay revives the traditions of classic RPG. The mechanics are also quite typical for games of this genre.
But what is not typical for RPGs is updated graphics. Games in this genre have never seen this level before. All this, coupled with mind-blowing effects and beautiful physics, makes Dragon Age: Special Edition one of the best games of its kind.

√ Operating system: Windows® XP / Windows Vista / Windows 7
√ Processor: Intel Core 2/Athlon 64 1.6 GHz (Intel Core 2 1.8 GHz/Athlon 2.2 GHz for Windows Vista/Windows 7)
√ RAM: 1 GB (2 GB for Vista / 7)
√ Video card: 256MB ATI Radeon X1900 (for Windows XP), ATI Radeon X2000 (for Vista / Windows 7) or NVIDIA GeForce 8800/GeForce GT220
√ Sound card: DirectX® 9.0c compatible sound device
√ Free hard disk space:
23 gigabytes in the game folder
5 Gigabytes in the "My Documents" folder


You are the master of your destiny. You decide for yourself who to be at enmity with and who to be friends with. Both your own destiny and the events occurring in the world around you depend on this choice.
Prelude to adventure. Who the hero becomes in the game, where he begins his journey and what happens to him in the future depends on how you live the very first, initial episode, which serves as a prelude to the entire saga.
Unique battles. Featuring an innovative scalable combat system, you can take part in epic battles. Entire hordes of monsters and giant monsters will come against you, but by wisely using the unique abilities of your entire squad, you will be able to give your enemies a worthy rebuff!
Combined magic. Let your opponents stand in awe of your magic! In Dragon Age, you can combine different spells to unleash devastating magical powers on your enemies.
What doesn't kill you makes you stronger. Each new battle hardens your fighters - they gain experience, master new spells and skills, acquire new talents and gain access to even more powerful weapons.


1 Witch Hunt (v.1.1) (translation - Russian subtitles)
2. Golems of Amgarrak (translation - Russian subtitles)
3. Song of Leiliana (translation - Russian subtitles)
4. Chronicles of the Spawn of Darkness
5. Return to Ostagar
6. Fortress of the Guardians
7. Stone prisoner
8. Lion's paw
9. Luck Stone
10. Helm of the Depths
11. Memory Ring
12. Wild wolf mascot
13. Guildmaster's Belt
14. Ring of Fire
15. Dalish Promise Ring
16. Collector's Edition Items
17. Blade
18. Embry pockets
19. Blood Dragon Armor
20. Sign of vigilance
21. Amulet of the Battle Mage
22. Black Oath
23. Bregan's Bow (for Origins and Awakening)
24. Stronghold of the True King (for Origins and Awakening)
25. Pearl of the Chosen (for Origins and Awakening)
26. Holiday gifts
27. Holiday giveaways

Witch Pack - rewards for completing the "Witch Hunt"
Blood of Morr is the name of the sword that is given for completing the Chronicles of the Spawn of Darkness.
Might of the Golems is a quest in the Awakening campaign.
The Provoker's Clothes are a reward for completing Leliana's Song.


Nothing is cut out or re-encoded to a lower bitrate
Selecting the game language during installation
Ability to play only with Russian subtitles and English voice acting (interface and voice over languages ​​are selected in the settings configurator)
Added bonus material Special Edtition [BONUS folder] (optional for downloading and installing the game): soundtrack, wallpapers, books, comics, manuals
Installation time ~20 minutes
Game version - 1.05
All downloadable content has been installed as of 12/31/2011 and updated to the latest versions
RePacked by

The walkthrough of the game will be indicated here Dragon Age: Origins without side quests.

Lock.

Regardless of the chosen race and class, we find ourselves in a castle. After talking with the father, we carry out his instructions and go to resolve the problems with the NPCs located in the castle. Having settled them, and also having talked with the servants, we go to our chambers.The night was not very successful - the castle was attacked, and most of the people were killed. The situation is delicate - you are without weapons, without armor, and are not very strong yet. Nevertheless, there are chances. Deal with the enemies who have besieged the castle. In this part you can already get the War Dog (if you are a Nobleman). After a short run with small skirmishes, we, seeing the inevitability of capturing the castle, run through the underground passage.

Ostagar.

