Snake's Hill - games catalogue. Dragon age: origins: awakening - guides and walkthroughs Dragon age awakening quests

When starting the passage of Dragon Age: Origins - Awakening, you are immediately given the choice of whether to import an old hero or take a new one. I will not describe all the stages of creating a new character, since they are in the original walkthrough. Yes, and I imported my old hero, who was much better developed than the new possible character. So, having imported or created your hero, we begin the passage of Awakening...

And it all starts with you watching the screensaver, which tells the story of the last months. The Archdemon fell, but the creatures of darkness did not disappear. Let's avoid spoilers, because you can see for yourself what happened in the video. You head to the tower that used to belong to Earl Howe, but no one meets you along the way. Strange, isn't it? And then a survivor runs out to meet you, followed by the creatures of darkness. Kill them quickly, it's not difficult. After the death of three terrible creatures, talk to the survivor, asking him about everything you can. He will go for help, which should be on the road, and in the meantime you will talk to your companion Mhairi, I think information from her will also not be superfluous. Next, go inside, deal with the ogre and a couple of small dark trash and go first to the right corner of the map, save the survivor, then to the upper left corner. Two survivors will be waiting at the gate, and you go through the inner gate.

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

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

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

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

Go forward and kill the spawn boss, who also talks a lot. The liberation of the fortress will end with the murder. You will watch an interesting video in which you can take Ogren and Anders to the Gray Guardians. Or you may not take it. The choice is yours, but I would still recommend accepting them. The company will not be superfluous. After this you will be told that this estate belongs to you. And the first thing that needs to be decided is to increase the number of gray guards. Conduct a dedication. True, not everyone will survive him... May Mhairi's faithful battle friend rest in peace. After that, continue watching the video and end the chatter. This is how you will complete the first stage of Dragon Age Awakening.

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

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

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

So, you go to the dungeons of the fortress, where the creatures could still remain. The rubble will be cleared and it will be time for you to move forward. And the first one you meet is the mabari. Examine his body and remove the scroll with the note. A certain Adria is hiding on the lower floors. Well, we'll rescue you along the way. In the next room, the creatures of darkness await you. After they die, go into the room to the north and pick up the letter and gift. Then - into the room in the south, where screamers will jump from the ceiling. They also need to be deprived of their lives, and then pull the torch in the wall in order to open the secret door from the chests, which contains a lot of supplies. Try not to have any unexplored territories or unfinished quests while playing Dragon Age Awakening.

Now you can return to the hall and continue moving towards the dungeon. When you get to the prison and kill the ghosts, you will again have two ways to go. Let's go west first. Before you is a crypt with aggressive skeletons that are best put to rest. After that, search all the sarcophagi. You will find one key, and there will be four keyholes. Well, then let's continue on our way. Now from prison to the north. There you will meet the same Adria who needed to be saved. True, now she needs to be put to rest, and not saved, since she has become a ghost. May she rest in peace, but it's time to move on. And then we have a blockage that will take about a week to clear. Well, then let's move up. At the top, all we have to do is talk to the gnome and give him a large sum of 80 gold, if, of course, you have it. And now you can leave the location.

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

We go to the Turnoblov estate and go immediately north. Here you will find a bunch of creatures of darkness led by the Ogre. Kill them, of course. True, you will not be able to save your family. Therefore, we will limit ourselves to rummaging through the corpses and killing all hostile entities.

Enter Amaranthine and immediately go right to the box. From there, take the discarded diary, it will still be useful to you, because in Dragon Age: Origins - Awakening the passage is thought out in such a way that every little thing comes in handy. Walking straight ahead, you will come across Colbert, who you really needed. Talk to him and ask where he saw the creatures of darkness. Finish the conversation with him, thank him and go a little forward, where they will give you another letter. Well, great. Now I advise you to go back a little and turn left in order to take the task from a certain Dark Person. The task is to talk to the innkeeper. Agree and move on.

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

Immediately at the entrance, take the gift in the box and move on. By the way, it should be said that in Dragon Age Beginning - Awakening the passage is replete with gifts. And gifts are useful, as they increase the hero’s attitude towards you. And in the first hall the leader of the smugglers and his comrades will be waiting for you. It’s not very smart for them to stand and wait in the middle of the room, but oh well, may they rest in peace. Exit through the SAME entrance as you entered and turn in the task. Passed it? Go to the market and ask the price of goods from the traders, they are very good there. After this, talk to Mervis, the representative of the trade guild. He will tell you that creatures of darkness are playing pranks in the forest. Well, we need to run there quickly, otherwise the trade is worth it. So, that's where we'll go.

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

Isn't it a bit dark in the mines? Yes, the fresh air is definitely calmer and more comfortable. Go down and get used to it, the passage of Dragon Age Awakening will often throw us into such corners of the world. As you pass by the circle, you will witness your own being put to sleep by the Emissary. Okay, we'll deal with him later. In the meantime, we are waiting for the end of the video, in which Seranni, the sister of our new ally, will give us the key and run away. And we shouldn’t linger either, it’s time to run. First, run north, search everything and get a couple of diary entries, and then go down to the south. There, use a ballista that will crush the crowd of enemies, then go down and finish off the survivor. More creatures of darkness will come running from the next hall, which also need to be killed. Move down and down. Along the way, you will meet a creature of darkness who has donned Ogren’s armor. Well, isn't it a creature? Kill her and re-dress our favorite gnome. At the first fork you will see the last surviving gray guard, who will ask you to take the ring that was stolen from him to his wife. Okay, we'll take it. But when we find it. In the meantime, we move on... In a large cave, we scatter another crowd of creatures of darkness with our bare hands and begin to collect trophies. A corpse will lie right there, dressed in your magician’s uniform. Let's change her clothes quickly, let two characters already be properly equipped. Now you can move on. There is only one passage for now...

And here is autosave again and a new room with two test subjects dressed in our clothes. Take it and get equipped, there’s no point in walking around naked. Although we fought well without armor, the passage of Dragon Age Awakening is much easier if you are dressed... There will be the first fork right there. We'll go east first. At the small dead end, take the lyrium sand from the deposits and go explore the remaining hall to the east. There are two useful enemies in this room - a dragon tamer who drops a nice hammer. The ring that we need for the quest, and the dragon from which we need to pick up the scales. There is also a fresh dragon egg here, which is better to take than to leave to rot. There is nothing else of interest here and you can go to the southern tunnel at the first fork. And again there is a hall in front of us, in which we must kill everyone. The only useful thing here is the dragon scales removed from the wearer. And we also have only one passage - to the south.

In the south, turn into the Architect's room in the east. A small piece of the codex and a small amount of 8 gold coins should brighten up the absence of your things. By the way, you don’t have to collect the codex, but the most complete walkthrough of Dragon Age: Origins - Awakening is a walkthrough with a fully collected codex. In the meantime, let's move down the map. And there you will find a cunning merchant with whom you can trade and who you need to invite to the Vigil tower, as well as a chest with all your things. Grab what you need from the merchant and go to the next room. And there you will see that very interesting leader of the creatures of darkness. And dragons that will try to kill you. They are quite strong, and you won't be able to kill them with a swoop. Therefore, try to combine potions and skills, slowing down your opponents. The main thing is not to let them fly up, otherwise they will come out of the fire, disrupting your skills. After their death, that mysterious creature of darkness will leave, and you will need to accept Velana as a gray guard. Great, an extra ally won't hurt. Now collect trophies from the bodies of dragons and move on to the long-awaited exit.

Now I suggest you visit the Vigil Tower, where you can talk to the blacksmith. Did you talk and get the task? Great, now give the ore to his apprentice and talk to Dworkin, who is standing right there, nearby. You should give him the lyrium sand that you found earlier. Then talk to Waldrick, who will ask you to find granite deposits to repair the tower. Agree and go talk to the private, who will give you 10 gold thanks and send you to the throne room for trial. Be sure to save before going there, in case you mess up something in the passage of Awakening...

In the throne room, talk to Varel and the trial will begin. The first case is the case of the peasant Alec, who stole two bags of grain from our treasury. What will you do with it? Will you hang it? Or will you punish with whips? I decided to invite him into the army and I was right. Everyone was happy. The next case is a civil one. There you must choose who to give the land to - the impudent girl or our ally. But the trouble is, the girl has an official document confirming her right to property. What will you choose? I chose the third option. And the last thing. Put a noble nobleman in prison and that's it, why think about making a choice? That’s great, the task is completed and you can leave.

Now talk to the sergeant who stands opposite the entrance and go to the cleared rubble. And they found a way out to the deep paths. Well, let's explore. We immediately move north, where we can profit a little and donate a gold figurine, and then we go south and explore the territory. There, after walking along the alley and killing a couple of creatures of darkness in the horns, turn to the mine with gems and profit there. Then return to the main path and move on. When you come to a fork, you will find that it is not a fork at all, and there is only one way - to the south. Before the circle of the forgotten, be careful, as skeletons run out there and need to be put to rest. Do it and move on, because the passage of Dragon Age: Origins - Awakening does not stand still.

Follow the path of bones and save in front of the door to the forbidden room. As soon as you walk, you will be attacked by a ghost, which is quite difficult to kill. And when you almost release it, it will fly away in an unknown direction. We need to find him quickly. Our path lies to the east. Run along the corridor, collecting all the goodies along the way. When you reach the corridor with the evil spirits, an autosave will occur. Kill the ogre boss and all the little things around. Then quickly take the trophies from the ogre’s body and kill the ghost that appears. So, by killing the ghost, you will complete the task and begin a video in which our gnome friend will repair the gnome mechanism to close this passage. Great, the task is completed and you can go upstairs with Sergeant Maverlis. Now you can exit from this card. I suggest heading to the Thicket Hills.

First, run north and destroy the two executioners. Then follow the path to the east, cross the bridge, listening to comments from Nathaniel and save. Next, go and go in one direction, pick up the things of the hunters along the way and save the gnomish woman who is being dragged by the creatures of darkness. She will tell you that the legion could not cope with the creatures and she was the only one left alive. Take her to you and go down to Kel Hirol.

Here you are in a long-forgotten city of gnomes. Now admire the view and go down. There, talk to Yukka, the gnome near death, and move forward. There is only one way - you can't go wrong. Kill the creatures of darkness, collect trophies and cross the bridge. Afterwards, save immediately just in case. There will be nothing remarkable until the largest hall, in which you will first meet the larval children. Kill them all, there is no point in leaving any scum alive, and enter the main hall. Be careful, there are a lot of traps here. Kill everyone in the hallway and move on. You will see one enemy who has not yet attacked you. This is the master of the golems. Kill him quickly and quickly and take the golem control rod from his body. It will be useful to you for painlessly killing the above-mentioned golems. Now collect trophies from them and move on. Ahead on the stairs, revive the golem, let him fight for you. And you kill everyone, take the trophies from the chests in the north and south, and go beyond the lobby. Next you will see a sea of ​​ghosts pretending to live their lives. Go and follow one path. You won’t come across anything particularly noteworthy along the way. This way you can easily reach the entrance to the shopping district. In general, it should be noted that in Awakening the passage of locations is quite linear, so it’s easy to do...

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

Having reached the forge and again destroyed the crowd of creatures of darkness there, go behind it, collect trophies and fix broken things with the help of a golem and an anvil. Let me remind you that throughout Dragon Age: Origins - Awakening there are no unnecessary components. The things are not very good, but they will be useful for the collection. This will take you to prison. A certain Stefan is imprisoned in a cage. Take the rune from him and release him into the wild. To the left of the cage is an anvil. Use it and talk to Ogren. After prison, a fork awaits you. First go south, where you will find an area marked as a grave. In front of you are rune stones and a sarcophagus in the center. Click the runes so that the signs on them match the signs on the walls. This is easy to do, so it's not worth worrying about. When all five signs are in place, run to the grave and pick up interesting gloves from there. Now you can go back and head southwest from the fork.

Clear the rest of the area, search the treasury, and go into the thicket hills, from there to head to the vigil tower and unload a little. I personally don’t have any space left at all, so we will continue clearing out Kal Hirol a little later. For now - to the Tower of Vigil. Here give the ore to the blacksmith, and the tablets to Dvorkin. Lyrium sand is also for him. After this, go down again into the thicket hills and from there into the shopping district. And from the shopping district - to the lower reaches. We continue cleaning...

And below you start running through the tunnel until you reach the golem and the darkspawn mage. Both of them must be killed... Which, in principle, is not so difficult to do. I immediately threw my thief at the magician, chaining him up, and while the thief was having fun, I killed the golem with the rest. And it was no longer difficult to finish off the magician. Then move along the remaining corridor, killing the tentacles that come out. When you reach the very end, cut two chains, which will kill the queens. After this, you can consider Kal Hirol cleared and leave from there. Another stage in the passage of Dragon Age: Origins - Awakening is completed.

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

In Amaranthine, give the lucky hoof to Mika, for which you will receive a cash reward. After that, go to the market and tell the great news to Mervis. If you convince him to pay extra, you will receive a total of 30 gold. Great. There, take all the tasks from the Trade Guild board. Go a little north and, going around the house, take a woolen pad from the chest near the locked door. Here is the element for the armor. By the way, Velana brewed the master’s lyrium potion for me, for which I thank her very much. Now let's go to the Crown and Lion Inn. First, go to the end of the inn and talk to Nida. She needs to give her the wedding ring, that her husband died trying to make this world a better place. Then go to the Innkeeper and talk to him about Christophe, the gray guard. Take the key to the room, since Christophe has not appeared for a week. We need to check what it could be. Examine the map, from which it will become clear that Christophe is in the black swamps. We'll go there, but later. Take the trophies from the chests and go talk to the innkeeper. Convince him that he needs to pretend to trust the smugglers. The task will end here, since now there is simply no one to help you. Well, the passage of Dragon Age: Origins - Awakening will not be poorer for this.

Now let's go to church. If not to pray, then for a bunch of tasks. Take everything from the notice board, and also take the flower pot. Now talk to Wynn, an old friend. Agree to complete her task, you are an old friend after all. Then dive into the church. There, collect all the trophies, examine everything you can, and talk to the templar. Then go up to the girl and take on the quest to find her missing husband. Now move to the inn, where you will find a piece of note to the right of the counter. It mentions footbridges high above the city. Okay, we'll get there too. But first, go beyond the city walls and destroy all the robbers. As you return, look for the second house to the right of the path and in the compacted earth you will find the treasure you were looking for. This is a pathetic ring, but the task will be completed and you can breathe a sigh of relief about this. Next, run around the city, finding three maleficars, and kill them. After this, you will receive a quest to kill their leader, who stands in the corner of the shopping area. After his death we go to the preacher for a reward. Did you take it? Well, of course, you shouldn’t leave it, it’s not for nothing that in Dragon Age: Origins - Awakening the passage is always trying to lure money out of us. Now go to the gate where the constable is standing, and go into the left door if you stand with your back to the city. Here you will immediately see a chest with a first aid kit, and a little further - a new piece of note. Now go outside the city, to the very exit from the area. On the left is the house in which the hanged husband is located. May his ashes rest... Let's go to Alma and tell her everything. Now we have completed all the quests in the city and will go for a walk in the Vending Forest.

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

Now we can return to Amaranthine and turn in all the tasks. Passed it? Go to Gunsmith Glassrick and buy pure iron from him. You can now return home to the Vigil Tower. Talk to Waldrick there, give him the granite samples and select the soldiers. He will be glad and happy, and you will receive an unlocked achievement and a completed task. Then give all the ingredients to the blacksmith and take the armor from him. The blacksmith, of course, will be crooked, but the armor will turn out to be excellent. He grumbled a lot both in the original game and in Dragon Age Beginning - Awakening... Now it’s time for us to go to the black swamps...

You are greeted by carrion eaters in the video. You will have to deal with them as soon as you walk a couple of steps forward. Well, let's do that. Now collect the trophies and follow the path. At the first fork, destroy the next batch of wolves, take the love letter from the destroyed house in the “branch” of the path in the south and move straight north from the fork. After walking a little along the path you will come across a dragon bone. Guess why you need it? Correctly, to insert into the skull lying nearby. Go a little forward to the gap in the veil and examine the veil. You won't be able to pass here, so turn around and go to the fork, from which you will go northeast, to the ruined house and further, to the gates of the ruined city. Here you will encounter pestilence werewolves for the first time, but they are frail opponents. In the city, you should first go to the north, where the riddle lies, which is a continuation of the quest, and search Mabari’s corpse, from which we will get the veins we need. Also, slightly to the right, there is a chest, an old letter and a pack of werewolves who behave extremely aggressively. Destroy them and go further east to pick up the city archives. You can now exit through the northern gate. There will be a rift in the veil again, giving you a new task. At the fork, go north again, where you will find the third puzzle and some werewolves. And Christophe’s temporary shelter, which is much more interesting. So in Dragon Age: Origins - Awakening the passage is gradually revealed...

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

Then he will refuse to cooperate and will set his charges against us, who can simply be killed. Well, let's act here too, since the passage of Dragon Age: Origins - Awakening allows this. Follow the path to the first skirmish. Here you will see a device for breaking the veil on the right. Use it and one of the gaps will close. I think it’s clear what they want from us. Then we go along the top edge of the map to the west. Next to the runic circle you will find another device. Destroy the demons of desire and close the device. Then go to the runic circle and start lighting the stones. They are very easy to light, so they are not worth describing. Once lit, you will be attacked by demons of wrath that will appear one by one. After the death of the latter, a stand for runes will appear, which must be activated in order to influence the real world. Continue further west, still keeping to the edge of the passage. In the corner you will come across the last device that needs to be extinguished. Put it out? Go ahead...

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

There monsters will be waiting for you and a transition to a new area. That's where we need to go. Come in with confidence. Run around the village, collecting new permanent additions, and come to the center, to the Spirit of Justice. Talk to him and break into the evil baroness. Oops, surprise, the passage in Dragon Age: Origins - Awakening throws up a lot. Our old acquaintance has already agreed with her. So you'll have to kill him first. And kill, since he is constantly distracted by your random allies. It's quite easy to do. Now he is a corpse and the Baroness takes his power, and you find yourself in the real world. And the same Spirit of Justice joins you, only in a human body. Recruit the squad, taking into account the impossibility of throwing the Spirit out of it. After this, quickly run, destroying the shadow portals. After all the portals are destroyed, we run to the estate. There you will have to kill the demon that was in the Baroness, which is not difficult to do. After that, go west, open the previously closed gate and search all the boxes, including the dragon bone. You will also find there a sword that one lord needed. Great, now let's move on to the dragon's head. When the last bone falls into place, you will see a flash of something that turns out to be a spectral dragon. Go upstairs and kill him. Moreover, when he jumps into the circle, do not let the lights reach him, as he will be treated. But killing him is not difficult, it’s just long and tedious, which is not typical for completing Awakening. After that, take the bones and trophies and go... to the place of Christophe's death. There you will find the fifth riddle. Then run to the circle of stones and pick up the sixth riddle. And from there - run to the right on the map, to the pond, which is the third from the left. There you will find a bottle with a ring and a note, which will complete your quest.

