Walkthrough Dragon Age - Ancient Treaties. Forest Brecilian

Immediately after entering the territory of the Brecilian Forest, you will be stopped by a Dalish elf patrol. They will escort you to Guardian Zathrian, who ruefully admits that he would be happy to help. Gray Wardens but, alas! – is currently unable to do so. And the reason is that the elves are at war with the local werewolves, many of them are already infected. And there is absolutely no escape from this curse ... well, except that someone who, out of the goodness of his soul, is not averse to risking his life, will go to the Brecilian Forest and kill the wolf Witherfang ( White Fang), from which this curse began.

The werewolf lair is in the ruins in the southern part of the Eastern Forest, but you can't get there that easily - the magical fog turns you back every time you enter it, and there is no other path leading to the ruins.

There are two ways to remove the effect of fog:

  • Complete the Great Oak quest located in Western Forest, and return the stolen acorn to him. The acorn is in the hands of a crazy hermit in the Eastern Forest, and you can either kill him (but this is a pretty strong magician), or peacefully exchange the acorn for something interesting for the old man. For example, he will gladly take Denaila's scarf, Atrian's amulet, or the book received from Kammen.
  • Agree to the hermit's offer to kill the Great Oak.
  • In both cases, you will receive an item that allows you to pass through the protective fog without interference.

    At the ruins, you will have to fight a group of werewolves led by their leader Swiftrunner (Runner). However, as soon as you remove almost all of his life, a white wolf will jump on you and the werewolves will take advantage of this to escape. Follow them to the first tier of ruins.

    The stairs leading to the werewolves' lair are very close to the entrance, but this moment it's closed, so you'll have to find a way around it. Go to the southwestern part of the map. This tier is rather small, so after fighting off a few spiders along the way, you will soon find yourself in front of a relatively spacious hall, on the floor of which you will see several corpses. Send a rogue ahead if you have one in your group - the floor in this room is littered with traps. When you find yourself approximately in the middle of the hall, you will be joyfully greeted by its inhabitant - the dragon. Luckily, this is a small dragon, but it can be quite dangerous nonetheless - tactics of course depend entirely on the composition of the group and your personal preferences, but one of the safest ways is to keep it permanently paralyzed or frozen. After his death, you will inherit the dragon treasure - a very impressive pile of a wide variety of little things, which lies a little further.

    The dragon was the guardian of the stairs to the lower tier, so now you can freely go further.

    The second tier of the ruins is larger than the first and the enemies (mostly undead) are quite numerous on it. They especially like to pounce on you from almost nowhere, crawling out of all possible cracks, including behind your back. Be careful.

    In the huge hall in the southwestern part of the ruins, several skeletons will greet you on the stairs. Deal with them and move on - and you will see the Arcane Horror. He has a bad habit of teleporting around the hall from end to end and also summons additional skeletons to help him. The safest way to finish him is to simply shoot him with bows from the stairs, periodically healing up - in this case, he does not move and does not summon skeletons. (If you have Andraste's Arrows in your inventory, you can finish him off without taking any damage.)

    After dealing with the Horror and the skeletons sitting in the side rooms, you will finally find an alternative entrance to the werewolf hideout north of the Horror room.

    The werewolves will pounce on you just a few steps after entering, but after you deal with the first two groups, they will throw a white flag and offer to take you to a certain Lady of the Forest for peace negotiations. Whether or not you accept their offer is up to you. If you accept it, then you will be taken to the Lady of the Forest, who will tell you the curious story of the origin of the curse and ask you to bring Zathrian to them. If you agree, you will find Zathrian on the first tier of the ruins.

    The initial negotiations between the werewolves and the Guardian will not end well, and you will have to choose which side to take in the upcoming battle. If you choose werewolves, you will get Alistair's approval.

    The battle may or may not be serious depending on your level and the composition of your group. If you kill Witherfang, then Zathrian will give you support in the coming war with the Shadowfiends. If you defeat Zathrian, you can persuade him to sacrifice himself and remove the curse from the werewolves - in this case, Lanaya will tell you the support of the elves

    Alternatively, you can convince the Lady of the Forest to destroy all the elves, including Zathrian, as revenge for what she did. In this case, you will receive support in the war from werewolves. If you select this option, you will not be able to complete non-plot quests elves (if any of them are still outstanding).

