Passage - Act I: Storyline (continued). Walkthrough - Act I: Storyline (continued) Dragon age 2 smugglers or mercenaries

At first, you will hear about Fainriel and his mother from Varrik (that is, you will read it in your journal in the Rumors section), but after a while (namely, after the end of the Long Way Home quest), you will actually meet the elf Arianni in Elvenage. Listen to her conversation with Templar Trask and then talk to her.
Arianni has a son named Feinriel, who has a magical gift, but is not a magician of the Circle, since Arianni, fearing parting with her only son, hid his abilities from others. However, at present, Feinriel is constantly plagued by nightmares, and the mother, out of fear that demons are involved, nevertheless decided to choose the lesser of evils and turn to the magicians for help.
The problem is that the frightened boy ran away to nowhere and Arianni does not know where he is. True, she has some ideas on this score. She will suggest that you ask Trask, who is also trying to find Feinriel. Another possible option is the guy's father, the Antiva merchant Vincenzo. Vincenzo left Arianni when he found out she was pregnant and hasn't spoken to her since, but Arianni suspects that Fainriel, in his hour of need, may well have turned to a parent who had recently returned to Kirkwall from Antiva for help.
Talk to either of the two. Fainriel's father will tell you about his son if your GG is a magician or has magicians in the group. According to him, he sent Feinriel to the former templar Samson, who is now helping some fugitive mages. Samson can be found in Porto at night.
If you talk to Trask and convince him that you are looking for Feinriel for the good of the guy, he will also advise you to contact Samson.
If you haven't talked to Arianni in Elvenage, but have already witnessed her conversation with Trask, then this quest will give you Trask if you talk to him at the Casemates, and you can immediately go in search of Samson.

From Samson, you will learn that since Feinriel did not have any money, he redirected him to one of his friends Rayner, who trades in the slave trade from time to time. Rayner, according to Samson, can be found in Porto, where he owns a private marina.
Go to the building marked on the map. It's full of bandits who won't be too happy to see you. In addition, there are several traps.
Having cleared the first groups of the enemy, make your way to the quest arrow. There you will witness a sad scene as a cornered mage girl becomes possessed, so you will have to fight not only with the robbers led by Rayner (who can backstab like an assassin), but also with her.

In the chest you will find a letter with Reiner's assets, from which you will learn that Feinriel was indeed sold into slavery to a certain Tevinter named Danzig. Dantzig can be found in the Cloaca. Of course, he won’t tell you anything just like that, but you can do without a fight if you have Fenris in your group. Fenris can force a slave trader to tell you everything he knows.
If after that you release the slaver in peace, you will receive 10 Rivalry points with Fenris.
If you decide to kill the slavers, arguing that by letting them go, you doom too many people to slavery, you will receive Friendship points with Fenris and Carver (10), as well as with Aveline (5). Be careful in the battle - a magician appears in the last wave of attackers and he is able to cause considerable damage if he is not stopped in time.
From the map obtained (or picked up from the corpse of Danzig) you will find out the location of the slaver's camp - in one of the caves on the Ragged Shore. Go there.

The cave is not very large, there are no traps in it, and the slave traders are not too dangerous, although magicians come across among them. Get through to the leader. He holds a knife to Feinriel's throat and strongly warns you not to take a step further.
If Varric is in your group, then he can persuade the leader to let the young man go by passing him off as the governor's son. The slave traders will not want to mess with such a high-born hostage, and not only will they let him go, but they will also pay you extra.
If you choose the answer option "And I don't need to take any steps", your GG will kill the leader with a dagger throw, which, of course, immediately starts the fight.
In other options, the battle will also begin, but with the leader to boot. Your choice.

After you somehow deal with the slave traders, you have to decide what to do with the young man. He obviously doesn't want to go to the Circle, so you can advise him to join the Dalish on the Broken Mountain (in this case, you will earn friendship points from Merrill and Anders). However, you can also insist that he still join the Circle (this will give you Friendship points with Fenris and Aveline).
To complete the quest, report the incident to Arianni. She will give you a good ring as a reward (you will not have the option to nobly refuse the reward).

You can tell Trask what happened - or you can remain silent if you want - and in either case, he will learn about everything that the "Act of Mercy" quest entails.

Act of Mercy

After completing the mission with the missing Feinriel, you will receive a letter in which an anonymous person asks you to meet outside the city. Go to the approaches to the Ragged Shore.

On the way to the designated meeting point, baby dragons will attack you - kill them all. The anonymous person who sent you the letter will turn out to be your acquaintance Trask, who was greatly impressed by the events with Feinriel and your participation in them. The templar will tell you that the few surviving mages of Starkhaven have taken refuge in this cave and are killing all the templars who are sent to negotiate with them. However, soon a large detachment of templars from Starkhaven should approach the cave, who, most likely, will not stand on ceremony with the magicians, and will kill them all. If you say that Trask should go to the cave himself, you will get Rivalry points with Merrill and Anders.
You also have the opportunity, going down into the cave, to persuade the apostates to surrender. Go to the cave. You will almost immediately be attacked by a blood mage with his "favorites" - a squad of undead. Having dealt with them, move on, where even more resurrected dead await you.
In one of the caves, after you clear it of warlike corpses, a young apostate named Allen will approach you. Allen will tell you that the head of the mages hiding in the cave, Decimus, has taken up blood magic, arguing that they now have nothing to lose anyway, and is holding his comrades almost by force.
It is impossible to negotiate with Decimus - he attacks immediately after a brief introductory speech, and you will have to kill him, several of his renegade comrades, and the evil spirits they have summoned.
The remaining magicians, led by Decimus' friend, Grace, will ask you to help them escape from the cave. If you agree to help them, you will receive Rivalry points with Fenris, and Friendship points with Anders. If during the conversation you speak negatively about Decimus' use of Blood Magic, you will receive Rivalry points with Merrill and Friendship points with Anders. If you keep silent about using Blood Magic, you will get Friendship points with Merrill as well.
You can also try to persuade Grace to return to the Circle voluntarily (with correspondingly reversed influence points).
Exit the cave. (Don't relax too much - two more ambushes await you on the way back.) If you convinced the mages to return to the Circle, then you still have a choice - to confirm your decision (Friendship points with Fenris, Rivalry - Merrill and Anders) or change your mind and still kill the templars. (Trask will support you in any choice.)
If you decide to help the mages escape and Varric is not in your squad, then any conversation with the templars will lead to a battle. If Varric is with you, let him tell the tale, which Trask and Allen will support, and the templars, believing him, will leave the approaches to the cave, clearing the way for the magicians. (Pros in Friendship with Varric and Anders in this case, Rivalries with Fenris.)
Talking to Grace or the templars will then complete the quest.

Enemies Among Us

This quest begins with rumors about a girl named Masha who is asking about the templars in the Upper City, and after a while you will meet her in person. Masha will ask you to look for her templar brother named Keran. Keran suddenly disappeared some time ago and since then there has been neither a rumor nor a spirit about him.
To clarify the circumstances, you will have to ask his fellow novices, Hugh and Wilmod, who are in the Casemates. You will not find Wilmod in the Casemates, but Hugh will tell you that in recent times their ranks were greatly thinned - many novices simply disappeared, and, not knowing what to think, the rest began to suspect Knight Commander Meredith of using some kind of initiation rituals, supposedly testing the strength of future templars who die if they do not pass the test.

However, another acolyte, Ruvina, will object to Hugh's suspicions, as she personally saw Wilmod, who also disappeared some time ago, and has now returned, apparently alive and unharmed. True, at the moment he is resting "in nature." If you ask her why she did not say this before, she will refer to Meredith's order, as well as the knight-captain Cullen, who was also looking for Wilmod and for this purpose went after him out of town. This happened recently and you will surely catch up with them if you hurry.

Head to the "Camp Wilmod" that appears on the map, where you will witness the scene of the interrogation of the novice by Cullen. You can choose any line from your side that you want - this will not affect the subsequent scene.
So, you have to fight with the possessed and a detachment of spirits. After the battle, you will automatically start a conversation with Cullen (those who played the first part of YES will surely recognize this young man).
Cullen doesn't really know what's going on, but he'll give you a tip on the Rose Bloom Brothel, where Wilmod frequented in the past.
In the mentioned brothel, ask a girl named Viveka which of the "girls" Wilmod visited most often. After looking into the record book, Viveka will direct you to "Idunn, Curiosity from the East."
Idunn during the conversation will deny that he even knows the name of Wilmod, and then try to charm both the GG and the party members, who suddenly, for no reason at all, begin to ask you not to harm her. As for the GG, if he (a) is a magician, then she can break the spell on her own or ask any magician in your group for help. Idunn will be so shocked that her magic didn't work that she will answer all your further questions.
All other dialogue options will result in Idunn's immediate death and you will have to locate the Blood Mages hideout from the documents on her desk.