Head to Amaranthine. There, go to the inn and pick up the oil in the room on the right. And then - to the Tower of Vigil. Give the sword to the blacksmith for execution, collect all the necessary components and enjoy carrying the best weapons in the game. Yes, just don’t roll your lip too much. After the game ends, it will be stolen. And you will not be able to complete the passage of Dragon Age: Origins - Awakening so that it remains with you. But for now it belongs to you, so use it. Then, if you have completed everything else, talk to your Seneschal and go to war. And so you, at the head of a tiny detachment, set off to exterminate the creatures of darkness. Doesn't remind you of anything? And I have good associations with the original game...

Come to the city and kill those nearby. Then they will bring you news that Mother will soon storm the Tower of Vigil. And your choice is where to go and what to protect. I chose to burn Amaranthine and move to defend my tower. Perhaps the hardest choice throughout the entire passage of Dragon Age: Origins - Awakening...

And then there was the defense of the tower. Lots of fighting and not much to tell. Four stages of defense, all related to killing enemies - that's it. Varel fell, and it was a great loss. But after the enemies retreated from the walls of the fortress, I decided to follow them to kill the queen. Leave the area and go to the Mother's lair. There you have to move in a straight line, killing the creatures of darkness. At the end of the location you will see a high dragon, which you also have to kill. When everyone is dead, go inside. As soon as you enter, your sorceress's sister will speak to you. And she will give us a message from the Architect. Okay, let's figure it out. While there is only one road, go forward, destroying opponents and collecting crystals. Under the spiral staircase, insert four crystals into the cells, which will activate the artifact. Go further and you will have a conversation with the Architect. It's up to you to choose whether to listen to him or not. I just don’t have trust in all kinds of creatures, so I rejected his offer and killed the creature of darkness. Then he activated the second tower. Are you collecting crystals? When all three artifacts are activated, dive into the Nest.

And in the nest everything is quite simple - talk to the Mother and kill her. Killing her takes a long time, but is simple. It is better to immediately throw three fighters at the tentacles, and with one, the strongest, chop down the Mother herself. This way you will maintain balance and give the hero an interesting achievement. And with the death of the Mother, the game will end... You will read a lot of interesting things about future events, but... You can read them yourself. I bow out for this, the walkthrough of Dragon Age: Origins - Awakening is complete!

", associated with the Vigil's Keep. The passage of the Vigil Tower is divided into two parts: Arrival and After the attack.

VIGIL'S KEEP - ARRIVAL

Story quests

Attack on Vigil Keep

TO After briefly informing you that the Spawn of Darkness did not retreat to the Deep Roads, as they were supposed to after the death of the archdemon, and therefore you must deal with the situation as the current Guardian-Commander of Ferelden, you will be sent to the Vigil Fortress in Amaranthine. If you recall, this former domain of Arl Howe was given to the Gray Wardens by the monarch of Ferelden at the end of the previous game.

IN Accompanied by Mairi - a warrior with a shield and sword - you will arrive at the fortress and immediately notice that something is wrong. A second later, a frightened soldier will fly right at you, pursued by several Spawns of Darkness. After you deal with them, he will tell you that the fortress was captured by the Fiends of Darkness, who somehow managed to get inside without being noticed by the Gray Guardians.

P After reporting the situation, the soldier will go home - either, on your order, he will go to look for a safe place, or to look for reinforcements from possible patrols on the road. Now you have the opportunity to get to know your companion a little better - Mairi, who was previously a knight in Denerim and is now a recruit of the Gray Wardens. Mairi has not yet undergone the Fusion ritual, but is enthusiastic about the opportunity to be a Gray Warden. Together with Mairi, you will have to clear the fortress courtyard from the Spawns of Darkness. You'll encounter genlocks, harlocks, screamers, and even one ogre, but none of them are elite, so they're unlikely to pose a problem for you. In some places, surviving soldiers are fighting off the Spawn of Darkness, whom you can save. There are four of them in total (two in the outer courtyard, two in the inner one) plus a merchant, who, unfortunately, ended up in the fortress at the moment. You will receive nothing but moral satisfaction from saving soldiers, but the rescued merchant will later sell his goods to the fortress merchant at a discount, and he, in turn, will extend this discount to you.

ABOUT Explore every corner - sometimes opponents appear only when you cross a certain point. In addition, there are many unlocked chests scattered around the fortress. If you exported your old GG to Awakening, then their contents may not be something significant for you, but if you started the game as a Guardian from Orlais, his equipment and cash supply are very limited, and considerable expenses lie ahead - so that every little bit will help the cause.

TO When you approach the inner gates of the fortress, you will be greeted with a knock-down fireworks by a Genlock emissary - an ordinary one, though, not an elite one. After dealing with him and the rest of the Fiends in the courtyard, look around just in case to be sure that you didn't miss anything, and go into the building.

P After a short dialogue with Mairi upon entering the fortress (where you can lose or gain influence with her), you will immediately be attacked by several screamers. Having dealt with them, inspect the area. You will see that the northern corridor is closed with bars, and the western door is locked with a lock that cannot be picked. There is only one thing left for you to do - follow the eastern corridor.

E After two steps, you will take a step through the door into the eastern corridor, when you will meet another survivor of the attack - the magician Anders. If you yourself play as a magician (it doesn’t matter whether you are a GG from the Beginning or an Orlesian), then Anders may notice that he remembers you from the Tower, but, in principle, this does not matter much. Anders openly admits that he is a renegade mage who escaped from the Mage Tower. The Templars caught him and were already on their way back when, to their misfortune, they decided to make a stop at the Vigil Fortress. Not one of them survived the clash with the Spawn of Darkness.

N Regardless of how exactly you conduct the dialogue with Anders, he will offer you to temporarily join forces. Anders is a spiritual healer who also has a super useful spell, Cone of Cold, which can be very useful, especially if your GG is not a magician (but even if he is a magician, then a second one in this situation is unlikely to hurt). He also has several unspent points that you can immediately invest in spells and skills at your discretion.

U The three of you follow the door to the fortress wall. There, a group of Spawn of Darkness awaits you, led by your first elite opponent in the Awakening - a Genlock emissary. If your GG knows how to hide, then he (s) can quietly slip into the ballista and deal an impressive blow to the enemy with it before they notice you. Having defeated the enemy, follow further. Having crossed the threshold of the next door, you will find yourself in the western part of the entrance hall - just behind the door that could not be opened earlier. As it turned out, it was impossible to open it for a very good reason - behind it was piled an impressive barricade of various pieces of furniture and stones.

R the lever that is behind the door opens the grate in the northern corridor. When you turn it, you will see how a certain gnome very spectacularly blew up a group of the Spawn of Darkness and disappeared. Deal with the few that are left alive and follow the grate to the north.

IN In the room north of the grate, you'll find Ogren fighting off several Darkspawn, which includes a Genlock Emissary and an Alpha Harlock. After the battle ends, Ogren will join your party. His welcome speech will be slightly different depending on whether your PC is an Origin hero or a Guardian from Orlais, but in any case, his respect for you will shift to Zero, as if he had never seen you before in his life. Alas. Out of sight, out of mind, no less...

AND So, now you finally have a full-fledged group at your disposal! Move on, dealing with opponents who at times will be elite. On the way, you will come across a wounded man named Rowland. In general, he won't tell you anything new, but depending on how you behave in a conversation with him, you can lower or increase Mairi's respect. (If you order her to kill Rowland, then, of course, she will not like it, but if you tell him to “Get a grip!”, then her respect for you will increase.)

R Ouland, unfortunately, cannot be saved. After finishing the conversation with him, go further to the door on the outer wall. Having crossed the threshold, you will encounter the very Fiend that the soldier and Rowland told you about. He does indeed talk, but the conversation will not last long and will almost immediately turn into a battle. This is your first orange boss fight in Awakening.

P At the end of the battle, Seneschal Varel will thank you for saving him, but his gratitude will be interrupted by the arrival of none other than the monarch of Ferelden in person. If you exported the PC from Origins, it will be the one who became the ruler at the end of the game, and if you play the Guardian from Orlais, then it will always be Alistair. In the subsequent conversation, Ogren will offer himself as a recruit to the Gray Wardens. If you refuse, then you will no longer have the opportunity to get him as an ally. Also, the templar accompanying the monarch will demand the immediate arrest of Anders. If you decide not to interfere, you won't see Anders again. Alternatively, you can claim your Right of Summoning and, despite the objections of the templars, the ruler will allow you to take Anders as a recruit for the Gray Wardens.

A Lister/Anora will talk to you a little about your immediate task in Amaranthine. The conversation will be slightly different depending on whether your PC knows the ruler personally and how personally, but in any case, after that he/she will depart back to Denerim, wishing you good luck. Now you have to attend the Initiation ritual, which will be conducted by Seneschal Varel. After its completion, you will finally gain control over your hero and can begin to fulfill the duties of the Guardian Commander.

Note: The outcome of the Initiation is predetermined. Regardless of how you acted or what you said earlier, this will not affect the result.

Non-plot quests

Medical equipment

U walls of the fortress in the western part of the courtyard, one of the surviving defenders will ask you to bring medical equipment for the wounded. The chest with medical supplies is located in the very south-eastern part of the yard. Note: in the chest not far from the wounded, for which you ran for medicine, there is a helmet from the Stormchaser set.

Survivors of the attack

IN Inside the fortress, find and help several of its surviving inhabitants escape. You will receive this quest when you come across a man fighting off two Fiends of Darkness a little further from where you met Anders. You need to find the rest, and there are four of them in total (counting the above).

IN The second survivor is sitting in a side room in the northern corridor, literally a few steps after the grate that blocked your path. Go into the large hall through the door next to this little room and then turn east - in the next rooms after the hall you will find two more. (And in the last eastern room you will also find a Genlock Emissary and an Alpha Harlock.)

VIGIL FORTRESS – AFTER THE ATTACK

AND So, you have a whole fortress at your disposal, which from now on is your base of operations. There is a chest near the door to the courtyard where you can store what you don’t want to load up your backpack with. All your comrades will be here in the Throne Room. The mage ambassador Sera, in addition to selling recipes for runes and the runes themselves, can enchant your weapons and armor if you need it.

Z look here more often. Not all tasks appear immediately - some require the fulfillment of certain conditions or the passage of a certain amount of time. In addition, this is where from time to time your companions will feel the need to talk to you (this happens after you have achieved a certain influence with them or after completing their personal quests).

Story quests

Awakening

P talk to Seneschal Varel, Captain Garevel and Mrs. Wolsey, who will inform you about the situation in Amaranthine. Talking to them will give you three main missions of the game: Last of the Legion, The Righteous Path, Shadows of the Black Swamps.

Non-plot quests

Prisoner

WITH The soldier guarding the entrance to the castle will tell you that the Gray Guardians captured an unknown person who was trying to get into the fortress. They had to work hard to catch him, and one of the Guardians half-jokingly remarked that he would make a good recruit. The prisoner is kept in the castle casemate until you, as the Commander and the current arl of Amaranthine, decide what to do with him.

AND go to the dungeon and talk to the guard. He knows nothing about the prisoner, since he refused to give his name. Go and talk to him. The prisoner will tell you that his name is Nathaniel Howe and he is the son of the late Arl Howe. Nathaniel will be a little more aggressive if your GG is a Guardian from the Beginning and especially if he (s) is Cousland, but one way or another he admits that he came to the fortress with the idea of ​​​​killing you, but already changed his mind on the spot and only wanted to take something what of memorabilia, since he had nothing left related to his family. At the end of the conversation, a seneschal will appear and ask about your decision. Your options are to execute Nathaniel, set him free, or use the Right of Summoning, making him a recruit of the Gray Wardens. In this case, the seneschal will perform the Fusion ritual and Nathaniel - without much joy, I must admit - will join the ranks of your comrades. Nathaniel is a rogue archer, an analogue of Leliana. He can be very useful if your PC is not a robber, managing castles and traps and scouting the area.

Trade must go on

E If you return to the Throne Room a little later than your first appearance, you can ask Mistress Wolsey if she can help with equipment for your soldiers. She will advise you to look for more merchants who would agree to establish trade ties with the Vigil Fortress.

IN You can find two such merchants. You will come across Lilith while traveling on the world map, where you will have the opportunity to save her from attack. Another merchant, the qunari Armas, is located in the silverite mine of the Vending Forest. In order for him to agree to cooperate with the Vigil Fortress, you need to use Persuasion.

Oath of Allegiance

WITH Neshal Varel will introduce you to the banns of Amaranthine. If you have leveled up Persuasion, use it in your greeting to get more support.

E If your GG is a Guardian from Orlesian, then Lord Guy, if you talk to him, will loudly declare his displeasure at the subjugation of Amaranthine to the Orlesian. You can calm him down with Persuasion, and then you have to decide what to do with him. You can execute him to intimidate other dissatisfied people (which will worsen your relations with the nobility), release him in peace, or put him under arrest.

Defense of the Lands

E that quest appears when you take the oath of allegiance from the banns of Amaranthine if you talk to Lord Eddelbrek. The problem is that you don't have enough soldiers to guard both the city and the surrounding lands, and you have to choose which one is a priority. (As a third option, you can choose to guard the trade routes.) Lord Eddelbrek, a large landowner, will advise you to protect the villages. If you talk to Bann Esmerell, she will try to convince you that the city, as the center of Amaranthine, needs protection more than ordinary peasants. Of course, they have their own interests in advising this way - Bann Esmerell lives in the city, and Lord Eddelbrek owns the land around it.

P Inform the seneschal of their advice and give him instructions according to your choice of defense priority.

E If you choose to protect merchants, the merchant in Uriah Fortress will offer you a wider range of goods.

E If you decide not to protect the peasants (that is, you chose trade or the city), then in the future it will be more difficult for you to negotiate with them.

E If you decide to protect the peasants, this will be reflected in the epilogue and you will gain more influence with them to calm them down if there is a possibility of a riot.

Web of Conspiracy

E If you used the Persuasion option in your greeting when taking the oath of allegiance from the Banns of Amaranthine, talk to Ser Tamra - she will warn you that a conspiracy is being prepared against you. She will promise to deliver the conspirators' letters to you in a few days.

E If you didn't use Persuasion, talk to Anders during the ceremony and he will tell you that he accidentally overheard a suspicious conversation that smacks of a conspiracy against you.

P talk to the seneschal and you will have several opportunities to resolve the situation. You can do nothing and wait for word from Ser Tamra (or do nothing at all, if Ser Tamra did not share her suspicions with you, and you learned about the plot from Anders). You can invite family members of the surrounding nobility to “stay” in the castle, who will act as hostages if necessary. The seneschal will not greatly approve of this option, and your vassals will not particularly like it either. You can send soldiers to spy on the nobles, but this will not bring any tangible results, since ordinary soldiers are not very strong in the subtle matter of intelligence. And finally, the seneschal will mention a certain “Dark Wolf”, whom you can hire to extract information. If you decide to look for him, then in Amaranthine they will give you a note inviting you to a meeting. The Dark Wolf (or whoever pretends to be him... you know this if you completed a certain quest line in the Beginning) will get you the information you need, but first demand 50 gold as payment. If you do not have the required amount on hand, he will wait until you collect it. After receiving the fee, he will show you the place where the conspirators are gathering, after which all you have to do is go there and kill them. If you want, you can kill him after he gives you the information.

Note: You can receive a note from the Dark Wolf even if you decide not to use his services in a conversation with the seneschal.

Note2: in order for the Dark Wolf to receive the information you need, you need to move away from the streets of Amaranthine (the entrance and exit to any building is quite suitable).

And you, Esmerel?

ABOUT This is one of the possible development options for the Web of Conspiracy quest. Appears if the GG decided to wait for the development of events with the alleged conspiracy and do nothing about it. In this case, after an attempted peasant uprising, several banns led by Esmerel will be waiting for you in the throne room.

WITH Neshal Varel will protect you from the assassin's arrow, but you will have to carry out the further battle without him. The Banns are not very strong (and besides, your comrades will be with you), but they will have an orange boss with them - the assassin of the Antivsky Ravens. After the battle is over, exit the throne room so that everything in it returns to its place.

Note: this quest will not appear if you have already visited the gathering place of the conspirators, acting on the information received from the Dark Wolf.

ABOUT Completing this quest will also end the Web of Conspiracy quest.

Day of Judgment

E that quest will appear to you after you complete one of the story quests. The sentry at the gate will tell you that the seneschal was looking for you. Go to the throne room.

TO As Earl of Amaranthine, you will have to make decisions to punish your guilty vassals. You can also completely refuse to understand matters and leave decisions on them to the discretion of the seneschal. If Varel makes decisions, then there will be no consequences from them - neither positive nor negative.

IN Therefore, you will have to analyze three cases. One of the peasants, Alec, stole two bags of government grain to save his family from starvation. The theft of crown property carries the death penalty, although if the grain had belonged to someone else, he could have gotten off with the rods. You can execute him, have him flogged, or have him join the army, which will allow him to feed his family. Executing Alec (less so - flogging) will arouse the discontent of the peasants and in the future it will be more difficult for you to come to an agreement with them.

IN The second case concerns a case of desertion. A soldier named Danella left her post because her family was threatened by the Spawn of Darkness. You can execute Danella, since even in peaceful days desertion always meant the death penalty, you can take into account her circumstances and put her in prison for a year, or you can do nothing against her and offer her to transport her family to the Fortress, where they will be safe. In the latter case, this will worsen the situation with the desertion of soldiers who will not be afraid of severe punishment. If you execute Danella, this will worsen your reputation in the eyes of the peasants.

E If you received a warning from Ser Tamra and have not yet gone to deal with the conspirators on a tip from the Dark Wolf (or have not hired him at all), then you will have to deal with the case of Ser Temmerley, nicknamed the Bull. Ser Tamra was found murdered and Ser Temmerly was seen running from the crime scene, but there is no further evidence against him. You can execute him, release him, or put him under arrest indefinitely while the investigation continues.

P The last case is the trial of land claims. Earl Howe promised Lady Lysa Pacton the lands of Ser Derren, who had opposed him and Tairn Loghain in the past. Besides the obvious options of siding with Lisa or Derren, you can take the land for yourself (this will net you 100 gold) or give it to Lisa, but cast Persuasion on Ser Derren, promising him appropriate compensation.

Peasants' revolt

E These events will happen after you complete two of the main quests. Upon returning to the Vigil Fortress, you will see a crowd of angry, hungry peasants who demand that the fortress's storerooms with food supplies be opened to them.

IN in other cases you will have to fight them.

Price issue

IN Aldrik Glavonak, a gnome builder, will approach you with a request for additional resources to upgrade the fortress. You can tell him to make do with the amount that has already been given to him, but if you want to improve your castle with the latest word in Dwarven technology, then promise him 80 gold (or pay it right away if you have it).