    It’s a completely black option: to side with Zathrian, kill all the werewolves, and then kill him himself. In this case, you will still receive support from the elves, as they will assume that Zathrian fell in battle with the werewolves.

    If you persuade Zathrian to remove the curse from the werewolves, you will earn Leliana's approval.

    Non-plot quests

    Dalish camp

    This quest gives you Atras. His wife Denaila seems to have died after the battle with the werewolves, but Atras suspects that the Guardian Zathrian told him a lie and in fact Denaila did not die from her wounds, but turned into a werewolf. You can promise him to find out the truth.

    You will find Denaila in the Eastern Forest near the northern exit. The poor woman is indeed now a werewolf, and will ask you to kill her, giving you a scarf for Atras before that.

    There is nothing you can do to help Denaila. If you refuse to kill her, she will attack you and die anyway. Return to Atras. You can follow Denaila's request and lie that she died of her wounds, or tell him the truth (in both cases, you can give him the scarf as additional proof of your truthfulness). One way or another, as a reward, you will receive an amulet with + 4% to magic resistance.

    If you lie to Atras, you will earn Leliana's approval (+3).


    The gunsmith Varathorn will complain that Zathrian no longer releases clan members into the forest, and therefore they cannot replenish their stocks of a special material - Ironbark, which is very good for making both weapons and armor. You can promise Varathorn to find this bark, as you will still have to go to the forest on Zathrian's assignment.

    Bark can be found in the Western Forest on a fallen tree near the northern passage to the eastern part of the forest. It is guarded by a wild sylvan, a possessed tree that will come to life if you get too close to it.

    If you give the bark to Varathorn, he will make you either a longbow with excellent damage against animals and good against undead, or medium armor with +25 stamina. Alternatively, you can refuse the reward altogether - in this case, Varathorn will insist that you take at least the amulet (gives a high increase in resistance to natural damage, i.e. poison).


    The young elf Kammen will share his personal problems with you if you are a Dalish elf. If you're not, then you'll have to use Persuasion/Threat to get him to talk. Kammen's problem is that his girlfriend Geina rejects his advances, as he is not a full-fledged hunter. Kammen would be happy to go hunting, but this is impossible, since the Guardian Zathrian forbade members of the clan to go into the forest for fear of werewolves.

    There can be many solutions to this problem. You can convince Geina to accept Kammen as he is, or you can convince Kammen to accept a wolf pelt from you (if you don't have the pelt, you can get it in the Brecilian Forest). You can also prevent them from being together by convincing one of them that the other hates him (really, why would you do this? Unless it's out of sheer malice of nature.) You can seduce Geina yourself and tell Kammen about it, who will run away in grief are looking.

    If you somehow bring Geina and Kammen together, you will lose 5 influence points with Morrrigan, but you will gain Liliana's approval (+5). If you seduce Geina, then Liliana will not like it too much (-3).

    As a reward for the quest, you will receive the book Tales of Iloren from Kammen. He will give you the book only if you either brought him together with Geina, or at least did not break their relationship forever (that is, you talked to her, but did not achieve anything).


    One of the Gauls (the graceful deer-like creatures that the Dalish use instead of horses, although they treat them with much more respect) is clearly unwell, and Elora, the caretaker of the Gauls, is concerned that she may be infected with the poison of the Darkfiends. You can inspect the gall yourself using the Survival skill. To appease the gall, you need at least two points in this skill - and this time it's you, the skills of the companions in this quest do not count. If you manage to calm her down, then Elora will find out what the problem is, and your quest will be completed. If you prefer to follow the "evil" path, you can lie to Elora that the galla is mortally ill and will not live long, and it is better to kill her out of mercy. If Elora believes you, you will be rewarded with the horn of the Gauls - Varathorn can use it to make an amulet with + 10 to mental protection. (If she doesn't believe you, she won't talk to you anymore.)