According to Idunn (or following from the documents read), a certain Tarone, who is currently in a secret shelter in the Underbelly, is in charge of everything. After telling you everything she knows, the magician will ask you to spare her life. You can send her to the templars for atonement (which will earn you rivalry points with Anders) or you can kill her on the spot.
Go to the Cloaca, to Tarone's hideout. Be careful - in addition to the obligatory for the lair of blood mages of spirits and undead, there are also several traps here. When you have almost cleared the entire hideout, you will find Keran and have a short talk with Tarone herself. However, you will not be able to solve the matter peacefully - and is it necessary? - and after the conversation, the battle will begin.
In this battle, in the very last wave of opponents, the Desire Demon appears, which is much more dangerous than Tarone herself, so look around.

After the battle, talk to Keran. If Anders or Merrill are in your group, then they can check the young man for demons. (You will get Influence with Anders if you ask him to check it out.)
After that, Keran will return to the Casemates. Follow him.
The scene that follows can earn you Friendship or Rivalry points with Anders depending on whether you agree with Keran's speech or claim that the templars are at fault. When you have to speak out about the future fate of Keran, you can either agree with Cullen that the young man is potentially dangerous (and earn Friendship points with Fenris and Rivalry points with Anders and Aveline), or assure that he is not possessed (receiving correspondingly inverse influence points). Whether you have checked for Keran's demons or not, the best option for him there will be supervision by the templars for 10 years and receiving the title of a full knight after this period. Cullen will not agree to more.
This conversation will complete this quest.

So you've installed the game dragon age 2, launched it, watched the introductory video and are ready to start the passage of Dragon Age 2... First you have to watch the video, in which it will become known that all the events of the game have already taken place. And you just have to tell how they happened. And your friend the dwarf, whom you will meet later, will lead the story. So, for starters, you will not be able to choose the appearance or skills of the character - only choose the class and gender. For passing Dragon Age 2 available mage, rogue and warrior of both sexes. Well, I prefer a rogue... Once the choice is made, you will be thrown into the thick of battle along with your fighting friend. Or a friend. It really depends on the class and gender that you choose. Having killed the first gang, you will be given the opportunity to either fight again, or let your companion finish everything for you. I decided to fight a little more and improve my control skills in the game. It is not quite familiar, but you can see more about this in the review. Therefore, it would be better for you to get used to the controls a bit, while there is such a fearless opportunity - this will come in handy in the passage of Dragon Age 2.

When the change is finished, the mini-boss, Ogre, will come to you. Killing him for a long time, but now it is not difficult. Just learn all your skills and use them in battle correctly and in turn. Either way, you will be cured. Therefore, do not be afraid, but simply learn to play ... And now the Ogre is finished. Your companion will tell you that the creatures of darkness never end. But the dragon will scare them away... This will end the prologue of the passage of Dragon Age 2. You will again witness the communication between the dwarf Varrik and Inquisitor Cassandra. And you will hear a very promising phrase from Varrik - "Then you will have to listen to everything from the very beginning." Now you need to choose the appearance of your future hero. You can play around and experiment with the settings by creating a complete copy of yourself - I personally prefer to feel like a direct participant in the passage. In the game version, of course. Created? Then start the passage of Dragon Age 2. And you will have to start with an escape from the creatures of darkness. You, the glorified warrior, are running away?! But when your mother stumbles, it will be impossible to run further. And you will automatically protect her by killing the spawns. Talk to her respectfully... During the conversation, a decision will be made to run away. And you will act as a guide. And who else? Move forward, there is only one road. Just don't forget to press Tab periodically to highlight available items. And on the very first clearing you will have to fight. Elementary, I must say. Pick up loot from the darkspawn and just from the corpses and move on through the passage of Dragon Age 2.

As soon as you leave the clearing, you will immediately have to talk with your family about where you will be going. And almost unanimously it will be decided to go to Kirkwall. Kill the next batch of Harlocks and go save the two spouses. Now decide what to do with these two - either try to make friends, or simply enter into a forced alliance. In any case, ask them in detail about everything - the information does not hurt. Remember this principle for the entire passage of Dragon Age 2. As a result, you have one person burden and one warrior in the group. And great, no problem. So you have to go, constantly reflecting the attacks of the creatures of darkness. Until you reach another clearing. Be sure to open the chest and search all the corpses after the death of all opponents. Now you can go to the next clearing, where you will meet with the ogre.

It is this creature that will kill your beloved brother. True, this will happen in the video, and you will not be able to help him. By the way, if you choose the passage of Dragon Age 2 for the magician, then the ogre will kill your sister. Therefore, it remains only to finish off the ogre and the creatures of darkness and console the mother. The rescued templar leads his soul to another world. True, because of the prayers, you will still have to fight ... Until the very dragon that you saw in the introductory video appears. The dragon will kill all the creatures of darkness and turn out to be ... a woman! Yes, and familiar to us from the first part of the game. Flemeth. It's good that I killed her in the first part. As she was a bitch, she remained. But she offers help ... Why not accept her, after first asking Flemeth about everything possible? There is only one But. The templar will be infected with filth and will soon turn into a creature of Darkness. In any case, it is better to finish him off. Do it yourself without touching the girl... Now you will be taken to the city, from which you will get to Kirkwall by ship and begin the main part of the passage of Dragon Age 2.

Kirkwall

So, you sailed after two weeks of sitting in a dark hold. Wild storms prevented you from reaching your goal, but you managed. And, approaching the gates of the city, you will find out that no one is allowed into the city. But mother will say that it is very necessary to find your relatives in the person of Hamelin Amell, because your family has always enjoyed great respect in the city. Go to the crowd and start a dialogue with the guard Wright, who is standing without a helmet - he will tell you a lot of interesting things. Among other things, that Knight Commander Meredith has great power in the city. And it is she who does not allow sending all the refugees far away. Suddenly someone will have a serious business in the city. We will be directed to Captain Ewald in the courtyard. True, they will do it very incorrectly. Oh, if it were my will, I would have killed this arrogant puppy! But there is no such possibility in the passage of Dragon Age 2, unfortunately. So just go through the gate...

Near the quest marker you can find a merchant. Talk to him - and you will see a heartbreaking scene of how he robs refugees. Unfortunately, it is not now in our power to teach him a lesson. It's time to go to Captain Ewald on the mark on the map. There you will witness an armed attack by people who want to go through security. Yes, the passage of Dragon Age 2 is brutal. True, it will be, if the dialogue is built correctly. Just find out how much the passage costs... And there will be a massacre. Kill all the enemies, which will be envious. And thanks to this, Captain Ewald will find your uncle and send him to you. How nice... Unfortunately, he won't be able to take us into the city. But he got us some work. We should be allowed into the city, but for this we will have to work for a year. Great suggestion from a loving uncle! You have a choice - go to work for smugglers or mercenaries. First, go to Miiran and take the task from him to destroy Friedrich. Well, that arrogant bastard must die! Head to the bottom left corner of the map and kill him. Just be careful - the guards, although weak, can cause a lot of inconvenience due to their number. It's time to go now to turn in the assignment to our employer Miiran. He will rejoice for you and say that you have been accepted into the Brotherhood of the Bloody Blades. Amazing. The passage of Dragon Age 2 has entered a new phase. Now you should talk to your uncle and enter the city.

A year has passed...

You will not be taken on an expedition. Bad, but not fatal. You will pass through the city and some boy will steal your wallet. And Varrick, already familiar to us, will stop him and return our money. Great, thanks to him. This is how we will get to know him in the passage of Dragon Age 2. And he will say that he needs us for the expedition, even if his brother does not understand this. And Varrik will offer us to invest 50 gold in the expedition. Amazing. But we don't have that kind of money yet... In general, the money will have to be earned somewhere. Agree to his offer - this is your chance to break out into people. Now it's time to explore the city. In the upper right corner of the map is a gnome merchant who will constantly accompany your expedition. But back to assignments. Go to Aveline marked on the map to complete the "Guardian's Friend" quest. She will tell you that, according to her feelings, she crossed the road for someone. And he will offer us a worthwhile case - to deal with the robbers who decided to steal something. Well, now any work will come in handy for us - the passage of Dragon Age 2 forces us to earn money. Get down to business, after asking her about everything. She will join you, but for now, you can wait with the task...