Congratulations, you have officially been accepted as a Gray Warden apprentice. After listening to Duncan and the king, who is seriously confident of the upcoming victory, you can wander around, stock up on useful things from the merchant, and get a fighting dog (if you don’t have one) in exchange for the service.You are sent on your first mission. Having received the trinity at his disposal allies: Daveta, Jori and Alister , we go to the nearby forest in order to bring from there three bottles with the blood of the creatures of darkness, and some writings.The forest is not too full, but there will be certain problems (in the form of packs of wolves and clusters of hostile garlocks). Garlocks gather in groups that are difficult to defeat, so use all your spells, poultices and other auxiliary means. Having collected blood from the corpses, we go to look for the chest.It will be more difficult with the chest - it is guarded by Flemeth, a sorceress, and her daughter Morrigan, an equally talented magician. We return to Duncan.

The conditions for the upcoming battle are as follows:

While the rest of the warriors are fighting, we should light a fire on the tower, thereby notifying the military reserve of the offensive. After watching a beautiful video, we follow to the tower, destroying garlock imags along the way. A magician chosen along the way will help us in this difficult process. Having reached the tower, we see that the fire is guarded by a very hostile ogre. He is strong in close combat, so don’t rush forward too much. With the proper skill and use of skills, the battle will not be difficult.
We watch the video and... Yes, we were betrayed again.

We found ourselves in the hut of that same Flemeth, who kindly offered her daughter Morrigan as an assistant. Well, on a campaign, a good magician is never superfluous. Let's go to Lothering.

Lothering.

The path to Lothering will be interrupted by a group of bandits who are very fond of making money from wandering travelers. Unfortunately for them, we are not traveling alone.You have probably already heard that it is the Gray Wardens, namely you, who are blamed for the death of the king, so you should be careful.Going down to the city, help the people complaining about the merchant with clearly inflated prices, and study the notice board - there are also a lot of interesting tasks on it, and money and experience will not be superfluous. Enter the tavern.Unfriendly warriors of Logain will be waiting for us there. We were lucky that during the battle help arrived in the form of the pretty warrior Leliana. Spare the leader of the warriors, and she will join your squad. You can also receive tasks from a group of Blackstone volunteers, who will ask you to deliver a letter to the right person in the temple.In a cage, not far from the tavern, sits a warrior - Qunari Stan. As a warrior, he is simply magnificent, so you should free him. To do this, you should go to the temple and beg the local manager to release Stan, citing his emergency need for the campaign.By the way, not far from the city there are groups of bandits, as well as several evil spiders.You can practice on them, as well as gain experience that is so valuable in these parts.

Finally, it’s worth talking to the two dwarven merchants on the bridge, having previously fought them off from the attack of the Genlocks.

Orzammar.

Welcome to the city of gnomes!As you approach, you will be greeted by several envoys from Logain. I think it’s clear what to do with them.Upon arrival, we find out an interesting detail - only the king of the gnomes can sign the contract. But there is actually no king. We'll have to look. There are two contenders to choose from - Lord Harrowmont and Prince Belen. We are in no particular hurry, for now it is worth exploring the city thoroughly, simultaneously taking tasks from Filda, Berkel, and Dagna. If it’s not enough, you can still grab some in the hall of chronicles.Of the two candidates, I chose Lord Harrowmont, but the path for him is a little more difficult.We need to show the Lord in a tournament with two warriors, and at the same time find out why two of his warriors (Gwiddon and Bayzil) do not want to participate. If everything is simple with Gviddon, then Bayzil is afraid, since one of Belen’s warriors has dirt on him. Letters can simply be stolen.

The tournament itself will not be difficult if you stock up on medicinal poultices and first aid kits. The battle against Piotin Educan, a great fighter and relative of Belen, will be a little difficult.If you chose Belen, then you will need to take the letters. The task is more tedious than difficult, and is replete with a lot of fights, waste of nerves and other joys of life, so it would be preferable to choose Lord Harrowmont.

Now we must complete two tasks, namely, prove Lord Harrowmont’s ability to keep the city under control, i.e. kill Jarvia, the local crime boss in the city. To find her, follow the dusty city and look for a character named Nadezhda. She will tell you that in order to get into Jarvia's log, you need to find a special key. The key itself can be removed from defeated Slum Yard warriors.Having taken out the key, we follow to the indicated dungeon. It won't be very difficult to get through it. It will be difficult to kill Jarvia herself, who has a large retinue under her command.Having dealt with her, we leave the dungeon.