Note: Your decision regarding additional funds for the fortress may affect certain events at the end of the game.

Build to last

E If you talk to Waldrik Glavonak some time after completing the Price of Business quest, he will complain about the poor condition of the fortress walls and suggest that you look for a suitable material - for example, granite - to repair them. You can find granite in the Vending Forest, where you will go during the Path of Justice story quest. Report your find to Waldrik and send soldiers to guard the workers.

U whether you mount walls with granite or not can affect certain events late in the game.

Necessary materials

X Erren and Master Wade, who have temporarily settled in your fortress, will ask you to supply them with materials from which they could make suitable equipment for your soldiers.

IN of this you can find three deposits:

Veridium deposits are located in the dungeon of your own fortress, where you will go during the quest “What Lies in the Abyss.”

The iron deposits are located in the Kal'Hirol trading area, where you will go during the main mission "Last of the Legion".

Silverite deposits are located in a mine in the Vending Forest, where you will go during the story quest “The Righteous Path”.

What lurks in the abyss

P talk to Sergeant Maverlyes. She will express suspicions to you that the Spawn of Darkness who attacked the fortress appeared from the dungeons of the castle, which, according to some, reach the Deep Paths. The sergeant also suspects that the explosions caused by the gnome Dvorvik caused several collapses in the dungeon, and now there are Fiends there, cut off from the surface.

IN Tell her to dismantle the rubble and go inside the dungeons.

IN in a small room marked on the map as “Prisoner's Notes”, several screamers will ambush you. In the same room there is a cache - activate the statue of Andraste, and then the torch on the wall, and the secret wall will move to the side, revealing a chest with good loot, including a ring that gives + 4 to physique.

IN In a room marked "dungeon", several prisoners are kept under lock and key. If you let them go, Nathaniel and Anders will approve. The corpses on the floor here will come to life when you enter the room, so be prepared.

H There is a closed door just west of the prison cell. If you pick the lock, you will find an Avvar crypt behind a small corridor. A dozen or so skeletons - warriors and archers - will appear in the crypt when you enter it. Their appearance can be activated in stealth mode - if you want to throw spells at them from afar before they notice you. After the battle, examine the sarcophagi. In one of them you will find a key. This is one of the four keys you need to unlock the door in the crypt, the rest you will find a little later when you clear the rubble into the deeper parts of the dungeon.

E If you don't have a robber with you or his lockpicking skill is not high enough to open the door, that's okay. A little later, after clearing the second rubble, you will find the key.

IN In the northernmost part of the dungeon you will find Adria, the undead and a deposit of veridium, which you can report to Herren. You will also find that due to another blockage you cannot move forward. Sergeant Maverlis will promise to inform you immediately when the rubble is cleared.

Z the avals will clear after you complete one of the story quests. Talk to Sergeant Maverlis - she will take you to the cleared area.

AND So, you find yourself on the Deep Paths, so it is not surprising that you will meet a variety of Fiends of Darkness. There are also undead here and there, but you won't find anything too serious until you meet the orange ghost boss - the Dark Ghost.

T Dark Wraith can cause a lot of damage with electricity, which, if you remember, absorbs mana and stamina. After a while, when his health is reduced by about 25%, he will call on several skeletons to help. When you have dealt with everyone and reduced the Phantom's lives to almost zero, he will retreat into a kind of dungeon, where he cannot harm you, but you cannot do anything to him either.

A activate the device from which the ghost-holding beam emanates. This will free him and give you the sub-quest "The Revenge of the Phantom", but it is not necessary to complete this quest.

P move forward and soon you will find another orange boss - the Ogre Commander, surrounded by other Fiends of Darkness. When you deal with him, the Dark Ghost will take over his body and you will have to fight him a second time.

P After defeating the possessed ogre, Sergeant Maverlis and Waldrick will appear. Waldrik will put in place defense mechanisms that will keep Vigil Fortress safe from attack from below for at least another ten years.

P Once you tell the sergeant that you wish to go to the surface, this quest will be completed.

Adria's request

E that quest is closely related to the task “What Lies in the Abyss”. In the first room in the castle dungeon you will see a wounded mabari. Attached to it is a note for help from a woman named Adria. You can simply examine the dog and take the note, or use the Survival skill and calm the animal down first (for this you will receive +2 respect points with Nathaniel). Apparently, Adria fled to the basement to escape the Spawn of Darkness. Nathaniel will be very excited by this note, since, according to him, Adria was like a mother to him.

A You will find Driya in the northernmost part of the dungeon. Unfortunately, she has already turned into a goul and will attack you as soon as she notices you. Her death will complete this quest.

WITH Adria's body you can remove a wonderful ring for a magician - the Ring of Mastery - which gives + 10 to the power of magic.

Temple of Corta

IN in the room north of the entrance to the Deep Roads you will find the Temple of Cort. If you touch the altar, you will have a choice of what to do with it.

E If you offer a donation in the form of a diamond or a golden idol, which can be found on the corpse of a nearby Spawn of Darkness, you will receive a good two-handed ax “Fury” as a reward. If you place Corrupt Iron on the altar, which can be found a little further along the Paths, it will desecrate the altar and destroy it. You won't get anything.

E If you take the offerings from the altar for yourself, you will receive 15 gold, but the golems in the room will come to life and attack you.

Ghost's Revenge

E This quest appears to you after freeing the Dark Wraith from his light prison in the Deep Roads. Once you defeat him as an Ogre Commander, the ghost will disappear. He will retreat to the Avvar crypt, which you probably already noticed during your clearing of the Vigil Fortress dungeons.

H To get into the crypt itself, you need a key, which is located on the body of the Fiend of Darkness on the Deep Roads near the gate that Waldrik sealed, but in the same way you can simply pick the lock. But in order to get into the room with the ghost, you need four more keys. One of them is located right there in the crypt, in one of the sarcophagi. One lies in a chest near the Temple of Cort in the Deep Roads. The other two are in locked chests, also in the Deep Roads.

TO Once you have unlocked all four locks, you can proceed to the room where the Dark Ghost will take possession of the body of the Avvar Lord (orange boss). He will be assisted by two more revived Avvar lords. When you defeat all three, your quest will be over.

Letters to the Guardian-Commander:

H The ace at the castle gate has several letters for you. These are petitions from your vassals with various requests for help.

Ransom for daughter

U One of your vassals, Lord Bensley, bandits have kidnapped his daughter, Lady Eileen, and are demanding a ransom of 30 sovereigns for her. Go to the territory that appears on your map. You can pay the bandits the required amount - and then it will all be over. You can refuse to pay - in this case you will have to fight and the chance that the girl will die is quite high. If you have developed Persuasion, then you can persuade the bandits to first return the hostage to you, and only then you will pay them. After Eileen is returned to you, you can either pay as promised, or attack them - the girl will not be harmed in this case.

E If Eileen is alive, the guard at the gate will give you a message from Lord Bensley with gratitude and 10 gold.

On the far side

AND The widow living in the Turnoble estate asks you to protect her from the Spawns of Darkness. Unfortunately, there appears to be no way to do this - even if you go to the indicated location immediately after receiving the letter, all the inhabitants of the estate and their few defenders will already be dead. All you have to do is kill the Spawns of Darkness who have seized the estate, and your quest will be completed. From the body of the widow Turnoble, among other things, you can remove 13 gold and a diamond, and on the body of the templar, not far from the exit, there is part of the Stormrunner set.

Missing Items

D This quest will appear some time after completing the two previous quests - Ransom for the Daughter and In the Far Side.

E that letter is not even a petition as such, but simply information for you that a ship with goods crashed off the coast of Amaranthine. People were saved, but goods were not, and they remained on the coast, where, most likely, they would be plundered by looters and robbers in the near future. Go there and deal with a group of marauders, which, in addition to archers and warriors, will also include a Blood Mage. The quest will end when you take the first batch of goods from the chest.

Note: Apparently this item is only good for sale - but then again, each batch costs two gold pieces, and there are more than a dozen of them.

Master's work

IN eid still dreams of working with the exotic materials you might find on your travels. This quest includes three small subquests - based on the amount of exotic raw materials that you will discover during the three main missions:

Down to the bone

E If you bring Wade the Ancient Dragon Bone that can be found in the Blackmarsh Queen's Lair, he will give you a list of ingredients needed to turn it into the weapon of your choice - a one-handed or two-handed sword.

Ingredients:

Ancient dragon bone.

Fresh Dragon Egg (found in the Wending Forest Silverite Mine in the Dragon Trainer's room).

Diamond (can be found - for example, on the Deep Paths under the Vigil Fortress).

Large Fire Protection Potion (can be purchased from Uriah in the throne room).

Fire rune of the great master.

M The Vigil will have the same bonuses regardless of whether you choose its two-handed or one-handed version. In addition to the basic characteristics, you can ask Wade to pay attention to attack, defense, ease of attack, or let him make the choice himself.

Defense Bonuses: +10 to defense, +10% chance to dodge attacks.

Attack Bonuses: +15% critical/backstab damage, +3% critical strike chance.

Ease of Hit Bonuses: +50 stamina, +0.5 stamina recovery in battle.

Wade's choice: +3 to all stats.

IN Depending on whether you choose Mobility or Strength for the sword, it will receive the following bonuses:

Mobility: +6 attack, +5 cold damage.

Force: +1.5% armor penetration, +5 fire damage.

Golem Power

E If you bring Wade a piece of the Inferno Golem armor that you will have to fight in the final battle of the mission in Kal'Hirol for the quest "Last of the Legion", he will give you a list of the ingredients he needs to forge the armor.

Ingredients:

Inferno Golem Armor

Master Lyrium Potion (I personally didn’t come across it as a drop from monsters or traders, but you can make it yourself if the magicians have the appropriate Potions skill. The recipe for the potion is in the sarcophagus in the dungeon of the Vigil Fortress - where you will come for the final battle for the quest “The Ghost’s Revenge”).

Pure Iron (sold in Amaranthine from the gunsmith Glassrick).

Wool stuffing - in a chest on the northernmost street of Amaranthine, not far from the Dark Wolf.

Bloody Lotus - can be found almost everywhere, including the vicinity of Vigil Keep (when you arrive there at the very beginning of the game) and Vending Forest.

D Golem Armor - Massive armor with excellent increases in strength, constitution, fire resistance and physical resistance.

Heart of the Forest

E If you bring Wade a piece of wood from the Elder Sylvan, who is located in the Vending Forest, he will give you a list of the ingredients he needs to make a bow or shield of your choice.

Ingredients:

Wood of the Elder.

Flawless Ruby (can be found - for example, in Kal'Hirol - or bought from Master Henley in Amaranthine).

Oil (in the kitchen of the Lion and Crown tavern in Amarantine).

Veins (found on a dead mabari in Blackmarsh).

Rune of the Great Lightning Master (you can make it yourself).

P After completing the quests Heart of the Forest, Golem's Strength and Working on the Bone, the Master's Work quest will be considered completed.

More explosions!

E You will receive this quest from Dvorkin Glavonak after you complete one of the story quests. To work on bombs, for which he has a rather unhealthy addiction, he needs lyrium sand (not to be confused with dust!). To complete the quest you just need to give him 2 portions of lyrium sand. Lyrium Sand can be found in Kal'Hirol and in the Silverite Mine in the Vending Forest.

For centuries, the Gray Wardens - an ancient order of protectors sworn to unite and protect the lands - have battled the creatures of darkness. Legend says that destroying the Archdemon would end the centuries-old threat posed by the darkspawn, but somehow they survived. You are the captain of the Gray Wardens and you are entrusted with the responsibility of restoring the order of the Gray Wardens and revealing the secrets of the creatures of darkness and how they managed to survive. How you will recreate your order, how you will resolve the conflict with the “Architect”, and what fate you will determine for the creatures of darkness - all these are just some of the many decisions that will become part of your risky journey in the lands of Amaranthine.

Game Features: :
- Amazing world expansion: BioWare's most expansive universe gets even bigger with new territory to explore - Amaranthine
- Uncover the secrets of the creatures of darkness and their true motives
- Recreate the Order of the Gray Wardens and equip your base in the Fortress of the Watchers
- Lots of new moral dilemmas: Immerse yourself in an epic story entirely determined by your playstyle
- Influence the entire gaming experience with your choices and decisions in difficult situations
- New ways to develop your hero: Enjoy additional spells, abilities, specializations and items to further customize your hero and party
- Transfer your character from Dragon Age: Origins or start over as a Gray Warden from nearby Orlais
- Meet five all-new party members and loved ones from Dragon Age: Origins
- Even more hair-raising and brutal combat: Fight new terrifying creatures
- Test your abilities in battle with the most developed and intelligent representatives of the creatures of darkness and other formidable creatures, such as the Fire Golem and the Spectral Dragon!

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

And it all starts with you watching the screensaver, which tells the story of the last months. The Archdemon fell, but the creatures of darkness did not disappear. Let's avoid spoilers, because you can see for yourself what happened in the video. You head to the tower that used to belong to Earl Howe, but no one meets you along the way. Strange, isn't it? And then a survivor runs out to meet you, followed by the creatures of darkness. Kill them quickly, it's not difficult. After the death of three terrible creatures, talk to the survivor, asking him about everything you can. He will go for help, which should be on the road, and in the meantime you will talk to your companion Mhairi, I think information from her will also not be superfluous. Next, go inside, deal with the ogre and a couple of small dark trash and go first to the right corner of the map, save the survivor, then to the upper left corner. Two survivors will be waiting at the gate, and you go through the inner gate.

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

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

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

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

Go forward and kill the spawn boss, who also talks a lot. The liberation of the fortress will end with the murder. You will watch an interesting video in which you can take Ogren and Anders to the Gray Guardians. Or you may not take it. The choice is yours, but I would still recommend accepting them. The company will not be superfluous. After this you will be told that this estate belongs to you. And the first thing that needs to be decided is to increase the number of gray guards. Conduct a dedication. True, not everyone will survive him... May Mhairi's faithful battle friend rest in peace. After that, continue watching the video and end the chatter. This is how you will complete the first stage of Awakening.

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

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

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

So, you go to the dungeons of the fortress, where the creatures could still remain. The rubble will be cleared and it will be time for you to move forward. And the first one you meet is the mabari. Examine his body and remove the scroll with the note. A certain Adria is hiding on the lower floors. Well, we'll rescue you along the way. In the next room, the creatures of darkness await you. After they die, go into the room to the north and pick up the letter and gift. Then - into the room in the south, where screamers will jump from the ceiling. They also need to be deprived of their lives, and then pull the torch in the wall in order to open the secret door from the chests, which contains a lot of supplies. Try to ensure that during the passage of Dragon Age: Origins - Awakening you do not have unexplored territories and unfinished quests.

Now you can return to the hall and continue moving towards the dungeon. When you get to the prison and kill the ghosts, you will again have two ways to go. Let's go west first. Before you is a crypt with aggressive skeletons that are best put to rest. After that, search all the sarcophagi. You will find one key, and there will be four keyholes. Well, then let's continue on our way. Now from prison to the north. There you will meet the same Adria who needed to be saved. True, now she needs to be put to rest, and not saved, since she has become a ghost. May she rest in peace, but it's time to move on. And then we have a blockage that will take about a week to clear. Well, then let's move up. At the top, all we have to do is talk to the gnome and give him a large sum of 80 gold, if, of course, you have it. And now you can leave the location.

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

We go to the Turnoblov estate and go immediately north. Here you will find a bunch of creatures of darkness led by the Ogre. Kill them, of course. True, you will not be able to save your family. Therefore, we will limit ourselves to rummaging through the corpses and killing all hostile entities.

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

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

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

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

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

And here is autosave again and a new room with two test subjects dressed in our clothes. Take it and get equipped, there’s no point in walking around naked. Although we fought well without armor, the passage of Awakening is still much easier if you are dressed... There will be the first fork right there. We'll go east first. At the small dead end, take the lyrium sand from the deposits and go explore the remaining hall to the east. There are two useful enemies in this room - a dragon tamer who drops a nice hammer. The ring that we need for the quest, and the dragon from which we need to pick up the scales. There is also a fresh dragon egg here, which is better to take than to leave to rot. There is nothing else of interest here and you can go to the southern tunnel at the first fork. And again there is a hall in front of us, in which we must kill everyone. The only useful thing here is the dragon scales removed from the wearer. And we also have only one passage - to the south.

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

In the throne room, talk to Varel and the trial will begin. The first case is the case of the peasant Alec, who stole two bags of grain from our treasury. What will you do with it? Will you hang it? Or will you punish with whips? I decided to invite him into the army and I was right. Everyone was happy. The next case is a civil one. There you must choose who to give the land to - the impudent girl or our ally. But the trouble is, the girl has an official document confirming her right to property. What will you choose? I chose the third option. And the last thing (It will depend on the decision regarding the conspiracy, i.e. whether you asked the Black Wolf to find the conspirators or not). Put a nobleman in prison. That’s great, the task is completed and you can leave.
Now talk to the sergeant who stands opposite the entrance and go to the cleared rubble. And they found a way out to the deep paths. Well, let's explore. We immediately move north, where we can profit a little and donate a gold figurine, and then we go south and explore the territory. There, after walking along the alley and killing a couple of creatures of darkness in the horns, turn to the mine with gems and profit there. Then return to the main path and move on. When you come to a fork, you will find that it is not a fork at all, and there is only one way - to the south. Before the circle of the forgotten, be careful, as skeletons run out there and need to be put to rest. Do it and move on, because the passage of Dragon Age: Origins - Awakening does not stand still.

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

Here you are in a long-forgotten city of gnomes. Now admire the view and go down. There, talk to Yukka, the gnome near death, and move forward. There is only one way - you can't go wrong. Kill the creatures of darkness, collect trophies and cross the bridge. Afterwards, save immediately just in case. There will be nothing remarkable until the largest hall, in which you will first meet the larval children. Kill them all, there is no point in leaving any scum alive, and enter the main hall. If Sigrun is in your squad, you can enter the main hall from another passage, which is closed behind a stone wall to the left of the central passage. Be careful, there are a lot of traps here. Kill everyone in the hallway and move on. You will see one enemy who has not yet attacked you. This is the master of the golems. Kill him quickly and quickly and take the golem control rod from his body. It will be useful to you for painlessly killing the above-mentioned golems. Now collect trophies from them and move on. Ahead on the stairs, revive the golem, let him fight for you. And you kill everyone, take the trophies from the chests in the north and south, and go beyond the lobby. Next you will see a sea of ​​ghosts pretending to live their lives. Go and follow one path. You won’t come across anything particularly noteworthy along the way. This way you can easily reach the entrance to the shopping district. In general, it should be noted that in Awakening the passage of locations is quite linear, so it’s easy to do...