Mark the task "A new home?", exit the building and go to the Lower City. Immediately go down the stairs and take the task from Lady Eleganta. Or rather, not really a task. She will offer to create different potions from unusual reagents. Well, let's remember this... Then search the city, picking up interesting cobblestones and picking flowers. Do not rush to run to your uncle - explore the Lower City first. The plot of Dragon Age 2 is such that throughout the passage we will need a lot of money. Well, when you are done with this, you can safely enter Gamelin's house on the assignment "A new house?". This is the place that will become your home. Here letters will appear on the table - quite a useful feature, given how sometimes there are not enough good tasks. Read the letter from Miiran - he will say that sometimes he will give you tasks. Well, very handy. Then go to your mother and ask her about the strange will. And ask your uncle to show the will. Only there is one problem - the will remained in the last estate, and the estate has already been squandered. Now talk to your sister about the will - you will learn a lot of new things... Including about the key, which should come to the back door of the estate. Well, let's keep in mind...

Or do we do it right away? Better so - let the passage of Dragon Age 2 develop in the way we need. Leave the house and go to the Cloaca, where we will complete the task "Family Matters". As always, let's explore the location first. For example, next to the slave trader Danzik lie the remains of a nun, which can be returned for a reward. And someone Tomwise can also prepare poisons for us. And share your signature recipe. When you finish exploring - go to the entrance to the Amell estate on the quest "Family Matters". Move forward, picking up valuables and reading the pages of the Codex. On the first platform you will meet three guards. Kill them - there is nothing to stand on ceremony. There are two exits from this room, and we'll head north first. Here, and everywhere else, the passage of Dragon Age 2 makes us competently lay routes. After turning, you will find yourself in another room, where 4 guards are waiting for you. Kill them, go down to the room below and pick up everything from the chests, including the portrait of your mother. Have you collected everything? We move on. You will end up in the same room where you would have entered if you had gone west at the first fork.

Kill the guards there - in the passage of Dragon Age 2 it is not difficult, search the chests and bags. In general, as always. Here you will meet the first enemy mage in your life. He should be beaten when the shield fell from him - at other times, damage does not pass through him at all. Therefore, while he is sitting in the shield, just finish off his comrades. Going further, you turn immediately to the left, you will find yourself in a room with a chest. It is there that the will lies, a decent amount of money and a couple of interesting things. Now the time has come to take the will to Gamelin in order to demand an answer for his actions. It turns out that the estate was left to us, and not to this scoundrel! Yes, mother needs to regain influence in the city. But this is all a matter of gain. In the meantime, talk to your sister. And as friendly as possible - a good attitude towards you will not hurt. And in general, do not spoil the relationship in the passage of Dragon Age 2.

Now leave the house and go to the Upper City to give the remains of the nun on the assignment "The remains of Sister Plint". To do this, mark the task on the map and go to the Church. To the left of the main staircase, talk to Judge Vanard and take the Judge's Orders quest from him. Now it's time to climb the main stairs to the church. To the north, go up the stairs of the church and pick up the Golden Fool's Locks. This will add us a task - the main pastime in the passage of Dragon Age 2. And then go south and turn in the task. Passed? Fine.

It's time to complete Judge Vanard's "Judge's Orders" quest. Make it active and exit the church building. Travel to the Abandoned Ruins. Walk forward a little and talk to guard Nabil. And during the conversation, an elf will approach you, who will respond very impartially about the order to take the refugee alive. And he will tell that this bastard killed elven children. And I decided that he has no place among the living, because the passage of Dragon Age 2 requires you to make your choice. After talking with the guard, it's time to go to the Collapsed Passage, which is in the southwest of the location. Come in there.

First, head east. There you will encounter pirates who are easy to kill. Pick up trophies and move back to go north. There are a lot of spiders waiting for you in the hall, so be careful. In addition to everything else, there are venom-spitting spiders that are best killed first. There is no road to the west, the door is blocked, so we go north again. By the way, there are a lot of littered passages in the passage of Dragon Age 2, so do not despair - this is the idea of ​​​​the developers. The corridor will turn east, and you will find yourself at a fork. Go first further along the course to the west in order to explore the room. Picked up everything from the chest? Go back and go down into the round hall to the south. Carefully! Here you will find a serious fight! There is a magician, and strong skeletons, and spiders ... And all this at once. Therefore, keep in mind that your actions should be planned. Now go further south and turn east. There you will meet Leah, who, according to the elf, was allegedly killed. But not everything in the passage of Dragon Age 2 can be trusted. She will tell you that Kelder, the same killer, is allegedly controlled by demons. Have you talked? Then we move on... Go through two more turns and get into the last room. Such a surprise. It turns out that Kelder is the judge's son. Great, that's what I suspected. Talk to him and find out that he turned to the Circle of Magicians, and there he was told that there were no demons. And he just went crazy. I decided it was easier to kill him. Yes, I already promised. Therefore, let him rest in peace - the passage of Dragon Age 2 will rest in peace to him.

Exit the ruins and talk to the elf who asked to kill Kelder. You will receive one gold reward and head to Kirkwall's High Town. And the judge did not understand that I saved his son and swore revenge on me. Well, his right. Now I decided to go on the Golden Fool's Locks quest to get rid of the side quests. According to the mark on the map, go to the radical elf and hand over the book to him. Get 50 silver for this and the task will be completed. In the plot of Dragon Age 2, the developers have invested a lot of these findings.

It's time for the Dragon Age 2 quest "The way it should" that Aveline gave us. Mark it on the map and exit the location. Go to the place of the alleged ambush and move forward along the location. At the fork where there will be opponents, go first to the south. This path will bend sharply, heading north. It is in the place of the bend that the opponents will sit. Then go to the crossroads, go north, scout a dead end there and, returning to the crossroads, go west. There will be the last ambush, after which you will be credited with the next stage of the task. Leave the location and go to the Viceroy's Fortress. Only the captain will yell at Aveline and drive her out of the office. Talk to her and calm her down. And then try to find out who Aveline stepped on the tail - after all, in Dragon Age 2, nothing happens for nothing. Go right there to look at the schedule, which hangs right there. A friend will come up to Aveline and say that we saved her, since she was sent to that ambush on a solitary patrol. Here is such a situation. And this friend had another task - to deliver a bag with orders to distant outposts. True, the bag this time was heavier than usual. Maybe there is a connection? Yes, and Donnik, to whom this bag was handed over, may also be in danger. This definitely needs to be controlled. And in general, in the passage of Dragon Age 2, you need to keep everything under control.

We leave at night for the Lower City. There you need to talk with Aveline and go according to the mark on the map. First you have to fight with the robbers from the Needles, but this will not be a problem. Killed? Again we move along the mark. There you will help Donnik fight back and look through the bag he was supposed to deliver. There will be the seal of the governor! This is a fairy tale, excellent prey for robbers. It's good that we saved her. But Jiven, the head of the guard, must be punished for such an act! We leave the location and go to the governor's fortress in the afternoon. We need to maintain good relations with him, because in the second part of the passage of Dragon Age 2, he will be very useful to us. As soon as you approach the corridor, a cutscene will start showing Jiven being arrested and sent to prison. And Aveline has been appointed as the new head of the Kirkwall guards. Rather, it will be appointed in a couple of months, when it will pass the necessary training and finish all its business. So while she is in our squad. Exit the office and witness a funny scene between Varric and Aveline. Varric wants to take over the Hangman Bar, and Aveline refuses to help him. The passage of Dragon Age 2 is developing merrily, however.

But let's go home, there should already be a letter. There are already two tasks hanging there: "Bone Pit" and "Unfinished Business". To get started, go to the Lower City at night on the quest "Unfinished Business". Have you come? Then find Miiran there by marking on the map. He will offer to kill Lord Harimann for money. Why not? We need to earn money for the passage of Dragon Age 2. Go to the port during the day, this is where you need to go on the instructions of Miiran. Explore this location before starting the task - you need to navigate the terrain. After that, go to the port marked on the map. The fight will start right there. And it will be hot - the captain of the guard is quite strong. Yes, and the archers will catch up. Therefore, it is better to immediately demolish a trifle, and then take on the captain. After their death, you will talk to the wounded, and Lord Harimann will approach you. Ask him why they want to kill him - it turns out that he sent money to help our homeland, Denerim. Will you kill him for this? I didn't kill. In response, he promised me that he would deal with the employers and make sure that they did not take revenge on me. Go back to Miiran in the lower city at night and turn in the quest to him. He will be angry, of course, but your people are above all in the passage of Dragon Age 2.