    From Zathrian's first assistant, Lanaya, you can learn a little about the history of the Dalish elves (and get the corresponding entry in your Codex).

    Sarel (a rather aggressive elf, especially if you are not a Dalish yourself) will tell you stories about the past of the elves, as well as what he knows about werewolves, which will give you new entries in the Codex.

    Varathorn sells an unlimited amount of dead and elven root, as well as poisonous extract.

    A little north of Varathorn is a chest in which you will find a Love Letter (required for the Services to the Interested Persons quest in Denerim).

    West Brecilian Forest

    In the center of the map, near the tombstone, you will find the wounded elf Deygan. Depending on how kind your GG is, you can take him to the elf camp, heal him and send him to the camp, kill him or just rob him. If you healed or delivered him to the camp, then the next time you talk, he will give you a sapphire as a reward for saving him.


    If you have already activated the quest for the mage's treasure in the Eastern part of the forest or the ruins, then go to the center of the map to the marked grave. If you disturb the security signs, then a revenant with several skeletons (including a skeleton magician) will jump out of it.


    Near the grave of the revenant is a Place of Power, which you need to activate on the instructions of the magic guild.


    When you finish talking to the Great Oak, you will be attacked by several Savage Sylvans.

    South of the Great Oak is an abandoned camp. If you examine it, then your entire group will fall into a dream, and the Shadow will attack you. Usually only one member of the team was awake to fight the Shadow (although sometimes others wake up as well).

    If, after examining all the items, you chose the option "We need to get out of here quickly" in the conversation instead of staying and checking what's the matter or succumbing to the temptation to rest, the Shadow will not appear at all.

    The shadow is not so difficult opponent, even for one character, especially since it usually happens to be a magician - the worst thing is that after the awakening of the rest of the comrades, they all get injured.

    If you win the fight with the Shadow, the camp will disappear, and in its place there will be several skeletons and a chest from which you can take Dalish gloves - a "special" gift for Zevran.

    East Brecilian Forest

    In this part of the forest you will find two graves - one in the very north of the map, the other in the south. If you disturb the guard signs, then a revenant and several skeletons will rise from each. When you kill a revenant, you will find a piece of heavy armor Juggernaut and receive a quest for his full collection. There are four parts in this set. Two, as already mentioned, are located in the Eastern part of the forest, one is in the Western part, in the grave in the center of the map, and one lies in a sarcophagus on lower tier ruins - to get to it, you need to perform the "Elven Ritual". Your quest will be completed when you have collected all four pieces.

    If you ventured into the Brecilian Forest early on and the revenants are too strong for you, try the escape tactic - even if all the opponents are chasing you, they will still spread out along the road and (probably) not attack you en masse. It's also a good idea to throw something holding the revenant like a Force Field - then you can deal with his assistants, and only then deal with him yourself, without being distracted by all sorts of trifles. As a last resort, you can always return to this quest later, with better gear and weapons.


    If you have already received Wynn's Regret quest, you will find Aneurin not far from the mad hermit (see companion quests for details).


    If you have already received this quest from the mage quest line, you will find malefics in the northern ruins near the revenant's grave. (See mage quests for details.)

    At the ruins in the north-central part of the map, two ogres will attack you.

    The crazy hermit, in addition to the acorn you need, will offer you to bargain with him for a helmet (an ancient elven helmet, part of a very good set) and a book (gives an entry in the Codex). Here are some things that are of interest to him: Denaila's scarf, Atrian's amulet, the book received from Kammen.

    Ruins

    First tier

    To the north and south of the entrance are two fake brick walls - if you get close enough, you'll see that they're actually secret doors. Behind each of them sits a pair of skeletons in ambush. In the chest in the south room you will find the love letter you need for the Services to the Interested Persons quest in Denerim.

    (Another small secret room is behind a false wall a little further, opposite the stairs leading to the werewolves' lair. Although there is nothing particularly interesting there.)