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

Having reached the forge and again destroyed the crowd of creatures of darkness there, go behind it, collect trophies and fix broken things with the help of a golem and an anvil. Let me remind you that throughout Dragon Age: Origins - Awakening there are no unnecessary components. The things are not very good, but they will be useful for the collection. This will take you to prison. A certain Stefan is imprisoned in a cage. Take the rune from him and release him into the wild. To the left of the cage is an anvil. Use it and talk to Ogren. After prison, a fork awaits you. First go south, where you will find an area marked as a grave. In front of you are rune stones and a sarcophagus in the center. Click the runes so that the signs on them match the signs on the walls. This is easy to do, so it's not worth worrying about. When all five signs are in place, run to the grave and pick up interesting gloves from there. Now you can go back and head southwest from the fork.

Clear the rest of the area, search the treasury, and go into the thicket hills, from there to head to the vigil tower and unload a little. I personally don’t have any space left at all, so we will continue clearing out Kal Hirol a little later. For now - to the Tower of Vigil. Here give the ore to the blacksmith, and the tablets to Dvorkin. Lyrium sand is also for him. After this, go down again into the thicket hills and from there into the shopping district. And from the shopping district - to the lower reaches. We continue clearing...And below you start running through the tunnel until you get to the golem and the darkspawn mage. Both of them must be killed... Which, in principle, is not so difficult to do. I immediately threw my thief at the magician, chaining him up, and while the thief was having fun, I killed the golem with the rest. And it was no longer difficult to finish off the magician. Then move along the remaining corridor, killing the tentacles that come out. When you reach the very end, cut two chains, which will kill the queens. After this, you can consider Kal Hirol cleared and leave from there. Another stage in the passage of Dragon Age: Origins - Awakening is completed.

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

In Amaranthine, give the lucky hoof to Mika, for which you will receive a cash reward. After that, go to the market and tell the great news to Mervis. If you convince him to pay extra, you will receive a total of 30 gold. Great. There, take all the tasks from the Trade Guild board. Go a little north and, going around the house, take a woolen pad from the chest near the locked door. Here is the element for the armor. By the way, Velana brewed the master’s lyrium potion for me, for which I thank her very much. Now let's go to the Crown and Lion Inn. First, go to the end of the inn and talk to Nida. She needs to give her the wedding ring, that her husband died trying to make this world a better place. Then go to the Innkeeper and talk to him about Christophe, the gray guard. Take the key to the room, since Christophe has not appeared for a week. We need to check what it could be. Examine the map, from which it will become clear that Christophe is in the black swamps. We'll go there, but later. Take the trophies from the chests and go talk to the innkeeper. Convince him that he needs to pretend to trust the smugglers. The task will end here, since now there is simply no one to help you. Well, the passage of Dragon Age: Origins - Awakening will not be poorer for this.

Now let's go to church. If not to pray, then for a bunch of tasks. Take everything from the notice board, and also take the flower pot. Now talk to Wynn, an old friend. Agree to complete her task, you are an old friend after all. Then dive into the church. There, collect all the trophies, examine everything you can, and talk to the templar. Then go up to the girl and take on the quest to find her missing husband. Now move to the inn, where you will find a piece of note to the right of the counter. It mentions footbridges high above the city. Okay, we'll get there too. But first, go beyond the city walls and destroy all the robbers. As you return, look for the second house to the right of the path and in the compacted earth you will find the treasure you were looking for. This is a pathetic ring, but the task will be completed and you can breathe a sigh of relief about this. Next, run around the city, finding three maleficars, kill them. After this, you will receive a quest to kill their leader, who stands in the corner of the shopping area. After his death we go to the preacher for a reward. Did you take it? Well, of course, you shouldn’t leave it, it’s not for nothing that in Dragon Age: Origins - Awakening the passage is always trying to lure money out of us. Now go to the gate where the constable is standing, and go into the left door if you stand with your back to the city. Here you will immediately see a chest with a first aid kit, and a little further - a new piece of note. Now go outside the city, to the very exit from the area. On the left is the house in which the hanged husband is located. May his ashes rest... Let's go to Alma and tell her everything. Now we have completed all the quests in the city and will go for a walk in the Vending Forest.

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

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

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

Then he will refuse to cooperate and will set his charges against us, who can simply be killed. Well, let's act here too, since the passage of Dragon Age: Origins - Awakening allows this. Follow the path to the first skirmish. Here you will see a device for breaking the veil on the right. Use it and one of the gaps will close. I think it’s clear what they want from us. Then we go along the top edge of the map to the west. Next to the runic circle you will find another device. Destroy the demons of desire and close the device. Then go to the runic circle and start lighting the stones. They are very easy to light, so they are not worth describing. Once lit, you will be attacked by demons of wrath that will appear one by one. After the death of the latter, a stand for runes will appear, which must be activated in order to influence the real world. Continue further west, still keeping to the edge of the passage. In the corner you will come across the last device that needs to be extinguished. Put it out? Go ahead...

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

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

Head to Amaranthine. There, go to the inn and pick up the oil in the room on the right. And then - to the Tower of Vigil. Give the sword to the blacksmith for execution, collect all the necessary components and enjoy carrying the best weapons in the game. Yes, just don’t roll your lip too much. After the game ends, it will be stolen. And you will not be able to complete the passage of Dragon Age: Origins - Awakening so that it remains with you. But for now it belongs to you, so use it. Then, if you have completed everything else, talk to your Seneschal and go to war. And so you, at the head of a tiny detachment, set off to exterminate the creatures of darkness. Doesn't remind you of anything? And I have good associations with the original game...

Come to the city and kill those nearby. Then they will bring you news that Mother will soon storm the Tower of Vigil. And your choice is where to go and what to protect. I chose to burn Amaranthine and move to defend my tower. Perhaps the hardest choice throughout the entire passage of Dragon Age: Origins - Awakening...

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

And in the nest everything is quite simple - talk to the Mother and kill her. Killing her takes a long time, but is simple. It is better to immediately throw three fighters at the tentacles, and with one, the strongest, chop down the Mother herself. This way you will maintain balance and give the hero an interesting achievement. And with the death of the Mother, the game will end... You will read a lot of interesting things about future events, but... You can read them yourself. I bow out for this, the walkthrough of Dragon Age: Origins - Awakening is complete!

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

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

VIGIL'S KEEP - ARRIVAL

Story quests

Attack on Vigil Keep

After briefly informing you that the Spawn of Darkness have not retreated to the Deep Roads, as they were supposed to after the death of the archdemon, and therefore you must deal with the situation as the current Guardian-Commander of Ferelden, you will be sent to the Vigil Fortress in Amaranthine. If you recall, this former domain of Arl Howe was given to the Gray Wardens by the monarch of Ferelden at the end of the previous game.
Accompanied by Mairi, a warrior with a shield and sword, you arrive at the fortress and immediately notice that something is wrong. A second later, a frightened soldier will fly right at you, pursued by several Spawns of Darkness. After you deal with them, he will tell you that the fortress was captured by the Fiends of Darkness, who somehow managed to get inside without being noticed by the Gray Guardians.

After reporting the situation, the soldier will go home - either, on your order, he will go to look for a safe place, or to look for reinforcements from possible patrols on the road. Now you have the opportunity to get to know your companion a little better - Mairi, who was previously a knight in Denerim and is now a recruit of the Gray Wardens. Mairi has not yet undergone the Fusion ritual, but is enthusiastic about the opportunity to be a Gray Warden. Together with Mairi, you will have to clear the fortress courtyard from the Spawns of Darkness. You'll encounter genlocks, harlocks, screamers, and even one ogre, but none of them are elite, so they're unlikely to pose a problem for you.

In some places, surviving soldiers are fighting off the Spawn of Darkness, whom you can save. There are four of them in total (two in the outer courtyard, two in the inner one) plus a merchant, who, unfortunately, ended up in the fortress at the moment. You will receive nothing but moral satisfaction from saving soldiers, but the rescued merchant will later sell his goods to the fortress merchant at a discount, and he, in turn, will extend this discount to you.

Explore every corner - sometimes opponents appear only when you cross a certain point. In addition, there are many unlocked chests scattered around the fortress. If you exported your old GG to Awakening, then their contents may not be something significant for you, but if you started the game as a Guardian from Orlais, his equipment and cash supply are very limited, and considerable expenses lie ahead - so that every little bit will help the cause.

As you approach the inner gates of the fortress, you will be greeted with a stunning salute by a Genlock emissary - an ordinary one, though, not an elite one. After dealing with him and the rest of the Fiends in the courtyard, look around just in case to be sure that you didn't miss anything, and go into the building.

After a brief dialogue with Mairi upon entering the fortress (where you can lose or gain influence with her), you are immediately attacked by several screamers. Having dealt with them, inspect the area. You will see that the northern corridor is closed with bars, and the western door is locked with a lock that cannot be picked. There is only one thing left for you to do - follow the eastern corridor.
As soon as you take a step through the door into the eastern corridor, you will meet another survivor of the attack - the magician Anders. If you yourself play as a magician (it doesn’t matter whether you are a GG from the Beginning or an Orlesian), then Anders may notice that he remembers you from the Tower, but, in principle, this does not matter much. Anders openly admits that he is a renegade mage who escaped from the Mage Tower. The Templars caught him and were already on their way back when, to their misfortune, they decided to make a stop at the Vigil Fortress. Not one of them survived the clash with the Spawn of Darkness. Regardless of how exactly you conduct the dialogue with Anders, he will offer you to temporarily join forces.

Anders is a spiritual healer who also has a super useful spell, Cone of Cold, which can be very useful, especially if your GG is not a magician (but even if he is a magician, then a second one in this situation is unlikely to hurt). He also has several unspent points that you can immediately invest in spells and skills at your discretion.
The three of you follow the door to the fortress wall. There, a group of Spawn of Darkness awaits you, led by your first elite opponent in the Awakening - a Genlock emissary. If your GG knows how to hide, then he (s) can quietly slip into the ballista and deal an impressive blow to the enemy with it before they notice you. Having defeated the enemy, follow further. Having crossed the threshold of the next door, you will find yourself in the western part of the entrance hall - just behind the door that could not be opened earlier. As it turned out, it was impossible to open it for a very good reason - behind it was piled an impressive barricade of various pieces of furniture and stones. The lever behind the door opens the grate in the northern corridor. When you turn it, you will see how a certain gnome very spectacularly blew up a group of the Spawn of Darkness and disappeared.

Deal with the few that are left alive and follow the grate to the north. In the room north of the grate, you'll find Ogren fighting off several Darkspawn, which includes a Genlock Emissary and an Alpha Harlock. After the battle ends, Ogren will join your party. His welcome speech will be slightly different depending on whether your PC is an Origin hero or a Guardian from Orlais, but in any case, his respect for you will shift to Zero, as if he had never seen you before in his life. Alas. Out of sight, out of mind, no less...

So, now you finally have a full-fledged group at your disposal! Move on, dealing with opponents who at times will be elite. On the way, you will come across a wounded man named Rowland. In general, he will not tell you anything new except for one interesting detail - he saw the Spawn of Darkness, which spoke ordinary human language, which, in principle, is quite unusual for them. Depending on how you behave in a conversation with him, you can lower or increase Mairi's respect. (If you order her to kill Rowland, then, of course, she will not like it, but if you tell him to “Get your strength together!”, then her respect for you will increase.) Rowland, unfortunately, cannot be saved. After finishing the conversation with him, go further to the door on the outer wall.

Having crossed the threshold, you will encounter the very Fiend that Rowland told you about. He does indeed talk, but the conversation will not last long and will almost immediately turn into a battle. This is your first orange boss fight in Awakening. At the end of the battle, Seneschal Varel will thank you for saving him, but his gratitude will be interrupted by the arrival of none other than the monarch of Ferelden in person.
If you exported the PC from Origins, it will be the one who became the ruler at the end of the game, and if you play the Guardian from Orlais, then it will always be Alistair. In the subsequent conversation, Ogren will offer himself as a recruit to the Gray Wardens. If you refuse, then you will no longer have the opportunity to get him as an ally. Also, the templar accompanying the monarch will demand the immediate arrest of Anders. If you decide not to interfere, you won't see Anders again. Alternatively, you can claim your Right of Summoning and, despite the objections of the templars, the ruler will allow you to take Anders as a recruit for the Gray Wardens. Alistair/Anora will talk to you a little about your immediate task in Amaranthine. The conversation will be slightly different depending on whether your PC knows the ruler personally and how personally, but in any case, after that he/she will depart back to Denerim, wishing you good luck. Now you have to attend the Fusion ritual, which will be conducted by Seneschal Varel. After its completion, you will finally gain control over your hero and can begin to fulfill the duties of the Guardian Commander.

Note: The outcome of the Merger is predetermined. Regardless of how you acted or what you said earlier, this will not affect the result.

Non-plot quests

Medical equipment

At the fortress walls in the western part of the courtyard, one of the surviving defenders will ask you to bring medical equipment for the wounded. The chest with medical supplies is located in the very south-eastern part of the yard. Keep in mind - this soldier may die if you do not come to his aid in time, and then you will not be able to receive this quest.
Note: in the chest not far from the wounded, for which you ran for medicine, there is a helmet from the Stormchaser set.

Survivors of the attack

Inside the fortress, find and help several surviving inhabitants escape. You will receive this quest when you come across a man fighting off two Fiends of Darkness a little further from where you met Anders. You need to find the rest, and there are four of them in total (counting the above). The second survivor sits in a side room in the northern corridor, literally a few steps after the grate that blocked your path. Go into the large hall through the door next to this little room and then turn east - in the next rooms after the hall you will find two more. (And in the last eastern room you will also find a Genlock Emissary and an Alpha Harlock.)


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VIGIL FORTRESS – AFTER THE ATTACK

So, you have an entire fortress at your disposal, which from now on is your base of operations. There is a chest near the door to the courtyard where you can store what you don’t want to load up your backpack with. All your comrades will be here in the Throne Room.
The mage ambassador Sera, in addition to selling recipes for runes and the runes themselves, can enchant your weapons and armor if you need it.
Check back here often. Not all tasks appear immediately - some require the fulfillment of certain conditions or the passage of a certain amount of time. In addition, this is where from time to time your companions will feel the need to talk to you (this happens after you have achieved a certain influence with them or after completing their personal quests).

Story quests

Awakening

Speak with Seneschal Varel, Captain Garevel and Lady Wolsey, who will inform you of the situation in Amaranthine. Talking to them will give you three main missions of the game: Last of the Legion, Path of Justice, Shadows of Blackmarsh.

Non-plot quests

Prisoner

The soldier guarding the entrance to the castle will tell you that the Gray Guardians captured an unknown person who was trying to get into the fortress. They had to work hard to catch him, and one of the Guardians half-jokingly remarked that he would make a good recruit. The prisoner is kept in the castle casemate until you, as the Commander and the current Earl of Amaranthine, decide what to do with him.
Go to the dungeon and talk to the guard. He knows nothing about the prisoner, since he refused to give his name. Go and talk to him. The prisoner will tell you that his name is Nathaniel Howe and he is the son of the late Earl Howe. Nathaniel will be a little more aggressive if your GG is a Guardian from the Beginning and especially if he (s) is Cousland, but one way or another he admits that he came to the fortress with the idea of ​​​​killing you, but already changed his mind on the spot and only wanted to take something what of memorabilia, since he had nothing left related to his family.
At the end of the conversation, a seneschal will appear and ask about your decision. Your options are to execute Nathaniel, set him free, or use the Right of Summoning, making him a recruit of the Gray Wardens. In this case, the seneschal will perform the Fusion ritual and Nathaniel - without much joy, I must admit - will join the ranks of your comrades. Nathaniel is a rogue archer, an analogue of Leliana. He can be very useful if your PC is not a robber, managing castles and traps and scouting the area.

Trade must go on

If you return to the Throne Room a little later than your first appearance, you can ask Mistress Woosley if she can help with equipment for your soldiers. She will advise you to look for more merchants who would agree to establish trade ties with the Vigil Fortress. You can find two such merchants. You will come across Lilith while traveling on the world map, where you will have the opportunity to save her from attack. Another merchant, the qunari Armas, is located in the silverite mine of the Vending Forest. In order for him to agree to cooperate with the Vigil Fortress, you need to use Persuasion.

Oath of Allegiance

Seneschal Varel will introduce you to the banns of Amaranthine. If you have leveled up Persuasion, use it in your greeting to get more support.
If your PC is a Guardian from Orlais, then Lord Guy, if you talk to him, will loudly declare his displeasure at Amaranthine's subjugation to the Orlaisians. You can calm him down with Persuasion, and then you have to decide what to do with him. You can execute him to intimidate other dissatisfied people (which will worsen your relations with the nobility), release him in peace, or put him under arrest.

Protecting the Earth

This quest appears when you take the oath of allegiance from the banns of Amaranthine if you speak to Lord Eddelbrek. The problem is that you don't have enough soldiers to guard both the city and the surrounding lands, and you have to choose which one is a priority. (As a third option, you can choose to guard trade routes.)
Lord Eddelbrek, a large landowner, will advise you to defend the villages. If you talk to Bann Esmerell, she will try to convince you that the city, as the center of Amaranthine, needs protection more than ordinary peasants. Of course, they have their own interests in advising this way - Bann Esmerell lives in the city, and Lord Eddelbrek owns the land around it. Inform the seneschal of their advice and give him instructions according to your choice of defense priority.

If you choose to protect merchants, the merchant in Uriah Fortress will offer you a wider range of goods. If you decide not to protect the peasants (that is, you chose trade or the city), then in the future it will be more difficult for you to negotiate with them. If you choose to protect the peasants, this will be reflected in the epilogue and you will gain more influence with them to calm them down when there is a possibility of rebellion.

Nascent Conspiracy

If you used the Persuasion option in your greeting while taking the oath of allegiance from the Banns of Amaranthine, talk to Ser Tamra - she will warn you that a conspiracy is being prepared against you. She will promise to deliver the conspirators' letters to you in a few days. If you didn't use Persuasion, talk to Anders during the ceremony and he'll tell you that he overheard a suspicious conversation that smacks of a conspiracy against you.
Talk to the seneschal and you will have several options to resolve the situation. You can do nothing and wait for word from Ser Tamra (or do nothing at all, if Ser Tamra did not share her suspicions with you, and you learned about the plot from Anders). You can invite family members of the surrounding nobility to “stay” in the castle, who will act as hostages if necessary. The seneschal will not greatly approve of this option, and your vassals will not particularly like it either. You can send soldiers to spy on the nobles, but this will not bring any tangible results, since ordinary soldiers are not very strong in the subtle matter of intelligence. And finally, the seneschal will mention a certain “Dark Wolf”, whom you can hire to extract information.
If you decide to look for him, then in Amaranthine they will give you a note inviting you to a meeting. The Dark Wolf (or whoever pretends to be him... you know this if you completed a certain quest line in the Beginning) will get you the information you need, but first demand 50 gold as payment. If you do not have the required amount on hand, he will wait until you collect it. After receiving the fee, he will show you the place where the conspirators are gathering, after which all you have to do is go there and kill them. If you want, you can kill him after he gives you the information.
Note: You can receive a note from the Dark Wolf even if you decide not to use his services in a conversation with the seneschal.
Note2: in order for the Dark Wolf to receive the information you need, you need to move away from the streets of Amaranthine (the entrance and exit to any building is quite suitable).