Now let's get down to the task "Bone Pit". Go to the upper city in the afternoon and find Hubert there. This is easy to do, using the mark on the map. By the way, these notes in Dragon Age 2 make the passage easy to disgrace. Talk to him, ask all the information and get to work. Now it's time to leave the location and go to that very bone pit that is talked about so much... There is only one road, at least until the first mark on the map. Just do not go there right away - first go over the location. You will not find anything particularly valuable there, but you can profit a little. When you're done exploring, head down to the Bone Pit Mines. Here you will immediately meet dragons, which will need to be killed. Beware, among them there is an adult dragon, which is somewhat more difficult to kill than the others. But still possible. Go south, there is only one way.

It’s true that you’ll have to run around and fight notably, but there are no forks there. And almost at the very end you will meet a fleeing man. Ask him about everything and let him go in peace. Just don't forget that he will tell you about the huge dragon ahead. Go to the edge of the bone pit, having previously searched two more dead ends. And on the edge of the location you will see an adult dragon. Okay, you have to kill him! It is difficult to do this and it is better to send a tank ahead. And in general, in the passage of Dragon Age 2, it is better to drive tanks into the crowd. If there is none, just constantly switch between characters and use all their skills. When the dragon is defeated - search it, the cobblestones are nearby and return to the Upper City in the afternoon. Agree to Hubert's proposal to divide the income from the mine in half and go to the lower city to the workers. Convince them to return to work in the mines and the mission "The Bone Pit" will be completed. That's wonderful! The passage of Dragon Age 2 goes on as usual.

Go to the port and turn in the remains that you picked up in the mines. 50 silver will not be superfluous. Then move to the Steward's Keep on the quest "The Head of the Sword of Eustis". There, get the gold and complete this task. Well, let's go to the main quest, shall we? We must continue the passage of Dragon Age 2. Then make the task "Business Conversation" active and go to the lower city, where you need to go to the Hangman tavern. Here you have to talk to Varric. He will tell you what he learned about Gray Guard located in the city. Say, only he will help find a passage to Deep Roads. It is strange that the gnomes did not prepare their way down in advance ...

It turns out that a certain Liren from the lower city communicated with the guard. You need to talk to her in order to continue the task. Now make active the task "Pacify" and go to the Lower City, where you need to find Liren the merchant. The entrance to it is marked on the map - therefore, do not delay the passage of Dragon Age 2. Enter the building and talk to her. Just look at the goods first - something you might like. True, for some reason she is not eager to give us the opportunity to meet with the Gray Warden, because she fears for his life. It turns out that he is a magician, and he can be taken away by the templars. Although convincing her to tell us where he lives is still easy. This place is located in the Cloaca. Again we climb the sewers ... but nothing can be done - the passage of Dragon Age 2 throws us into different places. Leave the house and go to the Underbelly on the task "Pacify". But as soon as you leave the hospital, an armed man will approach you, who does not want us to get to the Guardian. Tell Bethany to explain everything and you won't have any problems. Now exactly in the Cloaca... When you enter the door of the hospital, you will see how the Guardian heals the patient. But it was painfully sharp he reacted to our appearance. We don't want to hurt him, do we? Ask him about everything. It turns out that he will ask a favor for a favor. Namely, to help him lead his magician friend past the templars so that they are not grabbed. Yes, and we need a magician in the passage of Dragon Age 2.

After the conversation, it will become clear that you need to come to the Church in the Upper City at night. Well, let's go there. Climb the stairs to the church and talk to Anders. You have to stand on the nix while Anders will talk to Karl and make sure that the Templars do not get to them. Go north, go up the stairs and talk to Carl. Only Carl had already had his brain cleared, and he brought the Templars with him! It's time to fight back! It will not be difficult to kill them if you do not immediately rush at the Lieutenant. It is better to break a trifle around and then take on the main one. And after the victory, you will have a conversation ... During which, unfortunately, Karl will die. It's a pity, it would be a good companion. Then you will be at Anders' house and talk to him. He has a demon in his head that was once Justice. But what happened to him, you can find out by asking Anders for more details. As a result, he will join your expedition - a useful acquisition in the passage of Dragon Age 2.

Now activate the side quest "Shawl of the Dale Daughter" and go to the Upper City during the day. Here, talk to Masha near the entrance to the church - there will be a new task. It turns out that her brother was taken to the Templars and he disappeared. Ask more about Meredith and the rumors, and then agree to help. This will close one rumor - "Enemies Among Us" and get a task with the same name. And for now, go do the quest about Shali. Everything is marked on the map, so getting the right 50 silver is not a problem in passing Dragon Age 2. Now go to the Casemates on the task "Enemies Among Us". Immediately to the left of the entrance stands Templar Hugh. He decides to ignore the order not to communicate with anyone and look for help on the side. I think it's clear who he means. Ask around and agree to help. First, we need to catch up with Wilmond, who seems to have returned from the initiation. Great, run to Camp Wilmond. It is marked on the map and it is not difficult to find it. It’s worth going to the left first, and not where we need to go on the quest, because intelligence will not hurt. When you collect everything lying around - follow the mark on the map and become a witness to the beating of Wilmond. He must be protected! Only he doesn’t hurt and needs protection! As soon as you start talking to his companion, he will turn into a demon and call himself a bunch of assistants. Kill them immediately. It's not hard to do, it just takes a long time. Then talk to the remaining templar and it turns out that Wilmond was possessed. As a result, we will be hired for further investigation. Well, collect the trophies and get out of there. The passage of the game Dragon Age 2 takes us further.

And we will head to the Upper City at night. We're interested in the Blooming Rose brothel on the quest Enemies Among Us. Well, go inside and explore the brothel. For example, in the northeast room, I found a stone toe. Another task has been added, which will be completed later. So only after the study go to the woman we need. Viveka stands in the central room. As you will learn, both friends went to the same woman, Iduna the Curiosity of the East. This name alarms me in the passage of Dragon Age 2. Finish the conversation and go to her. True, she will try to charm you and she will have to be killed. Well, what an annoyance? Then read the documents from the table and go to the Cloaca. Enter the Vault marked on the map. However, they have a great shelter! To start, go north, scouting a dead-end room in the west. Just be careful! As soon as you enter, a crowd of enemies will attack you. There are a lot of them, so be careful.

There is only one path, albeit a winding one. Be careful, there are quite a few enemies. At the very end, near the mark, you will start a dialogue with blood mages. Unfortunately, it is impossible to agree and they will have to be killed. Well, yes, this is not a problem - in Dragon Age 2, the passage gives us the opportunity to get dry from any alteration. Collect all trophies and talk to Keran. Better to let him go and not say a word to the Templars. Therefore, go to the Casemates and complete the Enemies Among Us task. Tell Keran that he is not possessed and you will receive 4 gold as a reward. Amazing. And the quest "Enemies Among Us" is now over. Next, mark the side quest "Grimoire of the Apprentice" and go to the Lower City in the afternoon. You can also take the Finger of the Perfect there. All this is for rent on the market and you can easily find the two right people. Amazing. Now go to Hangman and talk to Varric. Or rather, first watch the video and go chat with Isabella - here is another companion in our passage of Dragon Age 2. She scattered her opponents so wonderfully that she deserves to be in our team. If, of course, he wants to. First, talk to her and agree to cover her rear during the duel. You will receive the quest "Mad Men Don't Detour". Amazing. But now talk to Varric on the "Questions and Answers" quest. Ask him about everything in the world, find out more about him. This will increase your attitude towards yourself and complete the task.

Now it's time to go to the Upper City at night to help Isabella. Have you forgotten about the task "Mad Men Don't Go Around"? Then let's go. As soon as you arrive at the place and talk to her, you will be attacked. Help the girl! When everyone is killed, pick up a letter from which it turns out that the caller himself is hiding in the church. That's where we run! Before the church, you will be attacked again, however, in the passage of Dragon Age 2 this happens often. Kill everyone and go inside. There you will have to fight again. Kill the main one - small characters will stop climbing. After that, ask Isabella about the relic that needs to be returned to Castillon. In general, now you have another good companion. Travel to Hangman and speak with Isabella on the quest Understanding Isabella. She will offer you a job with the help of a friend. Well, well, agree and go to the back room on a new assignment. Ask him about everything and agree. You will update the task "What fell from the cart?". We need to go to the Port to complete the task in Dragon Age 2. And during the day. Have you come? Then move to the mark on the map and talk to the Port Worker. True, they will not tell us anything, they will only send us to the port inspector. Well, let's go there.