The next task is to find a person who will support the Lord at the council. This is Branka the Perfect, a privileged dwarf whose voice has significant weight in the council. Unfortunately, none of those present in the city know anything about Branca, because... she left several years ago for the Deep Paths. The exception is Branka’s husband, the gnome Ogren, who is still sure that she could not die. Well, let’s take him to help, especially since Oghren is a better warrior than Stan.

Let's go to the wasteland.In the first part of the caves - Cardin's Crossroads - the path will be easy - the same garlocks and genlocks.Teig Ortan, the second part will be a little more difficult - mainly because of the Spider Queen, who will meet you at the end of the dungeon. She summons smaller spiders that can greatly harm your allies, and she can move around the room very quickly.Upon arrival at the next location - Dark Ditches, we see a scene of the fight between the Garlocks and the Legion of the Dead. We help the strangely dead, and then we run on. Having overcome crowds of enemies, we meet the gnome Hespith. She doesn't look very good, and keeps mumbling about Branka's betrayal. Well, let's move on, aaaand…. Here she is. The queen of genlocks, turning gnomes into disgusting creatures. It seems difficult at first, but after the spider queen there is nothing to be afraid of. We bring down the tentacles sticking out of the ground in close combat, the magic attacks the area, it is practically useless here.

Having won, we run to the Anvil of the Void.... And Branka closes the door.Next comes a series of rooms with riddles, solving them is quite simple, so there will not be any special difficulties. And here is the last room. Branca or Caridin. Whom to kill, who to agree with - the choice is yours. The only thing that Branka promises is help in the form of golems in the last battle, but Caridin cannot promise anything. But, of course, you decide.

After the battle with Caridin (or Branka), we return to the Lord, who will sign the long-awaited order.

Circle Tower.

Having arrived at the place, we see that not everything is in order in the Tower either - it has been captured by demons, and they are clearly not going to give it up without a fight. It is definitely worth stocking up on goods from the merchant standing not far from the entrance. We buy everything we need and go to resolve the problems.Immediately after entering we see how the local magician Wynn repels the attacks of the creatures of darkness. We help her fight back, after which she joins the squad. We go upstairs.On the floors there will be possessed people and small demons of anger - they do not pose any danger, so this stage should pass without problems. Fighting off the attacks, we finally get to the fifth floor, and we see the Demon of Idleness. Get ready, the next stage will not be pleasant.

We appear on a small island hanging in the air, and immediately meet Niall, one of the magicians of the Tower. After a short conversation, a portal to another dimension will open for you. You should pay attention to the mouse running nearby - now you can turn into it and seep into the smallest holes. Subsequently, the forms of the Shadow, Spirit and Burning Man will also become available to you. With these forms you have to go through several stages:

1) Invasion of darkness

2)Burning Tower

3) Scattered magicians

Each of these stages is filled with monsters and unique riddles. If you use the forms correctly, then no big problems should arise. Having gone through all the levels, we meet Idleness itself - a strong demon with the ability to transform into the forms that we owned before. Fortunately, not far from us there are reserves of lyrium, which provide an instant healing effect. They must be used very carefully, since the battle will be long and difficult. It makes sense to take Wynn with you - her healing wave will be very useful here.Having finally dealt with the demon, we return to the real world and proceed to the last floor. And here is Uldred himself. After a short conversation, the angry wizard turns into a hefty Ogre.The tactics here are simple - we let Stan go ahead, we ourselves (if a warrior) go with him, and in every possible way distract him from our magicians. If Uldred decides to cast a spell, we read the litany, and his magic goes astray. Wynn must heal wounded soldiers, Morrigan (a must) attacks with lightning and a cone of cold.

Having killed Uldred, we speak with Irving, and he, in gratitude for the rescue, promises us to send the magicians into battle as soon as necessary.


Redcliffe.

Arriving in this small village near the castle, you will be surprised, to put it mildly - the entire settlement is surrounded by barricades, the residents are scared and look around with caution.The reason for this is the nightly invasions of the dead, which become more intense each time. This night promises to be decisive - whether the people of Redcliffe will survive depends only on you.Well, we should prepare - first we go to the blacksmith, we promise him to save his daughter, who is somewhere in the castle, and he begins to make blades for the upcoming battle. Next, we go to the Reverend Mother, and, taking the amulets from her, we distribute them to the soldiers . In the empty shop we find barrels of oil. These can be given to Sir Pert and he will use them to set the barricades on fire. You can also go to Lloyd and make him give out drinks to the soldiers for free - this will also benefit their morale. We go to Sir Pert and ask him to start the night.