    Second tier

    In the spacious hall you will see the ghost of an elven boy. No matter what you say to him - as a result, the ghost will run away, and a whole horde of skeletons will appear around you. Depending on the level of your group, they may not pose much of a threat to you, but if you have problems with them - you can always quickly retreat as far as possible, it is best to the very entrance to the tier - then there is a good chance that you only a part of the walking dead will follow, and it will be much easier to kill it.

    In a small room to the south of this hall you will find a clay tablet and a scroll describing an ancient ritual. Go ahead and turn north at the first crossroads. You will find yourself in the hall in which you must perform this ritual. We carefully read the scroll, study the tablet and repeat the instructions exactly:


    1. Take a jug

    2. We collect water in it.

    3. We put it on the altar.

    4. Pray.

    5. We drink a sip of water from a jug.

    6. Pour the rest of the water from the jug into the pool.

    (Keep in mind that if you haven't found the scroll and tablet yet, then you can't do anything to the altar. The ritual can only be performed after finding them.)

    If you correctly reproduced all the manipulations, then the previously locked northern door will open. Behind it, you will first find a couple of skeletons - nothing too scary - and the ghost of an elf. As in the case of the boy, it does not matter what exactly you say to her - everything will end in a battle with the Shadows, including the Shadow of the elf herself. All three are elite. After the fight, you will find the Juggernaut armor in the sarcophagus, which is part of the quest to collect the Juggernaut set.


    At the next intersection from the ritual hall, you will find a trio of skeletons, but do not relax: as soon as you deal with them, you will immediately be attacked by a much more serious ambush of a dozen opponents, some of them appearing behind your back. After you deal with them, head to the south room, where you will find an altar and a phylactery. Touch the phylactery, and you will understand that for many centuries the spirit of an elven magician has been in it. The spirit will offer you to release him, promising in return to train the specialization "Battle Mage" (allows mages to wear armor and actively participate in hand-to-hand combat if the entire branch is developed). You can also simply release the spirit without asking for anything in return. You won't get a specialization then (you can try this option when you re-pass, as it will already be open), but Alistair (+2) will approve your actions.

    Lair of the Werewolves

    In the southeast room you will find the "old texts" with Banastor's scroll - one of the five scrolls you need for your mage quests.

    In the southwest room you will find the "black vial". This is one of the six flasks that will summon a revenant if you break it.

    Walkthrough - Forest Brecilian

    Walkthrough - Forest Brecilian

    Story quests

    Essence of the Beast

    WITH once you enter the territory of the Bressilian Forest, you will be stopped by a patrol of Dalian elves. They will escort you to the Keeper Zathrian, who ruefully admits that he would be glad to help the Gray Wardens, but - alas! – is currently unable to do so. And the reason is that the elves are at war with the local werewolves, many of them are already infected. And there is absolutely no escape from this curse... well, except that someone who, out of the goodness of his soul, is not averse to risking his life, will go to the Bressilian Forest and kill the wolf Witherfang, from which this curse began.

    L The werewolf hideout is in ruins in the southern part of the Eastern Forest, but you can't get there that easily - the magical mist turns you back every time you enter it, and there is no other path leading to the ruins.

    WITH There are two ways to remove the effect of the fog.

      1. Complete the Great Oak quest, which is located in the Western Forest, and return the stolen acorn to it. The acorn is in the hands of a crazy hermit in the Eastern Forest, and you can either kill him (but this is a pretty strong magician), or peacefully exchange the acorn for something interesting for the old man. For example, he will gladly take Denaila's scarf, Atrian's amulet, or the book received from Kammen.

      2. Agree to the hermit's proposal to kill the Great Oak.

    IN In both cases, you will receive an item that allows you to pass through the protective fog without interference.

    At ruins, you will have to fight a group of werewolves led by their leader Swiftrunner (Fast Runner). However, as soon as you remove almost all of his life, a white wolf will jump on you and the werewolves will take advantage of this to escape. Follow them to the first tier of ruins.