By marking on the map you will find Liam, the head of the port. True, he will give us his assistant and he will leave. And that damn assistant will refuse to speak without pay. Okay, pay him the money and go to the new mark. There will be guards that you can kill and get into the warehouse. Although there is another way in the passage of Dragon Age 2, but this one is the most successful. Well, after you got inside, all that remains is to search the entire warehouse. There is something to profit from, who to kill and where to complete the quest. The cargo we need is at the very end of the building, but there is only one way there. When the cargo falls into your hands - go back. There will be another ambush waiting for you, but these are already trifles. Head back to Hangman and turn in the quest. The reward is 2 gold and Isabella's respect, which is very useful, because she is the best candidate for a mistress during the entire passage of Dragon Age 2.

It's time to talk to another of our companions - Anders. He lives, as you know, in the Cloaca. We will go there on the assignment "Talk to Anders". Just chat with him there. Just keep in mind - you can develop a love affair with him, so choose your lines carefully. Especially if you're playing as a man.

Go home and get another letter from Miiran. Well, the task is good, in the passage of Dragon Age 2 it will not be superfluous. Go to the Lower City at night on the Free Cheese quest. There you need to get to the market where the dwarf Anso lives. Take his job and agree to return the goods. To do this, you will have to go to Elfinage and ... Return the goods. At any cost. Since this is an area in the Lower City, you don't have to go anywhere - just follow the mark on the map and enter the abandoned house. But that's the trouble - the chest at the end of the house is empty! We return to Anso for a report ... True, an ambush will await you when you leave the house, but this is not the essence of it. When you kill them, a self-confident fool will come out to you and try to threaten. Only a newly appeared elf will kill him, with whom you need to talk. It turns out that our whole enterprise was just a distraction. Well, since they helped the elf, then not to resurrect the dead. Agree to help him intercept his master, since you got involved in this matter, and an excellent warrior in the passage of Dragon Age 2 will not be superfluous. Run at night near Miiran's habitat and you will have to kill him. Well, a dog - a dog's death! Then run at night to the Upper City for the same task "Free Cheese". Now run along the mark on the map. There you will meet Fenris, the same elf. With him and have to go through the mansion.

Keep in mind, the house is very winding, so it's better to explore everything in your path, killing all the enemies and collecting all the trophies. And in the first room, an ambush awaits you. First 8 small demons, then 4 stronger ones. Kill and move on. You need to explore the entire mansion. In the Northeast room, you will kill the Demon of Wrath (that still creature in the passage of Dragon Age 2) and pick up the key from it. That was what we were missing. As soon as you open the locked door on the stairs, opponents will appear behind you. True, after their death it turns out that the owner made his legs ... Therefore, pick up all the valuables and get out of there. Talk to your elf and take him to your team. A very useful warrior. Then complete the task "Fenris is accepted into the squad." Just chat with him. True, be careful - you can also have an affair with him! After the chatter, the task is completed and you can move on through the passage of Dragon Age 2.

Now it's time to do the job" Long haul home". Leave the city and go to the Broken Mountain. Move forward, killing spiders. Just be careful - there are enough strong spiders. This way you will reach the Dalish elves - the very ones you need to contact. Ask him about everything and tell him that you don’t need trouble. You will be led to Meretari. Have a heart to heart chat with her. As you might have guessed, you have a new task. You will have to go to the top of the mountain to perform the ritual there. What a wild thing, they are civilized l... elves. And settle for a companion. Before you go to the elf on the path, examine another branch of the path. Have you examined? Then it's time to go to the elf. She talks a lot. I don’t like it anymore ... Although this is another companion in the passage of Dragon Age 2. And immediately you will have to fight with the corpses. Well, it's easy. Move on, there is only one way. True, a landslide will block your way, so you have to go through the cave

Oh, this is not good ... Well, okay, dive into the cave. And in the first room, spiders are waiting for us. Go further, not forgetting to examine the spur in the west of the hall. There is a pile of cobblestones with a couple of trophies. When you look around - move further, to the southeast. There you will find another pack of spiders and exit to the old cemetery. Just go upstairs first, kill the Shadow Warrior and search the chest - great trophies. After that, you can leave. The graveyard encloses a barrier that the elf will destroy with the help of blood magic. Original plot twist of Dragon Age 2, right? Then make your way forward and use the altar. That's the meeting! Flemeth came here as well. However, she will go her own way, rewarding us. Now go back. For now, you can not walk along the remaining road - there is nothing interesting there. Actually, this is where our task ends. You will watch a video about coming to Elfinage... Finish and immediately talk to Arianni, having received another task. Then enter Merrill's shack and talk to her about completing one more fad in Dragon Age 2.

Enter the Casemates and give the Occupied Kirkwall Map to the Archivist there. The side quest will be completed and you will receive 50 silver. Talk to Solvitus and get the Herbalist's quest from him. Great, something to collect. I already had Dragonfang and Spider Gland. Therefore, it remains only to find the Iron Bark. Now return to the center and talk to Trask for the Prodigal Son quest. We'll be diverted again... this time to the Lower City at night. Put a mark on the map and head there. Approach Samson and ask about the boy Feinriel. Again, run away to another location. This time - to the port. The mark will lead us to the piers, to the house. Enter there and you will open a real labyrinth. Although this will not interfere with our passage of Dragon Age 2. When you reach the marked point, rummaging through all the corners, you will see how the woman becomes a demon. Fight again... After the death of everyone, you will get a good dagger and two documents - a letter from Trask's daughter and the location of the lair. It's in the cloaca. First, go to the Casemates and give Trask a letter from his daughter. Then - to the Cloaca. There, make the slave trader speak and kill him - it's too much profit from his corpse, which will not be superfluous in any way in the passage of Dragon Age 2.

Leave the location and go to the Ragged Shore on the "Prodigal Son" quest. True, along the way you will meet a gnome who is attacked by spiders. Rescue him and he will ask for help in subduing the Qunari. Why not? Assignments are always helpful. Explore the area and exit from there. Continue on to the Ragged Shore, especially since we have added another task in the passage of Dragon Age 2. Go straight to the west first, exploring the path to the north along the way. You will go to a dead end, but there will be a camp where you can profit. Then go down to the south and, having reached the fork, go east for the task. I decided to let the werewolf go. Then get to the place where you started your journey through this location and go back to the fork. From there, south. Enter the Slaver's Cave and go first to the south, to the spur of the cave, and then to the east. It will be great to run around, but there is only one way. The main thing - do not forget to pick up trophies. When you get to the main cave, the boy will be threatened with death if we get close. Say that you do not need to get close and then you will be able to immediately finish him off without wasting strength on him in battle. And in the end, the fight will be much easier. Try to help the boy, because your sister could have been in his place, and the choice in the passage of Dragon Age 2 is very difficult...

In any case, it's time to leave the cave and go south in order to scout the territory, profit from something tasty and get some experience. After that, return to the desired fork and move west. The path will bend and the path will lead to the north, where you will meet with Tal-Vasgoth, who planned to betray his own. Great, let's use this. Too bad I can't get him to join now. But it doesn't matter, move further north, simultaneously opening chests and killing opponents. Your goal is a cave. Side, of course, because the main one is the passage of Dragon Age 2. Enter there and go down to the south. When you come to the fork, you will have three moves. Two tops will lead to a dead end, so we will explore them in the hope of prey. In the uppermost teig we will find an excellent belt. So do not neglect the search. Then again south. There we will kill all the Tal-Vagoths and you can go out, going down again to the south. Don't forget to collect trophies!

Since we haven’t returned to the city yet, we’ll go to the Broken Mountain on the assignment “The Herbalist’s Quest”. Approach the local blacksmith and ask him about the iron bark. He will tell you where to find it. Well, thanks to him. Leave the location and go to the edge with iron trees. You need to kill all the creatures of darkness in the location in order for the iron bark to become available. As soon as everything is done, a mark will appear on your map, where the desired iron bark will lie. A useful ingredient in the passage of Dragon Age 2. Now you can safely leave the location and head to the Underbelly at night on the "Special Red Flower" quest. Turn it in and get your legitimate 50 silver. Now we're leaving the area again...