In principle, the battle will not be too difficult - first you will have to fight off a small group of dead men at the top, where Perth stood during the day, then you will have to go down to the village and defend the church. At this stage you need a lot of poultices (if you don’t have Wynn), and a strong melee fighter (Stan, for example).After the battle, you will be ordered to go to the castle. There you can also meet Jovan, a Blood Mage who will claim that he did not call the undead to the castle. Believe him or not - it's up to you.Gradually going further, through a series of contractions, you will witness a scene of Connor, Erla’s son, performing a certain ritual. After which, having set his uncle on you, the boy will run away.Well, the question arises: is it worth disenchanting the boy, or killing him in cold blood?

This issue can be resolved by Jovan (if you spared him), who will offer to conduct a session of expelling the demon from the body. Another thing is that for this you need to go into the shadows, but you need a volunteer. Any magician will do - Wynn or Morrigan, or you can do it yourself.Having dealt with the demon, we set off in search of a cure for Earl Eamon - an urn with the ashes of the great Andraste.

Andraste's urn.

In the capital city of Denerim, we need to find brother Genitivi, who, as always, was not there. In his place, there really is some student who is clearly hiding something. Wouldn't it be better to put pressure on him?

Genitivi's diary will tell you that Genitivi is located in the Vault, a village lost among the Frosty Mountains. The villagers are initially not happy to see you, so you should behave quietly. After talking with the church employee, we receive a greeting in the form of several angry and armed villagers. Having repelled their attack, we remove the amulet from Father Eirik. In the next room we find that same Genitivi. We leave him on duty near the entrance, while we ourselves go to clear the temple of monks.Having coped with this difficult task, we discover caves leading deep underground.There are few problems in them - only small and large dragons. Having reached the end, we see Father Kolgrim, the head of the local sectarians. Having told us about his simple plan, he will go on the attack.

Well, I asked for it myself. Having won, we remove the horn from his body.

Now, as usual, we must prove the purity of our intentions.The first test is to solve riddles (in order not to suffer - Brona - dreams, Shartan - house, General Maferat - jealousy, Archon Hessarian - compassion, Cathair - hunger, Havard - mountains, Vasily - revenge, Elisha - melody).The second is to fight the ghosts of your squad. I think you have studied your allies well during your travels, so there will be no problems.The third test is a standard puzzle. In order to pass it, you need to combine the ghosts of the bridge slabs so that they coincide.

All that remains is to take off our clothes and walk through the fire - Andraste’s urn is in our hands. We set off to persuade the Brecilian Elves.

Brecilian forest.

We should go to Zathrian, the head of the local Dalish tribe. Having told about the purpose of our visit, we receive news about how difficult life is for Zatrianui and his people these days. The reason is the now rampant Mad Fang, a werewolf of great power who has been terrorizing civilians lately. Zatrian cordially asks us to cut out Fang's heart and bring it to him. You can ask Master Varathorn for further assistance. Well, let's go to the forest.Getting rid of ferocious bears along the way, we meet the werewolf gatekeeper, who warns us not to go further, otherwise it will be bad. All conversations with him will lead nowhere, so don’t waste your time. Having been hit in the ears, he will suddenly change his mind and, whining, rush off into the wilderness.Having passed further into the forest, and having reached its western part, we meet Daniella, a half-werewolf, who, bleeding, asks us for mercy and a quick death. It would be stupid to refuse, therefore, taking the scarf (it must be given to Atras in the Dalish camp), we kill.And here it is, a real talking oak tree. A lover of speaking in poetry asks us to get for him an acorn, which was stolen from him by a certain hermit living nearby. We go to him, exchange the acorn for the scarf received from Daniella, or an amulet made from the horns of a killed Gaul (or you can just knock on it). We carry him to the oak tree, and the road to the hidden part of the forest is open to us.