    L The staircase leading to the werewolf lair is located very close to the entrance, but it is currently closed, so you will have to look for a detour. Go to the southwestern part of the map. This tier is rather small, so after fighting off a few spiders along the way, you will soon find yourself in front of a relatively spacious hall, on the floor of which you will see several corpses. Send a rogue ahead if you have one in your group - the floor in this room is littered with traps. When you find yourself approximately in the middle of the hall, you will be joyfully greeted by its inhabitant - the dragon. Luckily, this is a small dragon, but it can be quite dangerous nonetheless - tactics of course depend entirely on the composition of the group and your personal preferences, but one of the safest ways is to keep it permanently paralyzed or frozen. After his death, you will inherit the dragon treasure - a very impressive pile of a wide variety of little things, which lies a little further.

    D the rakon was the guardian of the stairs to the lower tier, so now you can freely go further.

    IN The second tier of ruins is larger than the first one, and the enemies (mostly undead) on it are quite numerous. They especially like to pounce on you from almost nowhere, crawling out of all possible cracks, including behind your back. Be careful.

    IN In a huge hall in the southwestern part of the ruins, you will be greeted by several skeletons on the stairs. Deal with them and move on - and you will see Arcane Horror (Arcane Horror). He has a bad habit of teleporting around the hall from end to end and also summons additional skeletons to help him. The safest way to finish him is to simply shoot him with bows from the stairs, periodically healing up - in this case, he does not move and does not summon skeletons. (If you have Andraste's Arrows in your inventory, you can finish him off without taking any damage.)

    R After dealing with the Horror and the skeletons sitting in the side rooms, you will finally find an alternative entrance to the werewolf hideout north of the Horror room.

    The werewolves will pounce on you just a few steps after entering, but after you deal with the first two groups, they will throw a white flag and offer to take you to a certain Lady of the Forest for peace negotiations. Whether or not you accept their offer is up to you. If you accept it, then you will be taken to the Lady of the Forest, who will tell you the curious story of the origin of the curse and ask you to bring Zathrian to them. If you agree, you will find Zathrian on the first tier of the ruins.

    P The initial negotiations between the werewolves and the Guardian will not end well, and you will have to choose which side to take in the upcoming battle. If you choose werewolves, you will get Alistair's approval.

    WITH The fight may or may not be severe depending on your level and the composition of your group. If you kill Witherfang, then Zathrian will give you support in the coming war with the Shadowfiends. If you defeat Zathrian, you can persuade him to sacrifice himself and remove the curse from the werewolves - in this case, Lanaya will tell you the support of the elves.

    A Alternatively, you can convince the Lady of the Forest to destroy all the elves, including Zathrian, as revenge for what she did. In this case, you will receive support in the war from werewolves. If you select this option, you will not be able to complete the non-story elf quests (if any of them are still outstanding).

    WITH a completely black option: to side with Zathrian, kill all the werewolves, and after that finish him off. In this case, you will still receive support from the elves, as they will assume that Zathrian fell in battle with the werewolves.

    E If you persuade Zathrian to remove the curse from the werewolves, then earn Leliana's approval.

    Non-plot quests

    Dalish camp
    Cursed

    E that quest is given to you by Atras. His wife Denaila seems to have died after the battle with the werewolves, but Atras suspects that the Guardian Zathrian told him a lie and in fact Denaila did not die from her wounds, but turned into a werewolf. You can promise him to find out the truth.

    D you will find enayla in the Eastern Forest near the northern exit. The poor woman is indeed now a werewolf, and will ask you to kill her, giving you a scarf for Atras before that.

    IN There is nothing you can do to help Denaila. If you refuse to kill her, she will attack you and die anyway. Return to Atras. You can follow Denaila's request and lie that she died of her wounds, or tell him the truth (in both cases, you can give him the scarf as additional proof of your truthfulness). One way or another, as a reward, you will receive an amulet with + 4% to magic resistance.

    E If you lie to Atras, you will earn Leliana's approval (+3).

    Ironbark

    ABOUT gunsmith Varathorn will complain that Zathrian no longer releases clan members into the forest, and therefore they cannot replenish stocks of a special bark - Iron Bark, which is very good for making both weapons and armor. You can promise Varathorn to find this bark, as you will still have to go to the forest on Zathrian's assignment.