You need to complete the Herbalist's Quest. To do this, we will go to the casemates during the day and give Solvitus the last ingredient. For this, we will get another 3 gold. Good run, though! Now it's time for 2 more side missions in the Upper City: The Seal of the House of Telvane and A Treatise on Castes and Housekeeping. Immediately on the market square, take two tasks. One of them can be started right away - just climb the stairs and talk to a man - this is how the passage of Dragon Age 2 unfolds so easily. Ninnet has disappeared and her relatives begin to worry. This bastard doesn't care! As long as they don't blame him. Well, agree to find a wife. We will be sent to the Blooming Rose and go to Jitann, which is marked on the map. Ask him about everything and go to the Cloaca. The place where you need to go is marked on the map. Go down the hatch and you will see Emeric, who is waiting for someone. After rescuing him from the bandits, he will hand over the cases to you and you will have to go to the Lower City at night. Climb up the stairs to the Dark Foundry Door. The room is small, so explore it and follow the mark as a last resort. There you will find a bag with a ring, a severed brush and something else. Take it all to Emeric in the Casemates. This will end the task in this part of the passage of Dragon Age 2, you will receive a reward and no satisfaction.

Now we will go to the Lower City in the afternoon to finally turn in the quest "Prodigal Son". This is done in Elfinage, if anyone has forgotten. Get a ring as a reward. Now go visit Merrill for the quest "What a lovely atrocity you have here." After the next chatter, you will be credited with the task and you can move on. Well, shall we complete the task "Powder Hopes"? Then we are in the port. There, go to the Qunari region and turn in the quest 3 gold rewards and you can leave. Let's take on the task "Unsolicited Salvation". But first let's go home to get the mail. Have taken? Then go to the Viceroy's Office and you will witness a scene between a woman and the Viceroy's secretary. Listen to their argument, and then take on the questions yourself. Now our path lies on the Ragged Shore for the poor boy, in order to be ahead of the competitors in the passage of Dragon Age 2. We need to go to the very south. We've been there before, remember? When you get there, you will witness an interesting scene, after which you will have to kill competitors. Well, experience will not hurt ... But you will have to fight off two more waves of attack. Well, all is well. Take the boy to the governor, talk to him and you can consider the task completed.

Make active the task "Act of Mercy" and leave the city according to the mark in the Approaches to the Ragged Shore location. Ba! Old acquaintances! Baby dragons are waiting for us! At the crossroads, go first to the north, then to the east. The road will turn south and lead you to Trask, an old acquaintance from the last passage of Dragon Age 2. Agree to help him persuade the renegade mages to retreat before the templars arrive here. Again, there is only one way - to the south. Amazing. Just explore everything along the way. Along the way, you will meet a magician who will tell you about Decimus, who wants to use blood magic. Well, he'll have to stop him. Moreover, he will attack himself and simply leave us no choice. Well, nothing, chat with his girlfriend and agree to help her. True, I did not agree to kill Thrax. There is no point in shedding blood just like that. When I came to him, I found that the templars had already approached. During the conversation, they had to be killed ... It's a pity, I expected to make friends with the templars, but Dragon game Age 2 turned the passage in a completely different way. But trophies are a useful thing. Therefore, collect them and you can leave from there, because the task has already been completed.

Go home and read another letter. It's addressed to Bethany, your sister. But the letter does not start the quest, so it's time to follow the rumor "Wolves in sheep's clothing". To do this, go to the Lower City at night. There, follow the mark on the map and you will see Sister Petris, whom one scoundrel suggested to go into the alley in order to assess the quality of her money. Interesting, however! We need to help her... Go left and kill all the enemies. Naturally, she will invite us to her hideout to discuss the details of the hiring. You agree to earn some money in the passage of Dragon Age 2? Enter Petris' Refuge, question her about everything, and recruit a new companion to your team. Then go to the far corner of the building and go down to the Slums in the catacombs. There is only one way, but the spiders are just great amount. And in the last room you are waiting for thugs who want to rob you. I didn't even try to let them go - I immediately cut them out. And right behind them is your freedom. There you will have a conversation with the Tal-Vasgots, who want to take our companion. I decided that I would not give him to his relatives, since they would deprive him of free will, and in the passage of Dragon Age 2, everyone is free to choose their own life. As a result, he will not want to live, because Kun is expressed directly. Therefore, you will receive a reward from him and a charred corpse. Leave the location and go to the Lower City at night. After talking with your employer, it will become known that you were a pawn in her game. And you won't be able to kill her, no matter how hard you dare. At least for now...

Well, now it's time to go on an expedition - the decisive moment of this part of the passage of Dragon Age 2. But first, sell out completely so that there is enough space. Just go home before you go. That's the news! Another letter! Well, let's do this task before the expedition. To do this, go to the lower city at night. A certain Douglas offers us the following - you take his money, go to the deep paths and bring him double the amount. Considering that I had already collected the required amount of money, I decided that I would not contact him. Moreover, I can take the earnings for myself. It is better to work for yourself than for your uncle, so we are doing work for ourselves. The mission "Expedition to the Deep Roads" begins.

We go to the Upper City in the afternoon and go through the mark on the map. But for this, you must have Varric in your team, otherwise the passage of Dragon Age 2 will not continue. Give him money and cards and go on an expedition. And here you should not take your sister, otherwise you will lose her. Therefore, prefer another magician in the team and that's it. Watch the video, which personally alarmed me very much ...

Deep Roads

And they will immediately tell you that a collapse is on the way. We'll have to look for workarounds... Plus, Sandal got lost in the corridors. You'll still have to look for it. Well, nothing, we are no strangers ... Go east, then the path will turn north, then - again east. In general, there is only one way. And there are many creatures of darkness around the corner! And so on until the first intersection. You will come from the west. First, it is better to go south, because there is a dead end waiting there, and you need to reconnoiter it. True, there are spiders, but they are easy to kill. Everyone except the main spider - one of the bosses in the passage of Dragon Age 2. She has many lives and she calls on her children. But for me, playing a robber, one heal was enough to kill her. Therefore, hold on. When you finish the search and collect trophies - return to the crossroads. Two turns - to the north and to the east. But the passage to the north is not available, so go to the east. Immediately behind the hall, in which you will have to kill the next creatures of darkness, you will meet Sandal. And he killed a crowd of enemies. Talk to him, accept the staff as a gift and move on. After the next turn, you will come to a deep path. There is another portion of enemies that prevent us from completing the passage of Dragon Age 2. The path will turn west and lead us to the hall. There, kill the enemies and take the loot from the chest under the stairs, along which we will move further to the west. In a large room, you have to fill up an ogre, but he is alone, so everything is simple. And in front of the next large hall it is worth saving - there the Dragon is waiting for you, which is dreary and long to kill, given that he also calls on his cubs. Quite a powerful boss in the passage of Dragon Age 2.

After his death, collect trophies and approach the transition to another zone - a movie is waiting for you. You will find yourself in a pristine teig, where they will set up a camp. Go ahead - there is only one way. Talk to Bartrand - he will complain that he does not understand anything about what is written on the walls of the teig. Well, we'll figure it out... There's nothing to do. All of this is disturbing though. Get down and fight the ghosts and the Stone Golem - that other creature. Then collect trophies and go to the next location. Going to the first hall you will find an idol from Lyrium. And as soon as you give it to Bartrand, he will leave, slamming the door behind him and leaving us to die. Thanks to him, because otherwise the passage of Dragon Age 2 would not have become so risky! We will have to move forward, that is, to the south. At the fork, go into the room to the east, and then go west. The passage there will turn south, and lead us to a large hall. There you will meet new opponents for the first time - Savages. Creatures are evil, but killing them is no more difficult than ghosts. Going even further down the corridor you will encounter a talking Savage. Well, you can talk to him. And he will offer a deal - follow his request to find out where the key to the second exit to the surface lies. I think that it is not worth making an alliance with a demon... I attacked him and killed him - in the passage of Dragon Age 2, only alliances with demons were not enough for us! True, there were two more waves of attackers, but they did not cause problems. Now go further - there is only one move. When you reach the hall with a turn to the south - you have to kill a huge Savage.

Rather, it is a stone spirit. It's hard to kill him. Very difficult. He conjures a wave several times during the battle, from which you need to hide in the corners. Otherwise, this wave quickly takes your life. And most of all he needs to be beaten precisely when he lies scattered on the floor. While your allies are killing small savages - you completely switch to the Stone Spirit. That's how you can kill him. Otherwise, it's very difficult. After his death, pick up trophies and go to the treasury. It is there that you will find the key that will allow you to move to the surface. And when you go out, you will find out that your sister was taken to the Circle of Magicians. A good continuation of the passage of Dragon Age 2, nothing to say. But this chapter ends, and it's time for us to move on to the next.