And you, Esmerell?

One of the possible options for developing the quest The Nascent Conspiracy. Appears if the GG decided to wait for the development of events with the alleged conspiracy and do nothing about it. In this case, after an attempted peasant uprising, several banns led by Esmerell will be waiting for you in the throne room. Seneschal Varel will protect you from the assassin's arrow, but you will have to carry out the further battle without him. The Banns are not very strong (and besides, your comrades will be with you), but they will have an orange boss with them - the assassin of the Antivsky Ravens.
After the battle is over, exit the throne room so that everything in it returns to its place.
Note: this quest will not appear if you have already visited the gathering place of the conspirators, acting on the information received from the Dark Wolf.
Completing this quest will also end the quest "The Nascent Conspiracy".

Day of Judgment

This quest will appear to you after you complete one of the story quests. The sentry at the gate will tell you that the seneschal was looking for you.
Go to the throne room. As Earl of Amaranthine, you will have to make decisions to punish your offending vassals. You can also completely refuse to understand matters and leave decisions on them to the discretion of the seneschal. If Varel makes decisions, then there will be no consequences from them - neither positive nor negative.

In total you will have to deal with three cases. One of the peasants, Alec, stole two bags of government grain to save his family from starvation. The theft of crown property carries the death penalty, although if the grain had belonged to someone else, he could have gotten off with the rods. You can execute him, have him flogged, or have him join the army, which will allow him to feed his family. Executing Alec (less so - flogging) will arouse the discontent of the peasants and in the future it will be more difficult for you to come to an agreement with them.

The second case concerns a case of desertion. A soldier named Danella left her post because her family was threatened by the Spawn of Darkness. You can execute Danella, since even in peaceful days desertion always meant the death penalty, you can take into account her circumstances and put her in prison for a year, or you can do nothing against her and offer her to transport her family to the Fortress, where they will be safe. In the latter case, this will worsen the situation with the desertion of soldiers who will not be afraid of severe punishment. If you execute Danella, this will worsen your reputation in the eyes of the peasants.

If you received a warning from Ser Tamra and have not yet gone to deal with the conspirators on a tip from the Dark Wolf (or did not hire him at all), then instead of Danella you will have to deal with the case of Ser Temmerly, nicknamed the Bull. Ser Tamra was found murdered and Ser Temmerly was seen running from the crime scene, but there is no further evidence against him. You can execute him, release him, or put him under arrest indefinitely while the investigation continues.

The latest case is the trial of land claims. Earl Howe promised Lady Lysa Pacton the lands of Ser Derren, who had opposed him and Tairn Loghain in the past. Besides the obvious options of siding with Lisa or Derren, you can take the land for yourself (this will net you 100 gold) or give it to Lisa, but cast Persuasion on Ser Derren, promising him appropriate compensation.

Peasants' revolt

Business price

Waldrik Glavonak, a gnome builder, will approach you with a request for additional resources to upgrade the fortress. You can tell him to make do with the amount that has already been given to him, but if you want to improve your castle with the latest word in Dwarven technology, then promise him 80 gold (or pay it right away if you have it).
Note: Your decision regarding additional funds for the fortress may affect certain events at the end of the game.

Build to last

If you talk to Waldrik Glavonak some time after completing the Price of Business quest, he will complain about the poor condition of the fortress walls and suggest that you look for a suitable material - for example, granite - to repair them. You can find granite in the Vending Forest, where you will go during the “Path of Justice” story quest. Report your find to Waldrik and send soldiers to guard the workers.
Whether you reinforce the walls with granite or not can affect certain events at the end of the game.

Necessary materials

Herren and Master Wade, who have temporarily settled in your fortress, will ask you to supply them with materials from which they could make suitable equipment for your soldiers.
In total you can find three deposits:
Viridium deposits are located in the dungeon of your own fortress, where you will go during the quest “What Lies in the Abyss.”
The iron deposits are located in the Kal'Hirol trading area, where you will go during the main mission "Last of the Legion".
Silverite deposits are located in a mine in the Vending Forest, where you will go during the story quest “The Path of Justice”.

What lurks in the abyss

Talk to Sergeant Maverlyce. She will express suspicions to you that the Spawn of Darkness who attacked the fortress appeared from the dungeons of the castle, which, according to some, reach the Deep Paths. The sergeant also suspects that the explosions caused by the gnome Dvorvik caused several collapses in the dungeon, and now there are Fiends there, cut off from the surface. Tell her to order the rubble to be cleared and go inside the dungeons.

In a small room marked on the map as “Prisoner Lists”, several screamers will ambush you. In the same room there is a cache - activate the statue of Andraste, and then the torch on the wall, and the secret wall will move to the side, revealing a chest with good loot, including a ring that gives + 4 to physique.

In a room marked "dungeon" there are several prisoners under lock and key. If you let them go, Nathaniel and Anders will approve. The corpses on the floor here will come to life when you enter the room, so be prepared. A little to the west of the prison cell is a closed door. If you pick the lock, you will find an Avvar crypt behind a small corridor. A dozen or so skeletons - warriors and archers - will appear in the crypt when you enter it. Their appearance can be activated in stealth mode - if you want to throw spells at them from afar before they notice you. After the battle, examine the sarcophagi. In one of them you will find a key. This is one of the four keys you need to unlock the door in the crypt, the rest you will find a little later when you clear the rubble into the deeper parts of the dungeon. If you don't have a robber with you or his lockpicking skill is not high enough to open the door, that's okay. A little later, after clearing the second rubble, you will find the key.

In the northernmost part of the dungeon you will find Adraya, undead and a deposit of veridium, which you can report to Herren. You will also find that due to another blockage you cannot move forward. Sergeant Maverlyce will promise to inform you immediately when the rubble is cleared.

The rubble will be cleared after you complete one of the story quests. Talk to Sergeant Maverlyce - she will take you to the cleared area.
So, you find yourself on the Deep Paths, so it is not surprising that you will meet with a variety of Fiends of Darkness. There are also undead here and there, but you won't find anything too serious until you meet the orange ghost boss - the Dark Ghost. Dark Wraith can deal a lot of damage with electricity, which, if you remember, drains mana and stamina. After a while, when his health is reduced by about 25%, he will call on several skeletons to help. When you have dealt with everyone and reduced the Phantom's lives to almost zero, he will retreat into a kind of dungeon, where he cannot harm you, but you cannot do anything to him either. Activate the device from which the ghost-holding beam emanates. This will free him and give you the sub-quest "The Revenge of the Phantom", but it is not necessary to complete this quest.

Move forward and soon you will find another orange boss - the Ogre Commander, surrounded by other Fiends of Darkness. When you deal with him, the Dark Ghost will take over his body and you will have to fight him a second time.

After defeating the possessed ogre, Sergeant Maverlyce and Waldrik will appear. Waldrik will put in place defense mechanisms that will keep Vigil Fortress safe from attack from below for at least another ten years. After you tell the sergeant that you wish to go to the surface, this quest will be completed.

Adraya's Plea

This quest is closely related to the quest “What Lies in the Abyss”. In the first room in the castle dungeon you will see a wounded mabari. Attached to it is a note for help from a woman named Adraya. You can simply examine the dog and take the note, or use the Survival skill and calm the animal down first (for this you will receive +2 respect points with Nathaniel). Apparently, Adraya fled to the basement to escape the Spawn of Darkness. Nathaniel will be very excited by this note, since, according to him, Adraya was like a mother to him.

You will find Adraya in the northernmost part of the dungeon. Unfortunately, she has already turned into a goul and will attack you as soon as she notices you. Her death will complete this quest.
From Adraya's body you can remove a wonderful ring for a magician - the Ring of Mastery - which gives + 10 to the power of magic.

Temple of Corta

In the room north of the entrance to the Deep Roads you will find the Temple of Cort. If you touch the altar, you will have a choice of what to do with it.
If you offer a donation in the form of a diamond or a golden idol, which can be found on the corpse of a nearby Spawn of Darkness, you will receive a good two-handed ax “Fury” as a reward. If you place Corrupt Iron on the altar, which can be found a little further along the Paths, it will desecrate the altar and destroy it. You won't get anything. If you take the offerings from the altar for yourself, you will receive 15 gold, but the golems in the room will come to life and attack you.

Ghost's Revenge

This quest appears to you after freeing the Dark Wraith from his light prison in the Deep Roads. Once you defeat him as an Ogre Commander, the ghost will disappear. He will retreat to the Avvar crypt, which you probably already noticed during your clearing of the Vigil Fortress dungeons.
To get into the crypt itself, you need a key, which is located on the body of the Fiend of Darkness on the Deep Roads near the gate that Waldrik sealed, but in the same way you can simply pick the lock. But in order to get into the room with the ghost, you need four more keys. One of them is located right there in the crypt, in one of the sarcophagi. One lies in a chest near the Temple of Cort in the Deep Roads. The other two are in locked chests, also in the Deep Roads.

Once you have unlocked all four locks, you can proceed to the room where the Dark Ghost will take over the body of the Avvar Lord (orange boss). He will be assisted by two more revived Avvar lords. When you defeat all three, your quest will be over.

Letters to the Guardian-Commander:

The sentry at the castle gate has several letters for you. These are petitions from your vassals with various requests for help.

Ransom for daughter

Bandits have kidnapped one of your vassals, Lord Bensley, his daughter, Lady Eileen, and are demanding a ransom of 30 sovereigns for her. Go to the territory that appears on your map. You can pay the bandits the required amount - and then it will all be over. You can refuse to pay - in this case you will have to fight and the chance that the girl will die is quite high. If you have developed Persuasion, then you can persuade the bandits to first return the hostage to you, and only then you will pay them. After Eileen is returned to you, you can either pay as promised, or attack them - the girl will not be harmed in this case.
If Eileen is alive, the guard at the gate will give you a message from Lord Bensley with gratitude and 10 gold.

On the far side

The widow living in the Turnobel estate asks you to protect her from the Spawn of Darkness. Unfortunately, there appears to be no way to do this - even if you go to the indicated location immediately after receiving the letter, all the inhabitants of the estate and their few defenders will already be dead. All you have to do is kill the Spawns of Darkness who have seized the estate, and your quest will be completed.
From the body of the widow Turnobel, among other things, you can remove 13 gold and a diamond, and on the body of the templar not far from the exit there is part of the Storm Catcher set.

Missing Items

This quest will appear some time after completing the two previous quests - Ransom for the Daughter and In the Far Side.

This letter is not even a petition as such, but simply information for you that a ship with goods crashed off the coast of Amaranthine. People were saved, but goods were not, and they remained on the coast, where, most likely, they would be plundered by looters and robbers in the near future. Go there and deal with a group of marauders, which, in addition to archers and warriors, will also include a Blood Mage. The quest will end when you take the first batch of goods from the chest.
Note: Apparently this item is only good for sale - but then again, each batch costs two gold pieces, and there are more than a dozen of them.

Master's work

Wade still dreams of working with the exotic materials you might find on your travels. This quest includes three small subquests - based on the amount of exotic raw materials that you will discover during the three main missions:

Down to the bone

If you bring Wade the Ancient Dragon Bone found in the Blackmarsh Queen's Lair, he will give you a list of ingredients needed to turn it into the weapon of your choice - a one-handed or two-handed sword.

Ingredients:
Ancient Dragon Bone
Fresh Dragon Egg (found in the Wending Forest Silverite Mine in the Dragon Trainer's room)
Diamond (can be found - for example, on the Deep Paths under the Vigil Fortress)
Large Fire Protection Potion (can be purchased from Uriah in the throne room)
Grandmaster's Fire Rune

The Vigil sword will have the same bonuses regardless of whether you choose its two-handed or one-handed version. In addition to the basic characteristics, you can ask Wade to pay attention to attack, defense, ease of attack, or let him make the choice himself.
Defense Bonuses: +10 Defense, +10% Chance to Evade Attacks
Attack Bonuses: +15% Critical/Backstab Damage, +3% Critical Strike Chance
Ease of hit bonuses: +50 stamina, +0.5 stamina recovery in battle.
Wade's own choice: +3 to all stats

Depending on whether you choose Mobility or Strength for the sword, it will receive the following bonuses: Mobility: +6 attack, +5 cold damage Strength: +1.5% armor penetration, +5 fire damage

Golem Power

If you bring Wade a piece of the Inferno Golem armor that you will have to fight in the final battle of the mission in Kal'Hirol for the quest "Last of the Legion", he will give you a list of the ingredients he needs to forge the armor.

Ingredients:
Inferno Golem Armor
Master Lyrium Potion (I personally didn’t come across it as a drop from monsters or traders, but you can make it yourself if the magicians have the appropriate Potions skill. The recipe for the potion is in the sarcophagus in the dungeon of the Vigil Fortress - where you will come for the final battle on the quest "The Ghost's Revenge")
Pure Iron (sold in Amaranthine from the gunsmith Glassrick)
Wool stuffing - in a chest on the northernmost street of Amaranthine, not far from the Dark Wolf
Bloody Lotus - can be found almost everywhere, including the vicinity of Vigil Keep (when you arrive there at the very beginning of the game) and Vending Forest.

Golem Armor is a massive suit of armor with excellent increases in Strength, Constitution, Fire Resistance, and Physical Resistance.

Heart of the Forest

If you bring Wade a piece of wood from the Elder Sylvan, who is located in the Vending Forest, he will give you a list of the ingredients he needs to make a bow or shield of your choice.

Ingredients:
Wood of the Elder
Flawless Ruby (can be found - for example, in Kal'Hirol - or bought from Master Henley in Amaranthine)
Oil (in the kitchen of the Lion and Crown tavern in Amaranthine)
Cat Veins (found on a dead mabari in Blackmarsh)
Electric Grandmaster Rune (you can make it yourself)

After completing the quests Heart of the Forest, Golem's Strength and Working on the Bone, the quest A Master's Work will be considered completed.

More explosions!

You will receive this quest from Dvorkin Glavornak after completing one of the story quests. To work on bombs, for which he has a rather unhealthy addiction, he needs lyrium sand (not to be confused with dust!). To complete the quest you just need to give him 2 portions of lyrium sand.
Lyrium Sand can be found in Kal'Hirol and in the Silverite Mine in the Vending Forest.


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Kris Everheart

Kris Everheart

  • Moscow city

AMARANTINE

Story quests

Shadows of Black Marsh/Blackmarsh

Seneschal Varel told you that one of the Gray Wardens was absent from the attack on the fortress and is most likely still alive. This Guardian, named Kristoff, was trying to find out the reason why the Spawn of Darkness did not flee to the Deep Paths after the death of the archdemon, as happened previously. The Seneschal assumes that Kristoff is currently in Amaranthine and will advise you to ask around at hotels about him.

At the Lion and Crown Hotel in Amarantine, talk to the owner of the establishment. He will confirm that Kristoff did indeed stay with him - in fact, one of the rooms is still listed as his - but has not appeared at the hotel for several days. The maid Sorcha, whom Kristoff said he sometimes talked to, will tell you that he often kept notes, and if you want to know what exactly he was investigating, you may find a clue in his notes left in the room. In Kristoff's room you will find a map of Amaranthine with the areas crossed out. The only uncrossed area on the map is Blackmarsh, so it's fair to assume that this is the area Kristoff went to explore.
There is nothing more for you to do here; your research will continue directly in Blackmarsh, which will then appear on your map.

Last of the Legion

Captain Garevel has already told you that a pair of hunters accidentally came across the entrance to the Deep Paths. You will find this couple near the city gates. Colbert will tell you exactly how he and his buddy Micah found the entrance and mark it on your map. If you want, you can reward him with a sovereign. The rest of the quest will be completed directly at the rift site.

Righteous Path

Not far from the trade guild notice board stands the merchant Mervis, whose caravans, if you remember Mrs. Wolsey's story, are constantly under attack in the Vending Forest. Mervis will promise you a generous donation if you can stop the caravan robber, and will mark Vending Forest on your map. You will have to complete the rest of the task there.

Non-plot quests

Law and Order/Smuggler Cases

These two quests are mutually exclusive, so think carefully before accepting one of them.

Not far from the city gates, a certain “Suspicious Person” will whisper to you that he has a lucrative offer for you and will ask you to follow him. The essence of the proposal boils down to the following: the smugglers believe that you, as the Commander of the Guardians and the Earl of Amaranthine, should receive a percentage of the profit from them. It is not difficult to guess what services they require in return.

As you enter the city, you will be stopped by a guard who will announce the need to search your belongings for contraband. After this, Constable Aidan will intervene, recognizing you as the Guardian Commander. The constable will complain about the difficulties with the smugglers and hint that if you want to help, he will be very happy about it.

Accepting a quest from a Suspicious Subject or Constable Aidan will forever block the other party's ability to complete quests.

Law and order

If you accepted Constable Aidan's offer, then go to the shopping arcade. There, next to the gunsmith, you will find a Suspicious Subject. After you talk to him, he will start running. Chase him, along the way dealing with the gangs of bandits that appear on your way (there will be five of them in total, and their leaders are always magicians).

After the last gang, the Suspicious Subject will disappear into the locked basement of the Abandoned House, and you can go report your successes to Constable Aidan. The constable will assume that there is probably a guard somewhere near the smugglers' lair, and he probably has a key. Go back. The Suspicious Subject is indeed standing guard (and a couple more bandits will join him after the fight begins). Take the key from his corpse and go to the basement.
The basement is small - just a few steps later you will come across the Smuggler Leader with several assistants. A short conversation will end in a fight. Head back to the constable to report and complete the quest. If you want, you can do this through the second exit - it leads to the Lion and Crown Tavern.
Nathaniel and Sigrun will approve of your actions.

Smuggler Cases

If you decide to help the smugglers, then the Suspicious Subject will give you your first task: to persuade the bartender of the Lion and Crown tavern to open for them a secret passage in one of the rooms.
Go to the hotel. Convince or intimidate the bartender (alternatively you can just pay him 1 gold) and return to the Suspicious Subject. Now he has other problems - some robbers not from their organization are getting in the way.
Go to the indicated place and kill them. Now talk to the Smuggler Leader. Looks like the guard lieutenant is causing a problem for them. The lieutenant needs to be removed, but to get to him, you need the key to the city guard building. This key is with the sergeant, and he himself is on the city wall. Kill him and take the key.
After receiving the key, go into the house. After a short conversation with the lieutenant, deal with him and the rest of the guards. On the lieutenant's body you will find the key to the cell. There is a certain Jacen in the cell. If you free him, he can help you at the end of the game in the defense of the Vigil Fortress. Report your success to the Smuggler Leader and the quest will be completed.