Having passed into it, we meet the Runner, with whom, again, we will not be able to talk calmly, therefore, after a short fight, he will run away into the ruins lying nearby. Let's follow him.In the ruins, the only problem will be the dragon, but if you have Morrigan with the freeze spell, you can easily defeat him. We go down, simultaneously destroying hordes of werewolves and skeletons. You will find yourself in a large hall, where you will meet the Mistress of the Forest, who is the Mad Fang. It seems the werewolves sensed your power and ask you not to kill them, but to talk to Zatrian and convince him to lift the curse. We go up, passing through the door on the left, and meet Zatrian, who (surprise!) was watching us all the way. We ask him to go down and talk to the Mistress of the Forest, promising to protect him if anything happens.

The conversation will be tense, and Zatrian will refuse to voluntarily remove the curse. We'll have to persuade using other methods.In battle, Zatrian paralyzes the werewolves, but if you have Alistair, he will remove the spell, and you will only have to watch the battle between the wolves and Zatrian. If you don't have it, you'll have to fight alone. The main thing is not to let him do magic. Constantly freeze or stun. Direct all your allies at him, while you distract his servants. If everything is done correctly, then Zatrian will fall very quickly.

That's it. As a reward, we receive the favor of the residents, and the promise to send elven archers to the final battle. It's time to unite the armies.

Collection of lands.

We're heading to Redcliffe. And from there - to Denerim. There, in Earl's chambers. We meet Anora's maid - it turns out that Anora is being held hostage by Lord Howe. We follow to his estate, fortunately Anora has a plan.The battle in the estate is quite monotonous; there is no point in describing it. At the end of our journey through the estate, we meet Catherine, Lord Howe’s faithful servant, as well as a crowd of her soldiers. The fight with her will be very difficult, so... it’s better not to fight, but to let her defeat you. You will wake up in Fort Drakkon.There are two ways to get out of the cell - break the door (if you are a robber), and persuade the guard. Next, you need to walk around the castle and take the soldiers’ equipment, go to the colonel and take orders for inspection, as well as two newcomers. Afterwards we go to the gunsmith and beg for weapons. Everything further is clear.

Now all that remains is to choose who will lead the kingdom? Anora or Alistair?

After the choice, you should take care of business regarding the elfage - Anora brought alarming news from there. We follow to the shelter and enter through the back door. The local healers are not at all friendly, and after a short skirmish they will lie in the corners. With your help, of course.We tell Shianni everything, and we get another tip to another house. In it we find an elf peacefully washing the floors, and by clicking on him, we find out where his fellow tribesmen are. The slave trade is officially prohibited, but here, as you can see, it is thriving.We make our way through the opponents and meet Caladrius, the leader of the slave traders. There is nothing to talk to him about - take up your sword. After the victory, he will make you a good offer - to increase your health at the expense of captured elves. This will greatly help you in the final, but you will not receive Gianni's favor at all.

Well, now we can finally gather troops.

Finally, you will get a chance to get even with your previously dated Katrien, who by hook or by crook tried to put you behind bars. This time there will be no assistants with her, so everything will go much better.You also have a chance to oppose Loghain McTeer. He will choose a duel as his fate. And it seems that you have almost defeated him, but then Riordan will intervene and ask you to spare Loghain in exchange for his further assistance in the campaign against the Archdemon. Naturally, if you agree with him, you will lose Alistair, so who is more important to you - decide for yourself.

The final battle.

Now the time has come to get even with all enemies. The battle will take place in several stages - first there will be a battle at the city gates. You cannot control your allies at this time, although this is not particularly necessary - ordinary garlocks and genlocks will act against you.Having beaten the gate, we follow to Denerim. You should immediately get rid of two generals - garlocks - in the market and in Elfinage. Then again the city gates. Having cut out everyone there, we proceed to Fort Drakkon.On the first floor there will be Genlock, a magician who actively summons ghosts (one magician can deal with them), as well as the merchant Sandal - the last chance to replenish your supplies.On the second floor there will be invisible killers.

And here he is, the Archdemon.

The fight with him will consist of several parts - at first he will fly from place to place, hit with his tail and trample. Then he will begin to summon a crowd of monsters, which will really get on your nerves (he himself will fly away, so you will have to hit him with spells). And finally, he will return to his previous position and begin to undermine his warriors after death - a rather unpleasant thing, you should be careful.

All that remains is to see the ending of this wonderful game.

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