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b UYUEFUIL FYLBEF. 10 NBTFB 2011. deosh. LHRYM YMY LBL VSC RPZHYZHTBMSHOEE CHSHCHTBYFSHUS - RTYPVTEM. iB. PUFBMSHOPE ULBYUBEFUS YMY RTYMPTSYFSHUS LPNH LBL RTYCHSHCHUOEEE. yZTB TBBPYUBTPCHBMB PYUEOSH, B RPLB VEZBM RPLKHRBFSH YZTH RBTH TB U LTSCHY TSDPN UP NOPK UOEZ RBDBM. uOBYUBMB UOEZ, RPFPN - LHULY MShDB. oEYIMSCHE FBLIE LHUPYULY. OE BDEMP YUKHDPN.
YFBL, YB YUHDP!

b UYUEFUIL FYLBEF. 10 NBTFB 2011. CHEETS. rPEIBMY! tsDEN, LPZDB DPVTSCHE MADY CHUE-FBLY UDEMBAF THUULHA PJCHHYULH.

Y FEIOYUEULYI BURELFCH.
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RETCHPE CHCHEYUBFMEOYE AT RETCHSHCHI UELHOD YZTSCH. NPS RBTFYS Y RMBOSH ABOUT VHDHEEE.


PUOPCHOBS RBTFYS: iPHL (NBZ), NETYMYO (NBZ), yBWEMB (TBBVPKOIL), CHBTTYL (TBBVPKOIL)

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about ZMHVYOOSH FTPRSCH, RPUMEDOYK LCHEUF RETCHPK YUBUFY YZTSCH


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obyubmp YZTSCH - RTYATBLY RTPYMPZP. zhMENEF, HVYFBS CH RETCHPK YUBUFY YZTSCH


hVYKUFCHP chshchuyezp DTBLPOB. lPUFSOBS SNB

UBNSHEE RYUEULYE Y FTHDOSHE VYFCHSHCH YZTE Dragon Age 2:
1. VYFCHB U LBNEOOSHCHN ZPMENPN CH 1-K YUBUFY (UMPTSOBS DMS 1-K YUBUFY)
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b ChPF ZHYOBMSHOSHCHK VPK OE CHEYUBFMYM.

CHPPVEE DMS UEVS ЪBNEFYM, UFP HVYFSH CHSHUYEZP DTBLPOB CH pTYZYOUE (HVYKUFP zhMENEF FPTS RPDPKDEF) YMY ЪDEUSH DMS NEOS VSCMP CHBTSOEE Y YOFETEUOEEE, YUEN TBPVTBFSHUS U ZJOBMSHOSHCHN ZBDPN. dB Y CHPPVEE DPKFY DP ZHYOBMB - OE UNSCHUM RPG FHF ZMBCHOPE CHBYNPPFOPYOYS Y YZTPCHBS BFNPUZHETB. ZMBCHOPE UATSEF Y RTPGEUU CHIBYNPDEKUFCHYS. uEZP H Dragon Age 2 OEF.

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_________________________________
* RPVEDYM bTYYPLB NBZPN YNES RTY UEVE YNPF Y PTHTSIE Mysterious. opus Mysterious Dagger, NBZ RTPMHUBEF HNEOYS TBVPKOILB. nBZ-TBBVPKOIL - UPYEFBOYE CHEYUBFMSEF. obdpemp - NEOSEN LMYOLY ABOUT RPUPI Y ChSch UOPCHB NBZ-DBMSHOPVPKEIL.


lPUFSOBS SNB. nBZ-TBVPKOIL


nBZ-TBVPKOIL


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nBZ


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rPMEOSCHE RTEDNEFSHCH YZTE.
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Dragon Age/ oBUMEDJE

OE RTPIMP Y RPM ZPDB, U NPNEOFB TEMYB, LBL CHUMED ЪB NEMLYNY DLC OBLPOEG CHSCHYMB DPRPMOYFEMSHOBS NYUUYS - YUFPTYS LP CHFPTPK YUBUFY YZTSCH. YUFPTYS U YOZHPTNBGYEK P RTPUMPN WENSHY iPHLPC. fPMSHLP PDOP LFP DEMBEF "OBUMEDYE" YOFETEUOSCHN. OH, YMY OEUNPFTS ABOUT PFUHFUFCHIE PTYZYOBMSHOPUFY, BUFBCHMSEF RTPKFY. FP DMS JBOBFPCH YZTSCH LPOEYUOP.

Yb OPCHCHCHEDEOYK: NPTsOP BLFYCHYTPCHBFSH NOPZPTBPCHSHCHE MPCHHYLY, NPTsOP OBIPDYFSH EMSHS RTPUFP FBL (B OE OB FTHRBI), RPSCHYMYUSH ZBTMPLY (OPCHSCHE CH YZTE CHETSHLY Y RPTTSDEOYK)

Ps. PTZBOYBGYS VPEC LFPZP DPRPMOOEOYS OBRPNYOBEF YUEN-FP Serious Sam (LFP FIRB NYOHU YZTE), B ZMBCHOSCHK EMPCHTED YUEN-FP OBRPNYOBEF bTIYFELFPTB (RETUPOBTs Yb DPRPMOOEOYS L RETCHPK YUBUFY YZT). x TBTBVPFYuILPCH UFP ZHBOFBYS CHSHCHUPIMB?
dB UPVUFCHEOOP RPIPTSE HCE OYUFP LFH LPNBODH OE TEBVYMYFYTHEF ... B TsBMSh.

bChFPT: lMAEC n ..03.2011, DPRMOEOP 08.08.2011

Dragon Age 2

Choose a character class and gender - a warrior and a man, respectively. After the introductory video, together with our partner, we fight off the attacks of the hurlocks. We use all kinds of skills, and at the end we deal with the ogre mini-boss. We dodge his blows and try to attack from behind. During conversations, we choose only positive options, focusing on the icons. Let's watch the video. We continue to customize our hero. We change the appearance to our liking, decide on the name, and most importantly, choose the events of the original Dragon age. This will be the default story, i.e. Hero of Ferelden.

Death of Lothering.

Together with the family we move forward, destroying the hordes of hurlocks. On the way, we also examine the corpses in search of useful items. Do not forget to improve the performance with each level increase. Each character has its own development branch. For example, Sister Bethany has more well-developed magical abilities. It would be right to continue to develop them, and not switch to improving combat skills. We save a couple who are hostile against us. But as long as we are all united by a common problem, they will be on our team. Dealing with another ogre this time will be more difficult. When the level of health decreases, use a healing potion. We try not to fall under his battering rams and powerful blows. Unfortunately, our brother Carver is being killed. We continue the fight, as a dragon suddenly appears, cracks down on a large horde and transforms into a man. It turns out to be the witch Flemeth, who happily agrees to help us if we deliver some package. Aveline's husband has been wounded and infected with corruption. So that he does not die a long and painful death, we leave his fate in the hands of his wife.

Long way home.

We speak with the guard at the gates of the castle. He directs us to Captain Ewald. We get to it, guided by the mini-map. We deal with the raging deserters. After this act, the captain agrees to help us. Three days later, Gamelin appears. He reports that in order to get into the city you need to get acquainted with some personalities. We find in courtyard Atenril and Miirana. First, it's best to take the task from Miiran to kill. But instead, cash in on gold and let go of the target. The guard will still have to be destroyed. Then we speak with Atenril and get the task. We intimidate the merchant on the square with the help of Aveline, open the chest and return to the employer. We speak with Gamelin and watch the video.
To go on an expedition to the Deep Roads, we must accumulate 50 gold. To do this, you can perform additional quests.

Friend on guard.

Aveline has tasked us with clearing the ambush site on Broken Mountain of pirates. Having successfully completed the task, we return back to Aveline. After the video, we look at the duty schedule. We leave the location and switch to the night. We get to the Lower City and save Donnik from the robbers. We return to the barracks.

New house?

We leave for the Lower City to Hamelin's house. We approach the desk and read the news from Atenril. We speak with Mom, then with Bethany. We leave the house, select the Cloaca on the map and move there. On the way we kill thugs and mercenaries. Through the basement door we get into the estate. Even stronger opponents await us in the cellar, as well as a mini-boss. We get into the room and inspect the chests. We take some gold and a will. We return to the mother.