Trade problems

This quest is very closely related to the "Righteous Path" story quest, but you do not need to complete the latter to complete it. Follow the main story until you meet Velanna for the third time (at the Dalish camp) and she joins you. (For details, see the description of the story quest “The Righteous Path” in the “Forest Vending” section.) Immediately after this, you can report to Mervis about your success.
If you tell Mervis that the elves were behind the destruction of his caravan, Velanna will not approve, but Nathaniel will. If you don’t mention the elves, but simply say that you solved the problem and punished the culprits as you saw fit, then Velanna will like it.

Until the death separates us

You will receive this quest if you talk to a woman named Alma, who is located in the Church Building. From her abrupt phrases one can understand that her husband Karrem has disappeared somewhere. Go to the Lion and Crown Tavern. In the corner of the main hall you will find a piece of a note, from which it will become clear that Karrem has a habit of walking along the city walls. Go through the door to the right of Constable Aidan - and at the end of the passage you will see another note on the wall. Now head to the southern part of the city. In the house opposite the exit to the world map you will find Karrem. Alas, there is nothing you can do for him - tell Alma what happened, and your quest will end there.

Nerd Ines

This quest is given to you by Wynne, standing near the entrance to the Church of Amaranthine. If you exported a hero from Inception and Wynn died during the game, then this quest will not be available to you.
Find Ines in the Vending Forest, as Wynne wants her to attend the mages' meeting. Ines is located in the very southeast corner of the Forest map. However, she won’t go anywhere just like that, as she first wants to find a particularly rare plant. The desired flower grows on the northern border of the map, slightly northeast of the entrance to the silverite mine.
In addition to Inez finally going to the meeting, you will receive an additional reward from her - recipes for superb health and lyrium potions.


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Kris Everheart

Kris Everheart

  • Moscow city

Trade Guild Quests

Collect four bottles of Antiva poison scattered throughout the city streets (actually there are ten, but they are scattered in only four locations). The bottles are located: on the counter of the gunsmith Glassrock, on a cart slightly north of Constable Aidan, on a table on the northernmost street (not far from Dark Wolf), near Master Henley.

The Lost Sword of Ser Alvard

You can find Ser Alvard's sword in one of the boxes in the Blackmarsh docks. These docks will only be open to you after you return from the Shadow. You won't be able to find the sword until you receive the quest. There is no need to give Alvard's sword anywhere, you can keep it for yourself. The quest is considered completed immediately after you find it. This is a pretty good two-handed sword.

Maferath statues

Find eight inscribed pagan statues in the Vending Forest and copy them for research purposes. There are four statues located in the part of the map before the bridge where you met Velanna, and four behind the bridge.
The statues are located:
on a hill almost directly east of the entrance to the Vending map;
at the marauders' camp;
on both sides of the southern road leading to the bridge;
to the southwest of the bridge itself (the one to the north stands on a hill);
south of the bridge, very close to it;
slightly north of the Dalish camp;
on the hill north of Ines;
not far from the camp of the Fiends of Darkness;
the final statue is at the end of a dead end almost exactly east of the previous one - or exactly west of the silverite mine.

From my point of view, it is much more convenient to search for these statues in the “back camera” mode, since, unlike the “top camera” mode, you can view a much larger area.

Merchant Goods

Find the silks that the caravan that disappeared along the way was supposed to deliver to the Merchants Guild.
In total you need to find nine pieces of goods, and they are all located in the Vending Forest:
in a barrel near a looted caravan, almost at the very beginning of the map;
in a chest on the other side of the same plundered caravan;
in a barrel near the place where you met the first group of marauders;
in a pile of clothes in the marauders' camp;
on the corpse of a marauder after the battle at the marauder camp (southeast corner);
along the northern road in a box near an overturned cart and a little further in a box next to a second overturned cart;
inside a chest near the last looted caravan.

From Under the Earth

This quest only appears on the notice board after completing the Law and Order/Smuggler's Affair quests. Go to the underground passage where you met the Smuggler Leader and deal with several Spawn of Darkness (including an emissary).


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Kris Everheart

Kris Everheart

  • Moscow city

Church Quests

As usual, Church quests hang on the notice board next to the Church building, and you receive a reward for them from the preacher standing next to you.

Hunting for the weak

Robbers and extortionists haunt the residents of Amaranthine - mainly those who live in the suburbs, where there are almost no guards. All you need to do is deal with four groups of bandits in the southern part of Amaranthine.

First aid kits for the Church

Donate five regular first aid kits to the Church.

Potions for the Church

Donate five potent healing potions to the Church.

Out of control

Talk to Ser Rylien in the Church building. She will ask you to help the templars find three renegade mages (who, according to her, are also blood mages). Keep in mind that accepting this quest will displease Anders and Velanna (although their respect will only decrease by one).

Mages are quite easy to spot - they wander the streets of the city, constantly muttering something under their breath. One is located near the shopping arcades, the other is near the entrance to the fortress wall in the north, and the third is in the southern part, closer to the Lion and Crown tavern.
If you try to talk to them, they will run away and become hostile. After you deal with them (unfortunately, you won’t have the option to just talk and get a choice whether to let them go or not), you will receive a key (that is, a mark on the map) to the location of their leader. He is hiding in one of the dead ends south of the shopping arcade and is hostile from the very beginning. This is an orange boss, so be prepared. After his death, go to the notice board and receive your reward.

From the Depths of the Living Forest

The Templars need five samples of ancient Sylvan bark, as it is good for anti-magic shields.
Ancient Sylvans are found in the Vending Forest. They are not hostile from the start, but look like normal trees and only attack if you get close enough. Two lie in wait for you in the southeast corner of the map, northeast of where you find Ines. One is located near the surviving militia member, slightly north of him. Another one is on a hill almost exactly east of the previous one. The last one sits a little south of the pit with corpses in the northwestern part of the map.
If you complete this quest, Anders and Velanna will not approve.


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Kris Everheart

Kris Everheart

  • Moscow city

Orphans of Mora Quests

A series of pranks on the city's residents (and you) from a couple of local pranksters masquerading as orphaned children. These quests can be obtained by reading the notice board in the main hall of the Lion and Crown Tavern.

Orphans of Mora

Donate 50 silver coins for orphans (click on the donation box next to the announcement).

Orphans of Mora - Again

For complete happiness, the orphans really need a bottle of the best wine of the tavern (Antivo Brandy) and two sovereigns in addition. Buy the wine from the bartender and put it and the money in the donation box.

Moonlight for Children

A certain Hubert produces Moonlight, something like an analogue of local marijuana. The poor orphans ask their benefactors to bring it to them, since they can undoubtedly find better uses for it (purely for medical purposes, of course). Hubert's hut is located near Oktam's grocer. Its three inhabitants will attack you when you enter it. Deal with them, take the Moonlight and put it in the donation box in the tavern.

Book of Sermons of Justinia II

The unfortunate orphans ask you to get them a book of sermons, which is kept by the reverend mother in the Church. The book lies on the altar and is not guarded by anyone, so you can march forward without hiding and take it. This will cause the displeasure of Nathaniel and Justice and the approval of Velanna and Anders (since, for obvious reasons, these two magicians do not like the Church). In any case, their attitude will change by only one. Place the book in the donation box at the tavern.

These Lovely Orphans

Grateful children want to do something nice for Reverend Mother Lianna and ask you to throw special fragrant herbs into her bed. The grass lies next to the notice board. The Reverend Mother's bed is located in one of the side rooms of the Church.
Nathaniel, Sigrun and Justice will not approve of your actions, but Ogren and Anders will quite like such a joke.
If you come to the Church a little later and listen to the mumbling of Lianna’s mother, you will understand that it was she who was given the “dear orphans.”

Return Lost

Dear children managed to lose a bunch of things on the street, which they humbly ask their benefactors to return to them. So what do they need? And they need: a pie, a hammer, a pair of soles, a doll and a pitchfork. All of them are located on the streets of Amaranthine. The pie is located next to Master Henley, the soles are not far from the blacksmith Glasserik, the doll is in the south-eastern part of the city, next to the hay wagon, the hammer is to the right of the entrance to the Lion and Crown Inn (it lies not on the ground, but as on the wall), pitchforks - north of the entrance to the hotel.

Gift for Melissa

The orphans want to scare a lady named Melissa a little. Nothing too scary - they just suggest that you place a scarecrow with a knife in his hand outside her house. The knife can be found in the kitchen at the Lion and Crown Inn, and the scarecrow can be found in the southern part of the map, in the field outside the city gates. Slightly northeast of Constable Aidan is Melissa's house. Place the scarecrow and knife on the spot marked "Soft Ground".
Oghren will like this joke, but Justice and Sigrun will not approve of it.

Redemption

The kids want to apologize to Melissa for their prank with the scarecrow. You should place a bouquet of flowers on her doorstep. Flowers can be found in the Reverend Mother's room in the Church. Justice, Sigrun and Nathaniel will appreciate Melissa's apology.

This is the last of this series of quests. If you completed them all, the pranksters will be mentioned in the epilogue and you will see that something good did come out of all this mess. (Sometimes due to a bug in version 1.3 they are mentioned even if you haven't completed their quests, but that's just a bug.)


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Kris Everheart

Kris Everheart

  • Moscow city

FOREST VENDING

Story quests

Righteous Path

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

The Vending Forest is roughly divided into two parts - you start in the smaller, southern one. It is connected to the northern part by a single bridge in the eastern part of the map. Go there. Along the way, you will have to deal with bandits and sylvans - who attack not only you, but also each other. As soon as you cross the bridge, one of the surviving soldiers will run straight towards you. From his very fragmentary phrases one can make out that for some reason the elves revive the trees and force them to attack people. He won’t talk to you for long, however, and will run away as fast as he can, and the mentioned elf—or rather, elf—will appear before you. She will make a short speech, boiling down to the fact that you should leave her alone, and disappear.

The Dalish elf camp is located approximately in the center of the map, but it is currently empty. You will only find a few shallow graves there and, for some reason, weapons scattered everywhere. After examining the camp, go to the western part of the map. There you will meet your good friends - the Spawn of Darkness, who are camped in the northern part of the forest. There you will also find a large pit filled with corpses.
Continue south and you'll find a surviving member of the militia, clearly suffering from a Darkfiend poison infestation. He will tell you very interesting facts: it was not they who attacked the elves, but the Spawn of Darkness, who scattered standard Fereldan weapons in the Dalish camp, which forced the elves (or rather, one surviving elf) to assume that people were to blame for the attack. However, all the militia members had already been killed before - remember the hole in the north?
The poor fellow will ask you to end his suffering - you can do as he wishes or not, but at the end of the conversation, in any case, a group of Spawns of Darkness will attack you. Deal with them and search the corpses. On one you will find an Elven Medallion.

Head back to the camp. An elf will meet you on the way, but she does not intend to listen to you at the moment. Having called wolves and sylvans for help, she will disappear again. Go to the camp where you will find her near the graves. In order to convince her of the innocence of people, show the elven medallion found on the corpse of the Spawn of Darkness. Velanna, finally convinced by your words, will join your party (even if you don't want her to) in order to try to find her kidnapped sister.
Since Darkspawn have a habit of living underground, she will assume that they may be hiding in the silverite mine that you may have already noticed earlier. Go to the mine, which is located in the very north-central part of the map.
(Warning: There is one nasty glitch in version 1.3 that may cause your PC to permanently lose their equipment, so make a permanent save before you enter the mine.)

They won’t let you go far into the wilds of the mine. In a few minutes you will be greeted by the Architect - a speaking and very intelligent person, although belonging to the species of the Creatures of Darkness. The architect will be able to subject you to magical effects, as a result of which you will find yourself in a dungeon without equipment or uniform.
Attention - if your GG turns out to be dressed in simple clothes with an empty backpack, then everything is in order. If he/she still has at least some of the old equipment, then you have a glitch and will have to reboot, because in this case you will no longer see your old uniform.

After you wake up behind bars, Velanna's sister, Seranni, will speak to you. She will give you the key to the prison and if you successfully use Persuasion, she may also give you the key to the chest in the Architect's room. After Seranni leaves, you will have to fight with several Spawns of Darkness, but they are not very strong, so the lack of weapons and equipment should not prevent you from dealing with them. Take the key from the corpse of one of the Fiends. It opens other chambers of the dungeon - you can't just hack them.

So, for now, you'll have to use whatever gear you have on hand. In the Architect's laboratory, like a balcony, you will find a pair of levers. Look down and you will see a room hidden by clouds of fog. The door to this room is under a protective barrier (which will not only prevent you from opening it, but will also cause significant electrical damage every time you try to touch it). To remove the barrier, you need to pull the levers in a certain order. Counting the left lever as number one, the order is one-two-one-two.
In the chest in this room you can find leather armor from the Blackblade set and a bow with excellent damage against dragons.

Move on. Your equipment was divided among themselves by goul-like creatures called “Experimental Objects” - every time they appear on the horizon, your companions will comment on their appearance. Move on, fighting off hordes of enemies along the way. When you reach the Qunari merchant named Armas, you are almost at the exit. The chest not far from it should contain the rest of your things.
Armas may even give you a discount on his goods if you successfully use the Persuasion option. You can also persuade him to establish trade with the Vigil Fortress (Mistress Wolsey's quest "Trade Must Continue").

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

After your victory over your opponents, watch a short video in which Aritektor and his assistants leave the mine in such a way that it will be impossible to follow them.
So, the path up is now open and you have completed your quest. At this stage, Velanna will express a desire to join the Gray Wardens - you can agree or not, this will not affect the main storyline.
Attention: You will not be able to return to the mine after you leave it. Therefore, if you have not yet thoroughly examined it, do it now.

Non-plot quests


Stone Brothers

In the forest you will come across two stone statues - the Statue of War and the Statue of Peace. The War Statue will call you to it when you approach it. She will tell you her story (which is a bit reminiscent of the story of a similar statue in the magician's prologue in the Beginning) and will ask you to kill the Tevinter master, who imprisoned the spirit of the two Avvar brothers in stone.
After you listen to the Statue of War, the Statue of Peace will speak to you. The spirit of the second brother will give you his point of view on what you should do.
So, choose whether you will follow the request of the first or second brother. If you decide to kill the master, then activate the pile of stones a little north of the statues - a Secret Horror (orange boss) will rise from it. Deal with him and report to the Statue of War. If you decide to follow the path of the second brother, then simply return and talk to the Statue of War. Convince the spirit of the warrior that revenge will not give him the peace he desires, and return to the Statue of Peace to report your success.
The Statue of Peace will reward you with recipes for several potions: a masterful and potent potion of stamina and a Greater Potion of Protection from Spiritual Damage. The Statue of War will reward you with a good one-handed sword, the Winter Blade.

Last wish

In one of the eastern caves of the silverite mine, you will find a seriously wounded Guardian named Keenan. Keenan is one of the Orlesian Guardians who arrived at the Vigil Fortress before your arrival and who was still missing after the attack of the Darkspawn. He will ask you to take his wedding ring to his wife Nida and convey his farewell words to her. It is impossible to persuade him to accept your help and get out of the mine alive - the poor fellow is unshakable in his desire to die a hero’s death.
The wedding ring is with the dragon trainer in the baby dragon pen. After you've dealt with him and taken the ring from his corpse, give it to Nida, who is at the Lion and Crown Hotel in Amaranthine in the company of... um... perhaps that's why Keenan was so determined to die?
Give her the ring and your quest will be over.

The Mystery of the Stone Circle

On the corpse of a scientist in approximately the north-central part of the forest you will find an unusual stone and a note. Read it carefully. While exploring the forest, you will find a circle of stones with one empty space where you can place your find. If you activate the stone, it will light up. This is a riddle that is akin to the riddle of the demon from the village of Honnlit in the Beginning. You need to create a line of fire (starting and ending with the first stone) that will be continuous and cover all the stones in the circle, both large and small. There may be several variations here, as in the Honnlit riddle. When you draw a continuous line of fire across all the stones, you will receive a reward.
Note: due to a bug, sometimes the reward chest appears immediately after you replace the missing stone.

Other quests related to the forest:

More Explosions!

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

Master's Work

In the forest, you can remove from the Elder Sylvan a piece of wood that Wade needs for the quest “Heart of the Forest,” and in the pen for the baby dragon in the mine you will find a dragon egg, which he needs for the quest “To the Bone.” (See the Vigil Keep quest section for details.)

Build To Last

Approximately in the north-central part of the forest you will find granite deposits that Waldrick needs to upgrade the fortress. (See the Vigil Keep quest section for details.)

Nerd Ines

In the forest you will meet Ines, whom Wynn sent you to find. (See Amaranthine's quest section for details.)

From the Depths of the Living Forest

In the Vending Forest you can find bark that the templars need to make anti-magic shields. (See Amaranthine's quest section for details.)

Maferath statues

In the forest you can find pagan statues, from which you must copy inscriptions on the instructions of the trade guild. (See Amaranthine's quest section for details.)

Merchant Goods

Silks from a plundered caravan are scattered throughout the forest, which you need to return on instructions from the merchant guild (For details, see the Amaranthine quest section)

Additional Information:

Not far from the place where you met the second Experiment Subject, you will find a Spyglass - a special gift for Sigrun.

The Blackblade set helmet can be found in a chest behind a hidden wall in the room in front of the one in which you met the first Experiment Subject.


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Kris Everheart

Kris Everheart

  • Moscow city

KAL'HIROL

Story quests

Last of the Legion

After Colbert and Micah put a new location on your map - Knotwood Hills - go there.
Just a few steps later, you will see that the path forks and an elite enemy is waiting for you a little to the north - the bereskarn - a bear-like creature similar to the Demon of Idleness from the Mage's prologue in the Beginning. If, after you deal with him, you go further north, you will come across two bandits and their unfortunate victim. The victim, alas, cannot be helped, but you can take revenge on his executioners. On the chest of the hanged man you will find a note that will explain why the unfortunate man ended his life in this way, but this is not connected with any separate quest.

Go back and follow the path until you reach a very narrow and not very secure looking bridge. Go down through a series of similar narrow bridges and paths. At the foot of the last bridge, an ambush from the Deep Pursuers will await you. Walk a little further and you will see that the Spawn of Darkness have captured a dwarf in armor who is trying to fight them off. Join the fight and help the lady. After the battle, she will tell you that she is a member of the Legion of the Dead known to you and is determined to return to Kal'Hirol to complete her mission, namely, the destruction of the nest of the Spawn of Darkness.

Sigrun is a rogue, but due to her extremely low Cunning score, some of the robber skills are not yet available to her. She is a very decent warrior, because due to her good Strength she can wear pretty good armor and fight with two swords. If you yourself are not a robber and do not have Nathaniel in your party, then perhaps you should think about improving her Cunning parameter - unless, of course, such skills as Opening Locks and Disarming Traps are important to you.

After the conversation, Sigrun will join your group, but you do not have to take her to Kal'Hirol if for some reason you do not want to do this.

Your business in this area is finished - so go down to the Deep Paths. Admire the view of Kal'Hirol from above and move on.

Just a few steps later you will find the dying dwarf Jukku, one of Sigrun’s comrades. He will mention the army of the Spawn of Darkness and the Queens - yes, yes, in the plural. Go further, fighting off several not very formidable opponents along the way - the strongest of them will be the elite Alpha Harlock - and cross the bridge. After you deal with the Deep Stalkers waiting for you, go slightly to the right of the bridge. In the Ancient Dwarven Chest you will find Ancient Boots. They are useless at the moment, but you will have the opportunity to make them wearable a little later. A little further, another detachment of the Spawn of Darkness, led by Alpha, will be waiting for you. In a chest northeast of the destroyed bridge you will find a Sharpening Stone - a gift for Nathaniel.

Go through the gate. If Sigrun is in your group, she will tell you about the sad experiences of her comrades and suggest that you look for a secret passage instead of going through the central door. After talking with her, you will be attacked by the Children that Jukka mentioned - depending on where you have already visited before, this may be your first meeting with these cute creatures. They are not that strong in themselves, but they have the nasty ability to knock down the enemy in the manner of spiders or mabari, which can be very dangerous - especially for frail magicians.

Despite Sigrun's warning, you can bravely proceed straight through the main gate and face the Fiends of Darkness head-on, but if you still prefer to deal with minimal physical damage in battles, then you should find the side door and flank the squad of Fiends of Darkness waiting for you at the entrance. The secret mechanism that opens the passage to the secret door is located approximately in the center of the western wall.

After going through the central or side door, you will find yourself in the Central Chambers of Kal'Hirol. The room behind the main entrance is crammed with at least a dozen traps - another argument in favor of using a secret passage, since during the battle your robbers will most likely have no time disarming them. On the other hand, they mostly spit fire, so if your group has good fire resistance, the traps may not pose a big problem for you. You will still have to go through this room to proceed further, but if you do. If you go through the side entrance, you will have time to prepare for the fight.
Attention: in version 1.3 there is a bug due to which the GG robber sometimes cannot see traps, regardless of the Cunning indicator and the development of the Dexterous Hands skill. (Nathaniel, with the third level of the Dexterous Hands skill, recognized them all without difficulty.)

The side entrance will not greet you with any ambushes - so you can prepare as you wish before opening the door to the hall with an impressive enemy squad. It consists of harlocks, golems and the Golem Master. If you kill the Golem Master, all golems will immediately turn off (but you will still receive experience for them). Take the golem control rod from the Golem Master's body - it may be useful to you a little later. Walking along the corridor to the east, you will notice a motionless Golem against the wall. If you have a control wand in your backpack, you can activate it. Unfortunately, you won’t be able to control him as a teammate - he will simply rush forward to destroy your enemies.

In the room a little further on there is a squad of Spawn of Darkness led by an emissary - so diverting their attention with a golem might be a good idea. Be careful when entering this room - there are a couple more traps there. In the small room north of the bridge with the emissary you will find a pile of scrolls with recipes for the Masterpiece Paralysis Rune and the Paragon Paralysis Rune. A little further on the steps you will see the ghosts of fighting gnomes. This is your first excursion into the past, into the last days of Kal'Hirol - similar to those you could see in the Fortress of the Guardians in the Beginning. A little further you will see another ghostly scene where the dwarf leader calls on the others to fight for Kal'Hirol. In the room to the southwest of them you will equip the recipes for the magnificent and perfect cold iron rune and a cracked breastplate, which you can repair a little later.

In the part of the map marked "Slums", you will be ambushed by spiders. In the passage leading to the southernmost room, you will find an Apprentice Scout, a new breed of Darkspawn - and an elite one at that. A little further on, a squad of Genlocks will be waiting for you, including two elite emissaries and an alpha. In the central-eastern room (north of the one where you find the Lyrium Sand), you will find recipes for the magnificent and perfect immunity runes and the Lyrium Ring - a special gift for Justice. In the northeasternmost room there is a squad of Spawns, led by Alpha Harlock and a Herlock emissary. On the emissary's corpse you will find a very good staff for a magician and a Broken Hammer - another thing that you can restore a little later. This is your last enemy in this territory.

You can now proceed further to the Trade Quarter, the entrance to which is in the east-central part of the map. Upon entering the Trade Quarter, you will witness a scene in which the Spawn of Darkness fight among themselves. One of the talking Spawns will mention a certain “Lost One”, after which he will leave. Go forward, dealing with both groups (the enemy of my enemy, of course, can be my ally, but these creatures clearly do not think so at the moment and will be hostile to you in the same way as to each other). In the room north of the first large hall, marked on the map as "Hirol Temple", you will find a recipe for the Elemental Rune, and in the sarcophagus - a very good belt. If you take things from the sarcophagus, three elite golems standing nearby will come to life and attack you.

In the northeasternmost room, marked "Forge" on the map, you will find recipes for the magnificent and perfect fire runes, a broken axe, a forge, and a golem. If you activate the forge, the golem will repair those broken things that you managed to collect in Kal'Hirol. Parts of broken armor, for example, will become part of a very good set of massive armor “Hirol's Defense”. The Forge also contains a bucket of lyrium - a colloquial item for Anders.

If you go from the Forge to the southern passage, you will find a cage with a prisoner in the next room - as well as several Spawn of Darkness, including an alpha and an emissary. After the battle, the prisoner - Stefan - will ask you to release him and offer in exchange some valuable thing that he found in the ruins. If you ask him what he was doing here, he will admit that he overheard Colbert and Mickey talking about this place and decided to see if there was anything to profit from here. If you are playing a less than kind hero, you can take the reward and either leave him in the cell or kill him. If you release Stefan, you can meet him later in Amaranthine, where he will thank you again for saving him.
Stefan's reward is a masterpiece rune of fire.

In the cave south of the hall with Stefan, you will witness a cute scene of the Children devouring other Creatures of Darkness, as a result of which they evolve into a slightly more advanced form right before your eyes.

If you follow the southern corridor from the cave with the Children, you will find a room with a sarcophagus and several slabs depicting various runes. It's a mystery. You need to make sure that an image of the same rune appears on both the vertical and horizontal plates. To do this, activate any horizontal plate and after that a horizontal rune, the vertical plate near which has the same image as the one we have already activated. Repeat the process until you have processed all the slabs and the sarcophagus will open. In it, among other things, you will find gloves from the Defense of Hirol set.

In the southernmost room, marked on the map as “Treasury”, you will find a helmet from the “Defense of Hyrol” set, recipes for the magnificent and perfect Fortress runes (Masterpiece/Paragon Stout Rune), a decent amount of money and other nice little things, including an engraved gem - a gift for Velanna.

Follow the southern corridor west. Along the way, you will be ambushed several times by Children - sometimes reinforced by other Spawns of Darkness. In the very last cave at the end of the corridor you will again see the Spawn of Darkness fighting each other. Be careful - when you approach them, another Children will ambush you. This cave has three exits. North of this, if you turn the lever at the end of the small corridor, you can come out almost to the door leading to the Central Chambers. Along the southern wall there is a passage that will lead you outside into Knotwood Hills. Finally, the passage in the western wall will lead you to even deeper places in Kal'Hirol. Go there.

Deep Tunnels are quite small. After crossing the bridge, you will see a scene where the “Lost”, with the help of a huge inferno golem, deals with the leader of the attacking Spawn of Darkness, whom you saw earlier. After this, he will turn his very unfriendly attention to you. "Lost" is a mage, and the golem is, of course, a very strong melee fighter, so divide your group accordingly. From the corpse of the “Lost One” you can remove a magnificent staff for a magician.

Having dealt with this couple, go further into the western corridor. In some places, the tentacles of queens will attack you - but the most ordinary ones, without a single elite. At the end of the corridor you will see a room with a moat in which several Queens are sitting. All you need to do is bring down a huge slab hanging above the ceiling on them (I wonder who and why hung this strange decoration in such an inappropriate place?), for which you need to destroy any two of the four chains holding it. If Sigrun is in your party, you will then have the chance to ask her to join you as a Gray Warden. After the conversation ends, if you have already finished exploring everything, you can exit the Deep Tunnels directly to the world map. The exit is located at the eastern wall.

Non-plot quests

Talisman of Good Luck

In the cul-de-sac south of the foot of the last bridge in the Knotwood Hills there is a bag in which you will find a deer hoof amulet belonging to the elf Mika - one of the hunters who told you about Kal'Hirol. All you have to do is give it to Mika , next time you visit Amaranthine.

Buried Past

At the foot of the second bridge in the Knotwood Hills, you will find a letter in a chest. From it it will become clear that a certain Darren Lyle found some treasures here in the past, after which he left for Amaranthine. In Amaranthine, on the bookshelf at the entrance to the Reverend Mother's room, you will find notes indicating that Darren Lyle lived on the outskirts of the city. Go outside the city gates and in the ground near the house just northeast of the exit to the world map you will find a beautiful ring for a robber. This will complete your quest.

Memory of Stone

In the trading district, in a small room south of the hall with a glowing well (where two hostile factions of the Darkspawn fought), you will witness the last seconds of the life of the leader of the defenders of Kal "Hirol Daylan. On his remains you will find an excellent Pard shield and a broken sword that can repair a golem in the forge, and on the slab next to it is a list of the names of the untouchable dwarves who fell during the defense of Kal'Hirol. To complete the quest, give a copy of this list to Dvorkin Glavonak in Vigil Keep, who will transfer it to the Orzammar Archives.

Other quests related to Kal'Hirol

More explosions!

In the room directly east of the Slums marker, you will find Lyrium Sand on a skeleton, a substance that Dworkin Glavonak needs to make bombs. (See the Vigil Keep quest section for details.)

Necessary materials

In the Forge in the Trade Quarter you will find an iron deposit, which you can report to Herren and Wade. (See the Vigil Keep quest section for details.)

Master's Work

From the Inferno Golem you can remove a piece of armor that Wade needs for the quest “The Power of the Golem”. (See the Vigil Keep quest section for details.)

Trade must go on

When you first travel to Knotwood Hills, a random encounter on the world map will give you the chance to rescue the merchant Lillith. After you deal with the attackers, she will thank you with 15 gold and continue on her way to the Vigil Fortress, where she was originally heading. You can talk to her already there, and she will tell you that she has established trade relations with the Fortress.


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Kris Everheart

Kris Everheart

  • Moscow city

BLACKMARSH (BLACK SWAMPS)

Story quests

Shadows of the Black Swamps

After receiving a new marker on your map after examining the map in Kristoff's room at the Amaranthine Inn, head to the Black Swamp.
The swamps, as you might expect, are a rather dull, dark and ominous place. Just a couple of steps after arriving, you will be greeted by a pack of swamp wolves led by an elite alpha leader. A little further from the battle site there is a “talking” tree - if Nathaniel is in your group, he will tell you what he knows from the history of this area. Another group of wolves - this time with two elite leaders - awaits you a little further. Several of them ambush you behind your back, so keep an eye on your mages.

Follow the path further and it will lead you to the ruins of the village. Almost at the very gate you will find the corpse of the Spawn of Darkness, after which you will be attacked by several werewolves. An ambush of werewolves, including several elite ones, will also be waiting for you at the northern exit of the ruins. As usual, some of the werewolves will appear behind you. The gate leading to the docks cannot be opened at the moment, so follow the only path available to you - in a northerly direction. Once out, follow the fork and keep left. You'll find an old camp - apparently Kristoff's - but it clearly hasn't been visited in quite some time. There, several elite Shadow Werewolves will attack you - from the corpse of one of them you can remove a good ring for a warrior.

Go to the northeastern part of the map. When you are ambushed by Children (this may or may not be your first meeting with these cute creatures, depending on where you have been before) - this means that you are on the right path and almost at your goal. Walk a little further and you will find Kristoff, and after that the First, one of the intelligent Creatures of Darkness, will speak to you. It doesn’t matter what or how you answer him - as a result, he will perform a magical ritual that will send you and him and his entire squad straight into the Shadow.

Having woken up, the First will express anger at a certain “Mother”, because of which he ended up in the Shadow with you, and will leave to look for a way out on his own, leaving you to deal with the rest of his squad - several Children and Genlocks.

The Shadow, as you might expect, is full of demons of all shapes and sizes. You need to make your way to the docks - they are located in the southeastern part of the map. Go around the docks and you will come out to the door to the crypt. After talking with the spirit of the girl, who will invite you to hide in the crypt, you will be ambushed by skeletons. Regardless of whether you want to hide from the enemy or not, you will still have to go through the crypt to gain access to the rest of the map.

Be careful in the crypt - the skeletons on the floor usually come to life when you get too close to them, and additional reinforcements crawl out of the coffins that are scattered around here to join them. The door to the surface is at the southernmost point of the crypt.

After talking to the guard at the gate, go to the castle gate. An angry crowd, led by the very spirit the guard told you about, is trying to storm them. The spirit will introduce itself to you as Justice and ask if you will join him against the Baroness. In general, it doesn’t matter which side you take, but in any case, do not rush to go to the castle courtyard - you will not be able to return back. First, go around the area and activate the essences scattered around. Once you're sure you haven't missed anything, head back to the gate. Talk to Justice (if you decided to support the villagers) or with the guard in the courtyard (if you decided to support the Baroness). Join the group that is closer to your beliefs and enter the fray. The Baroness and Justice are currently busy with each other - so you will have to fight the First and either the Shadows (if you sided with the peasants) or the peasants (if you supported the Baroness). At the end of the battle, you will suddenly find yourself back in the real world.

Once back in the Swamps, inspect Justice's equipment - you may need to replace it. From the corpse of the First lying nearby, for example, in addition to other little things, you can remove beautiful armor that will perfectly suit your new ally. Justice is a warrior with a shield and sword, almost a complete analogue of Alistair.

Head to the castle. You will notice that new opponents have appeared around - they appear from several Shadow portals opened by the Baroness. Each portal is guarded by an elite revenant. Destroy them. The portal can be attacked with weapons or magic just like any other enemy. There are four of them in total.

In the castle courtyard, you will have to deal with the baroness personally - or rather, with the demon that has settled in her soul. He looks like a particularly nasty ogre - but in addition to his enormous strength, he is also capable of casting spells - and seems to particularly prefer freezing and crushing dungeons. Keep spells and abilities that dispel magic at the ready. During the battle, the demon will open Shadow portals - destroy them immediately, or endless reinforcements will flow from them to the Baroness. The death of the demon will complete this quest.

After the battle, talk to Justice and decide whether you need him as an ally or not. (He may decide not to join you if you previously supported the baroness against the peasants.) Don't forget to examine the demon's corpse. Among other things, it contains a key that opens the gate to the docks, where you need to look for several extra-plot quests.

Non-plot quests

About the Trail of Love

In a ruined house a few steps from where you met the second group of wolves, you will find an empty bottle of poison on a skeleton and an angry letter from a certain girl named Bonnie.
Continue on until you reach the ruins of a village. Turn left immediately after the gate. At the chicken coop you will find a "hidden key" with a hint where you should go next, namely to look for the next key by a tree with some kind of lighting. Exit the north gate and follow the path. At the fork, turn left. Just south of Kristoff's old camp, near a tree with a torch, you'll find another "hidden key" that mentions a dead dragon. You've probably already noticed the dragon bones scattered everywhere, and since the key talks about eyes, then, apparently, you need a skull.
The Skull is located in the central-western part of the map, but you can only get there after you return from the Shadow by following the story quest "Shadows of the Black Swamps". Opposite the skull in the next clue you will read about a place by the water “opposite the Baroness’s nest.” Go to where you found Kristoff's body. Near the shore of the lake you will find another clue - about “high stones”. Go to the place marked on the map as the Summoning Circle. At the highest stone you will find the last key that will direct you to a certain pond. This refers to a small pond approximately halfway between the Summoning Circle and the place where you found Kristoff's body. Near its shore you will find a bottle, and in it - a letter with a marriage proposal and a ring that was intended for Bonnie (+2 to all characteristics). This will complete this quest.

Load of Guilt

In the northern part of the village ruins - just east of where you found the "hidden key" - you will find an Old Letter. It describes how a certain merchant earned his living in a not very honest way in the past. The chest with his reward is located in the north-central part of the map, almost on its border, next to one of the gaps in the Shroud. Looting its contents will complete this quest.

Gap in Pokrov

While in Blackmarsh, you have already noticed that in some places the Veil has become noticeably thinner. Your companions probably commented on this phenomenon as you passed by. You can improve the situation when you fall into the Shadow. In the northern part of Shadow Blackmarsh there are three points, each of which is guarded by several demons of desire. Deal with the demons and activate the devices they were guarding. This will patch up the holes in the Shroud and allow you, among other things, to go into previously inaccessible areas of the swamps. In the chests that will appear in these places in the real Blackmarsh after your manipulations in the Shadow, you will find parts of the excellent Guardian (Sentinel) set.

Riddle of the stones

This quest does not appear in the journal and is similar to the quest Rip in the Shroud. You need to solve a small puzzle in Shadow Blackmarsh to get the prize in its real-life counterpart. In the northwestern part of Shadow Blackmarsh, you will find six stone blocks set in a circle. When you press them in the correct order, a line of fire will run from them to the center. Activate them so that the result is a burning hexagon around the center. (Hint - after the first correct activation, activate the stone exactly opposite. After finding the third stone, activate the stone opposite again.) This is what you should get as a result:

After you outline the entire hexagon, several demons will attack you one by one. Deal with them and activate the pedestal that appears in the center of the circle. In the chest that will appear at this place in the real Blackmarsh, you will find an excellent Gladiator's Belt.

Girl in danger

Near the crypt in the eastern part of Shadow Blackmarsh, you will meet a girl who, unlike the other inhabitants of the area, seems to be well aware that she is in the Shadow, and not in reality. After a short conversation, the undead will attack you and they will flee into the crypt.
Deal with the opponents and follow her. You will find the girl in the easternmost room. Further conversation will reveal that she is in fact the Demon of Hunger. If you decide to fight her, then be prepared to fight the orange boss and several of his assistants. If you successfully use the Threats option, she will change her mind about attacking you. The quest will be completed in any case, but if you defeat the Demon of Hunger, this will free the ghost of a real girl from his captivity. True, this will give you little except moral satisfaction and some additional experience from killed opponents. You decide. In the room with the girl you will find an essence of magic, and behind the lid of one of the coffins in the same room - an essence of physique.

Ancient Dragon Bones

Collect five dragon bones scattered throughout Blackmarsh. You will be able to collect them all only after you return from the Shadow, since some territories of Blackmarsh will be inaccessible to you before that.
The bones are located:
on the shore of the lake almost exactly east of the southernmost "Rapture in Pokrov" mark on the map;
almost exactly in the middle between the marks on the map Gap in the Shroud (the southernmost) and the Circle of Summoning;
in small ruins just southeast of Kristoff's body;
at the docks (available only after defeating the Baroness);
at the dragon skull in the central-western part of the map (available only after returning from the Shadow).