Business conversation.

We get to the "Hangman", which is located in the Lower City. For this we open local map and study it carefully. In the tavern we speak with Varric (he should be in our team).

pacification.

We go to Liren's shop, she will help us establish contact with the Gray Guardian. After talking with her, we leave the shop and immediately some people stand in front of us. We give the floor to Bethany, after which they leave. We leave for the Cloaca and find a hospital there. We talk with the Guardian (healer). He will help us if we complete one task. We leave the location, switch to the night and go to the Upper City. We meet Anders at the gates of the church and go inside together. We rise to the second floor to Karl. We destroy the arrived templars. Then, during the dialogue with Carl, select the "Do not kill" branch.

Long way home.

We leave for the Shattered Mountain to transfer the amulet to Flemeth. A certain elf reports that with the help of this amulet it is necessary to perform a ritual. With us, she sends Merril, who will help to perform the ritual. We advance to the altar, clearing the path from the corpses. Then we pass through the caves, where spiders are waiting for us. From there we get to the cemetery. We remove the barrier and in front of the altar we repel the attack. Do not forget to inspect the corpses, one of them must contain gold coins. We carry out the ritual and return to the camp.

That's all, there is very little left before the expedition. We accumulate the required amount of gold by completing additional quests, and we get a card by completing the quest "Pacify".

Expedition to the Deep Roads.

We go to the Upper City and get to the merchant guild, guided by the map. We speak with Bartrand. He reports that the expedition will drag on for several weeks, so it is worth completing all your business in Kirkwall. If there are unfinished tasks in the Rumors list, then you will not be able to go on an expedition. Arriving at the place, we find that the path is littered. Dwarf Bodan asks to find the boy. The only enemies that will meet on our way are Harlocks. We save Sandal and he gets to the camp on his own, and we continue to look for a workaround. After a series of hurlocks, Ogre will appear, which is quite easy to kill. Next is the Dragon, which, even with characters of level 10, at an average level of difficulty, is quite difficult to deal with. The main thing is to use the terrain correctly and give the rogue and mage the opportunity to use their skills as efficiently as possible. We find a detour and return to the camp. We speak with Bartrand. We continue to move forward. We deal with several ghosts and with a stone golem. We fall into new location where we find something very expensive. Bartrand locks us up and we are forced to find another way. Weaker opponents were replaced by stronger ones - the Savages. Having met another golem, we communicate with him, in the dialogue we resort to the help of Bethany. He will help us get out if we kill some creature in the crypt. To destroy the Stone Spirit, we do this: we attack and, if necessary, heal. When he teleports to the center, quickly hide behind the column and wait. Next, we go out and beat the enemies that have appeared, and it is best to order our partners. Then we attack the spirit until it revives. After the victory, the golem will arrive. He wants us to take only the key and not touch the treasure. We, of course, refuse his offer and destroy him. We take everything that is in the chests. While wandering along the trails, Bethany becomes infected with filth and asks to be killed. We return home with bad news. After the video, we speak with the governor Dumar.

We leave the governor's fortress and meet Bodan at the exit. He tells us that they are waiting for us at home. Focusing on the mini - map we get to our estate.

The main suspect.

We leave for the Casemates. On the square we find Emerik and communicate with him. We switch to the night and get to the estate of Gascar Dupuis, which is located in the Upper City. Inside, several ghosts and one demon await us. We agree to help Gaskar. We return to Emeric to tell about his innocence. A woman in the square informs that Emeric has left recently. We switch back to the night and go to the alley next to the Cloaca. It will no longer be possible to save Emeric, so we simply clean the area from ghosts.

Explosive service.

In the port we go to the Qunari camp and speak with the Arishok. We receive the task and go in search of Javaris. In the cesspool we communicate with a local barker who sells his goods. Right around the corner we penetrate into the tunnels, through the Pit of smugglers. Along the way, we deal with numerous thugs, and when we go out into the wilderness, we kill the mercenaries. We speak with Javaris and release him. There was a leak of poisonous fumes in an alley near the Lower City. Cleaning the area from mercenaries, we select the keys and block the barrels with the source of poisoning. We kill the elf and a few more mercenaries. We inform the Arishok about what happened and about those involved in the theft of poisonous gas. We return to the governor and report on the work done.

Find and lose again.

In the governor's fortress we communicate with Bran. At night we go to the Hanged Man. We find Orvald, get the truth out of him and deal with him and his friends. We get to the Church to find out the truth. There we meet Petris. She invites us to an afternoon gathering to confirm her suspicions about the Qunari. Our fears were confirmed: Varnell kidnapped the Qunari and executed them. We destroy the fanatics and Varnell. Opponents are mostly weak, but they take the number. The main thing is not to let mages and robbers using small arms be surrounded. Also, do not forget to treat them in time. When the governor arrives, we advise him to burn the corpses of the Qunari.

All that remains.

We learn from our uncle that our mother is missing. At night we go out to the streets of the Lower City in search of her. We speak with the tramp and find out details from him, giving some silver. We follow the trail of blood. They lead us to the Foundry. We continue to follow the tracks until we come across a secret hatch in the corner of the mini-map. We move along the basement, destroying ghosts and corpses. At the end, we hold several waves of attacks and kill Quentin.

Following Kun.

In the estate we read a letter from the governor Dumar. Let's go talk to him. He asks for the return of his son, who migrated to the side of the Qunari. In the Qunari Camp we communicate with Arishok. Seamus was lured into the church, so we'll sneak in at night to see him. As it turns out, he was killed. We deal with the fanatics, and when the Lady appears, we tell her about the bad plans of Petris.

Kuhn requirements.

Arriving at the estate, we meet Aveline and agree to help her. But before doing this, it is necessary to complete all your affairs, as in the case before the expedition. Aveline will be waiting in front of the Qunari Camp gates. Arishok reacts aggressively to the proposal to arrest the criminals and the battle begins. We move along the streets of the Lower City, cracking down on karashoks and ashhaads. We break through to the Upper City and continue the battle until Meredith appears. We get to the Governor's Fortress, destroying the robbers, who also show aggression against the qunari, and the karashoks. Occasionally, stans appear, distinguished by good armor, but weak attacks. We unite with Meredith and another elf - a sorcerer. Having settled the dispute, we lead the team and order the elf to distract the Qunari standing at the entrance. The main battle with the Arishok should be started by first destroying the rest of the Qunari. The Arishok has a large supply of health, in addition to this, his counter-attacks deal quite serious damage. But these attacks are easy to predict and dodge or retreat in time. Even if all partners die and we remain 1 on 1, then the chances of winning are high. We save the city and get the status "Defender of Kirkwall".

Three years later.

On the square we become a witness to another debate between Meredith and Orsino. We bow our choice to the side of the sorcerer.

We go to the estate and read a letter from Commander Meredith.

On the loose.

We leave for the Casemates to meet with Meredith. We find her in the Hall of the Templars and agree to the task. We speak with her assistant Elsa. Let's find out about the three magicians - apostates. In two cases, we act according to the same scheme: we question the witness, find the apostate and kill him. We are looking for Evelina - in the Cloaca, Khion - in the Lower City. In the latter case, we ask the parents of Emile de Copies. They report his location. We leave for the Hanged Man and kindly accompany Emil to the templars.

Serve cold.

After reading the letter from the sorcerer Orsino, we go to meet him in the Casemates. We get the task to find out why the magicians and templars meet at night in the Upper City. We destroy the conspirators and go to the Port, then to the Ragged Coast. We save Aveline, we kill Grace and her followers. We return to Orsino with the news.

Last straw.

We receive another letter and go to the Casemates. From there we are sent to the square, where the final and irrevocable battle between the magicians and the templars unfolded. We have to choose which side we are on. Choosing mages. Our goal is the templars, we move along the streets, destroying them. In Porto, the demon of pride awaits us. He is strong when paired with a blood mage. Therefore, it is desirable to first destroy the magician and ghosts, only then proceed to the demon. We get to the Casemate and speak with Orsin to join the battle against the templars led by Meredith. We hold a wave of multiple, but not very strong opponents. Orsin is furious, so he uses blood magic and turns into a huge creature. It is able to drain the life force from allies to replenish its health. We attack from all sides until it is freed from the body. We do these steps several times. Then we try to leave the Casemates. Ahead of the last fight with Meredith. She has extremely strong armor, but also lacks special abilities. Meredith also periodically sends large iron statues that are not dangerous. Let's watch the final video.

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