Once you have collected all five, collect (activate) them from the dragon skull where you found one of the bones. The passage to the north will then open.

Get ready to fight the dragon. He attacks with electricity, so drink the appropriate potions. After you remove about 25% of the dragon's health, it will turn into a stationary ball. Small balls located around the large ball will begin to move towards it. Each time a small ball merges with a large one, the dragon will heal a certain amount of life (more the higher your difficulty level). After all the balls merge into one, the dragon will return to its previous form. He will turn into a ball several more times after losing another 25% of his health. Keep in mind that you can still damage the dragon - even in ball form, although in this form it is immune to critical hits.

If you have a mage in your group with at least two spells like Force Field, Paralysis, or the Paralysis rune, then the battle can become very easy. Cast Paralysis or Force Field on one of the small balls, preventing it from merging with the dragon, but not damaging it. Let the rest of your comrades deal with the other balls, and then take care of the dragon. In ball form, he can't answer you - so just hammer on him until you destroy all his lives. And don’t forget to recast the holding spell on the small ball - if it merges with the dragon, it will immediately regain its previous appearance.
The death of the spectral dragon will complete this quest.

Other quests related to the Black Swamps:

Master's Work

On the mabari corpse in the northwest corner of the first ruins - just north of the place where you found the first "hidden key" in the quest "On the Trail of Love" you will find the veins that Wade needs for the quest "Heart of the Forest". In the pile of stones after defeating the spectral dragon you will find an ancient dragon bone, which Wade needs for the quest “To the Bone”.

COMPANIONS

Anders

A special gift is a kitten (located in the courtyard of the Vigil Fortress).
Gifts - jewelry, knitted scarf, collar with a bell, book about phylacteries.
Conversation points are the statue of Andraste in the courtyard of the Vigil Fortress, a tree on Amaranthine Street, lyrium in the Kal'Hirol forge.

Quest - Freedom for Anders

Not far from the Lion and Crown tavern there is an elf named Namaia. If you talk to her with Anders in the group, she will inform him that she found what he asked for, and it is in Amaranthine. After this, Namaya will leave, and Anders will tell you what his phylactery meant. Anders intends to steal his phylactery, because he does not trust the templars and does not really believe that the status of a Gray Warden can protect him if they decide to pursue him. Go to the abandoned warehouse building in the eastern part of the city - it is located not far from the gunsmith Glassrick. Come inside. Explore the warehouse and you will be confronted by templars (usually they appear when you approach the back door) who have deliberately set a trap for you. It seems that Anders felt danger for good reason. If you resist the templars' desire to arrest Anders, you will have to fight them. In this case, it will not be possible to settle the issue peacefully. Note: if you give Anders a kitten, it will appear in your inventory under the name Ser Lancelap. Activating Ser Lancepaw brings back to life all comrades who fell during the battle, as long as at least one member of the group remains conscious.

Ending

If you left Anders in Vigil Keep and did not return to defend it, he will remain alive if you have completed all the quests to strengthen the castle and equip your soldiers. Anders will die if you have not completed all the quests in the fortress. Depending on whether you completed Anders' personal quest or not and how high his approval was, he may remain a Gray Warden or leave their ranks.

Oghren

A special gift is a toy pony (in the ruins of a village in the Black Swamps).
Gifts – alcohol of any kind.
Conversation Points - Notice board at the bottom of the stairs leading to the Church in Amaranthine, forge in the Kal'Hirol trading district, boat in the Black Swamps.

Quest - Family Man

Felsi will appear in the Vigil Fortress when Ogren's respect for you exceeds 25. Their heated argument will show you that Ogren joined the ranks of the Gray Wardens against Felsi's wishes and does not intend to return to his family. In order to complete this quest, you need to wait until Ogren's attitude towards you exceeds 75. After this, in a conversation, he admits to you that he is not cut out for a family and that Felsy, most likely, understands this too. Depending on how you behave, you may gain or lose influence with Oghren, but the quest will be completed either way.

Ending

Oghren will die if you leave him to defend the Vigil Fortress, stay to defend Amaranthine and do not complete all the quests to strengthen the fortress. If Ogren survives, he always remains with the Gray Wardens. Depending on whether and how you complete his personal quest, he may remain on good terms with Felsy and visit his son, or be removed from their lives entirely.

Nathaniel

A special gift is Hou's bow (in the crypt in the Vigil Fortress dungeon).
Gifts - everything related to the Hou family, useful things (sextant, tools, whetstone).
Conversation points - Andraste statue at the Church in Amaranthine, a tree near the entrance to the Black Swamps

Quest - Howe Family

In the courtyard of the Vigil Keep, the old caretaker recognizes Nathaniel and tells him about the fate of his sister. Nathaniel will express his desire to find her in Amaranthine.
Nathaniel's sister, Delilah, is located near the armorer Glassrick. Her conversation with her brother will complete this quest.

Ending

If you do not take Nathaniel with you to Amaranthine and remain to defend the city, Nathaniel will die unless you have completed all the quests to improve the Fortress. If you have strengthened the Fortress in every possible way, he will survive. Depending on how high his approval was, he may remain a Gray Warden or leave their ranks.

Justice

Conversation points are the statue of Andraste at the entrance to the Temple in Amaranthine, the corpse of an elf in the Dalish camp in the Vending forest.
A special gift is a lyrium ring (in Kal'Hirol, in one of the eastern rooms of the Central Chambers).
Gifts - everything related to lyrium and Kristoff.

Quest - Justice for Kristoff

Aura, Kristoff's wife, will speak to Justice when he first appears in the Vigil Keep courtyard, mistaking him for her husband. Having learned the truth, the poor woman will be very upset and go away, and Justice will invite you to find her in Amaranthine to try to calm her down a little. The aura is located in the Church building in the room opposite the Reverend Mother's room. A conversation between her and Justice and Justice's promise to avenge Kristoff's death will complete this quest.

Ending

Justice will die during the siege of the Vigil Fortress if you do not take him with you when going to Amaranthine and remain to defend the city. He may die by your hand if you took him with you, took the side of the Architect and could not convince him that this was the right decision. Depending on whether you completed Justice's personal quest or not and how high his approval was, he may remain to serve the Gray Wardens or choose his own path.

Velanna

A special gift is an empty diary (in the Church in Amaranthine).
Gifts - everything related to elves, precious stones.
Conversation points are the statue of Andraste in the courtyard of the Vigil Fortress, a tree in Amaranthine near the Church Building, two elves near the southern entrance to the territory of Amaranthine.

Quest – Exile

There is a bug in version 1.3 - the chance of a random encounter that starts this quest is very small, and it may not happen at all. When traveling around the world map (usually between Amaranthine and Vigil Keep), you will come across a group of Dalish elves. Talk to their leader, and then, in the Fortress, talk to Velanna. That's all you need to complete the quest.

Ending

Velanna will go missing in the battle with the Spawn of Darkness during the siege of the Vigil Fortress if you do not take her with you to Amaranthine and remain to defend the city. According to eyewitnesses, a huge stone fell on the elf during the battle, but her body will not be found.
In addition to approval, Velanna’s attitude towards the GG after the end of the Awakening event may also depend on whether the GG took the side of the Architect. Upon completion of the personal quest, high approval and acceptance of the side of the Architect, Velanna remains with the Gray Wardens. In other cases, she either leaves after a while or stays, but her relationship with the GG leaves much to be desired.

Sigrun

A special gift is a spyglass (in the silverite mine in the Vending forest).
Gifts – toys, the book “Heart of a Warrior”, a flower in a pot.
Conversation points - Glassrick's armorer's counter in Amaranthine, a tree near the entrance to the Vending forest.

Quest – Sigrun's Past

There is an unpleasant bug in version 1.3 - if you started the quest Law and Order or Smuggler's Path, then you may not receive the Sigrun quest at all. The meeting that starts it simply doesn't happen.
In Amaranthine, near the gunsmith Glassrick, you will come across a gnome named Misha, who was familiar with Sigrun in the past. Talk to Sigrun about her, and she will admit that she did not act very nicely (albeit forcedly) towards Misha at one time. Sigrun will want to find Misha in order to somehow apologize. Misha finds himself in a tavern in Amaranthine. Sigrun will apologize and offer her the ring as compensation for her losses.
If you want, you can pay Misha yourself so that Sigrun will keep the ring as a reminder of her friend, but in any case, after this the quest will be over.

Ending

Sigrun will die during the siege of the Vigil Fortress if you do not take her with you to Amaranthine and return to defend the Fortress, regardless of whether you have completed all the quests for the Fortress or not. She may die by your hand if you took her with you, sided with the Architect and failed to convince her that this was the right decision.
Sigrun will stay with the Gray Wardens if her respect for the PC is high and her quests are completed. In other cases, she will go back to the Deep Paths. AWAKENING - FINALE

Vigil Keep - Council

After you complete three story quests - Shadows of the Black Swamps, The Righteous Path and Last of the Legion - Seneschal Varel will convene the lords of Amaranthine to discuss military strategy. The council will be interrupted by an elf girl who will report that the army of the Spawn of Darkness is marching on Amaranthine. In further conversations, it will be decided to send a detachment there under your command. Upon arrival in Amaranthine and a showdown with the very first group of the Spawn of Darkness, Constable Aidan will speak to you. He will declare that the city has fallen and nothing can be done. In a few more minutes, a parliamentarian will approach you - one of the intelligent Creatures of Darkness, sent by the Architect. The Architect brings you alarming news - the Mother's army is marching on the Vigil Fortress.
You have an important decision to make. Stay and try to save the city or set it on fire along with all the enemies (and surviving residents) and try to return and help the defenders of the fortress. If you're wondering about the consequences, the fall of Amaranthine will have a pretty negative impact on the reputation of the Gray Wardens in the future. On the other hand, if you have completed all the quests to strengthen the fortress, it has a chance to survive the attack without your help. If you have not completed the quests to strengthen it and improve ammunition for your soldiers, then the fortress will fall, and almost all of your friends left in it will die. But it's up to you.

Battle of Amaranthine

If you decide to save Amaranthine, then your first task is to help the surviving defenders. Go around the city, helping the soldiers deal with the Spawns of Darkness. For the most part, the opponents are quite weak, although from time to time there are elite ones among them.

When you have dealt with all the Spawns of Darkness on the streets and received an update in the journal, talk to the police leader. He will invite you to rest in the Church building, where the surviving defenders are holding the defense, after which you will automatically find yourself there. After leaving the room where you apparently spent the night, you will receive a message that the Spawn of Darkness are still somehow infiltrating the city - and, judging by eyewitness reports, entering from the hotel. Leave the Church. Be careful - a couple of elite Spawn of Darkness are waiting for you at the exit, including an archer who can send your magicians to their forefathers with one shot.

After dealing with the Spawns on the street, go to the hotel. The orange boss is waiting for you there, the Apprentice-General - a two-handed warrior. Having dealt with him and his minions, go to the secret passage in one of the rooms of the hotel, which you may have already noticed earlier during the quests of the smugglers or constable Aidan. In a small dungeon, the second General is waiting for you - this time a magician. Having cleared the passage, go further and you will come out to the outskirts of Amaranthine.

Slightly southeast of where you surfaced is another Spawn General, this time in the company of another boss for a change - the heavily armored Ogre Alpha. If you inflict several damage on the General, he will rush away behind the neighboring houses, and an ogre boss will run out in his place. It is better to fight the ogre where you went outside, so as not to be distracted by the General - he himself will not approach you. With the ogre, everything is clear - as for the general, his class remained a mystery to me. He casts a lot of spells, but at the same time he can fight hand-to-hand and the Mana Strike spell does not affect him. Perhaps a Battle Mage?

In any case, after you deal with this couple, the defense of Amaranthine will be completed. You will be informed that the Architect's messenger now knows where the Mother's lair is, so all you have to do is go there to deliver the finishing blow. Weaponsmith Glassrick and Enchanter Mage are located near the exit to the world map if you need their services before the final push.

Battle for Vigil Keep

If you decide to return and help the defenders of the fortress, then after returning you will be joyfully greeted by the remaining comrades in it (and you will receive advantages in influence with all of them).

After the seneschal's brief report on the situation, you will have to fight off groups of Spawn of Darkness attacking the fortress courtyard. This battle will be much easier if you have completed all the quests to strengthen the fortress and equip your soldiers. So, for example, if you reinforced the walls with granite and hired good craftsmen, then you will not have to defend them - the enemy will not be able to break through them.

On the right side you will see reserve icons - similar to those you used in the final part of Inception. If you have completed Dworkin's bomb quest, then you can use them (bombs) from there. You will also have archer icons there - if you followed the smugglers' path in Amaranthine and released a captive archer, then your arrows will be a little more effective. Archers and bombs can be used any number of times, but will need time to recharge after each use.

The battle for Vigil Keep mostly consists of fairly short battles in one part of the courtyard, after which you are usually informed that a new wave of the enemy is attacking from the other side - so you should run there and fix the situation. After several battles, you will see a video in which Seneschal Varel single-handedly defends the gate from the ogre. Unfortunately, you will not be able to intervene in what is happening.

Take advantage of the break in the battle and, if necessary, purchase medical supplies from the healer standing in the courtyard. The battle for the Fortress will continue until an orange boss appears in the courtyard - an armored alpha ogre. After you deal with him, proceed to the Herald. Like most Disciples, he is a magician.
The death of Herald will end the battle for the Fortress. You will be informed that the retreating Spawns have left a clear trail behind them and you can follow it straight to their lair.

Last Surge

Go to a new territory that has opened on your map. It is a narrow mountain pass where a variety of Spawns of Darkness live - from ordinary harlocks and herlocks to the heavily armored ogre you have already seen (though this time, not a boss, but an elite).

At the end of the passage you will find ancient ruins. Do not rush to pass under the arch - it is better to lure the Spawns of Darkness towards you. If you pass under the arch, the High Dragon will attack you, and in a battle with such creatures it is better to focus on them and not be distracted by trifles.

Go inside the ruins. They consist mainly of narrow bridges and equally narrow stairs, on which a variety of Spawn of Darkness await you, including heavily armed ogres and Apprentices (the latter usually being mages). Inside the ruins, golden Tevinter crystals are scattered throughout. They can be found in chests, in “lumps of flesh”, on the corpses of defeated enemies. There are twelve of them in total. There are also three ancient magic circles inside the ruins - if you insert four crystals into each circle, you will receive a small magic bonus for the final battle - you can cast the spell of mass paralysis, healing (which also raises from the dead) and fireball once each.

The Architect will greet you at the second magic circle. You can attack him right away or still listen to his explanations and only then decide whether to agree to his proposal or not. If you refuse the Architect's offer, Nathaniel, Velanna and Ogren will not approve. If you agree with his proposal, Sigrun, Justice and Anders will not approve. In the case of Sigrun and Justice, you will have to use Persuasion (good influence will also help the matter) - otherwise they will attack you. If you decide to deal with the Architect, keep in mind - he is a very powerful magician and casts powerful spells of mass destruction. You can either ignore Uta completely or allocate at most one squad member to her. Compared to the Architect, she does not cause much damage. If you accepted the Architect’s offer, then in the final battle he will, at your command, once cast a firestorm to help you. (The command appears in the fourth window next to the Tevinter spells.)

One of the most annoying things about Mother is that she likes to cast a Rune of Neutralization on your mages, which instantly drains all their mana and cancels all defensive spells, so keep some Lyrium potions at the ready. At the beginning of the battle, Mother will summon several elite tentacles to assist her. After you deal with them, she will constantly call the Children for help. Keep spells or mass destruction skills at the ready – Children always appear in impressive numbers. Don't forget that they can knock you down. Mass Paralysis spells and the like are usually very helpful in this battle. The rest depends on the composition of your group and your favorite tactics.

At the end of the battle, watch the epilogue, where you will be told about the further fate of Amaranthine, its inhabitants and your comrades. Congratulations on finishing the game!


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The Gray Guardians are one of the most ancient orders, designed to protect all living things from dark forces - the creatures of darkness. There is a legend in which it is written in black and white: if you destroy the Archdemon, then the centuries-old invasions of evil spirits will stop, and the world will find peace and order. But, apparently, not everything in it was true, because after the grandiose victory, the creatures of darkness somehow incomprehensibly managed to survive and retain the remnants of their strength. The passage of Dragon Age: Awakening touches on the centuries-old history of the Gray Wardens, their traditions and customs. In this addition, the player is given the primary task - in the person of the head of the order, to restore the greatness of the order, once wasted and forgotten.

Not an easy task

The passage of Dragon Age: Awakening is based on one very large and long task - to study the creatures of darkness and determine their weak points. Of course, along the way, the player will have to make many important decisions, on which the further development of events and the ending of the main plot will depend. All responsibilities for creating an order, attracting recruits, and training them rest on the shoulders of the main character. An exciting and interesting journey through the lands of Amaranthine will introduce you to the world of the game, its history and features in even more detail.

Step by step

Now the interactive world of the game has become even more extensive due to the addition of a new region - Amaranthine. As in the first part, this addition retains the ability to move freely and complete quests in different sequences. The passage of Dragon Age: Awakening will gradually familiarize the user more and more with creatures called “spawn of darkness.” With each new quest completed, the main character will be closer to unraveling their secrets and mysteries. In addition to recruiting brothers in arms into his party, the head of the order will have to establish and equip a new base for the Gray Guardians - the Fortress of the Observers. As a matter of fact, the game will begin at this location. It is necessary to recapture the fortress from the hordes of creatures of darkness, clearing all its corridors and rooms from their unwanted presence. There are a total of 8 main missions in the game: Vigil Tower (arrival/after attack), the last of the Legion, The Righteous Path, Shadows of the Black Swamps, Battle for Amaranthine, Battle for Vigil Tower and The Last Dash. Each quest will take place in a separate location, which has its own atmosphere, visual environment and types of enemies. Of course, in addition to these 8 missions, there are many side missions scattered throughout the world. Your attitude towards your companions will determine their predisposition and, as a result, their combat effectiveness and willingness to tell some unforgettable stories from their past. As the game progresses, you can find and accept five completely new party members into your ranks. Many new abilities, skills and spells have been added to the hero leveling system.

Among other things, it is possible to transfer your hero from the previous part of the game with all the learned abilities, which will greatly facilitate the passage of the game Dragon Age: Awakening. This, by the way, provides a significant advantage compared to the usual option of creating a character from scratch. And yet, you will clearly like your own hero, who has been nurtured for many hours. The combat system has been slightly improved, but the enemies have become much deadlier and more dangerous. In this regard, it is recommended to use a tactical pause more often during battles. As you can see, a lot of interesting and new things have appeared in Dragon Age: Awakening. Walkthrough, companions, arsenal, battles, history, locations - everything has undergone changes, and for the better. In this world, the player is destined to manage his own affairs, make decisions and protect entire kingdoms from the impending horror. The passage of Dragon Age: Awakening can be considered as a separate offshoot, but it will inevitably immerse the player in that familiar world of magic, sorcery, swords and dragons.

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