    TO Ora can be found in the Western Forest on a fallen tree not far from the northern passage to the eastern part of the forest. It is guarded by a wild sylvan, a possessed tree that will come to life if you get too close to it.

    E If you give the bark to Varathorn, he will make you either a longbow with excellent damage against animals and good damage against the undead, or medium armor with +25 stamina. Alternatively, you can refuse the reward altogether - in this case, Varathorn will insist that you take at least the amulet (gives a high increase in resistance to natural damage, i.e. poison).

    Kammen's Regrets

    M The young elf Kammen will share his personal problems with you if you are a Dalian elf. If you're not, then you'll have to use Persuasion/Threat to get him to talk. Kammen's problem is that his girlfriend Geina rejects his advances, as he is not a full-fledged hunter. Kammen would be happy to go hunting, but this is impossible, since the Guardian Zathrian forbade members of the clan to go into the forest for fear of werewolves.

    R There can be many solutions to the problem here. You can convince Geina to accept Kammen as he is, or you can convince Kammen to accept a wolf pelt from you (if you don't have the pelt, you can get it in the Bressilian Forest). You can also prevent them from being together by convincing one of them that the other hates him (really, why would you do this? Unless it's out of sheer malice of nature.) You can seduce Geina yourself and tell Kammen about it, who will run away in grief are looking.

    E If you somehow bring Geina and Kammen together, you will lose 5 influence points with Morrrigan, but you will gain Liliana's approval (+5). If you seduce Geina, then Liliana will not like it too much (-3).

    IN The reward for the quest you will receive from Kammen is the book Tales of Iloren. He will give you the book only if you either brought him together with Geina, or at least did not break their relationship forever (that is, you talked to her, but did not achieve anything).

    Halla Elora

    ABOUT one of the hulls (graceful deer-like creatures that the Dahlians use instead of horses, although they treat them with much more reverence) is clearly unwell, and Elora, the caretaker of the hulls, is concerned that she may be infected with the poison of the Darkfiends. You can explore the hull yourself using the Survival skill. In order to calm the hull, you need at least two points in this skill - and this time it's you, the skills of the companions in this quest do not count. If you manage to calm her down, then Elora will find out what the problem is, and your quest will be completed. If you prefer to follow the "evil" path, you can lie to Elora that Halla is terminally ill and will not live long, and it is better to kill her out of mercy. If Elora believes you, you will be rewarded with hull horns - Varathorn can use it to make an amulet with +10 mental protection. (If she doesn't believe you, she won't talk to you anymore.)

    Additional Information

    ABOUT With Zathrian's First Mate Lania, you can learn a little about the history of the Dali elves (and get the corresponding entry in your Codex).

    WITH the arel (a rather aggressive elf, especially if you're not dalian yourself) will tell you stories about the past of the elves, as well as what he knows about werewolves, which will give you new entries in the Codex.

    IN arathorn sells an unlimited amount of dead and elven root, as well as poisonous extract.

    H A little north of Varathorn is a chest in which you will find a Love Letter (required for the Services to the Interested Persons quest in Denerim).

    West Bressilian Forest
    wounded in the forest

    IN In the center of the map, not far from the tombstone, you will find the wounded elf Deygan. Depending on how kind your GG is, you can take him to the elf camp, heal him and send him to the camp, kill him or just rob him. If you healed or delivered him to the camp, then the next time you talk, he will give you a sapphire as a reward for saving him.

    Mage's Treasure

    E If you have already activated the quest for the mage's treasure in the Eastern part of the forest or the ruins, then go to the center of the map to the marked grave. If you disturb the security signs, then a revenant with several skeletons (including a skeleton magician) will jump out of it.

    Place of Power

    R poison with the revenant's grave is the Place of Power, which you need to activate on the instructions of the magic guild.

    Safety sign

    E If you received this quest in Denerim through the “Services to Interested Persons” line, then it is here, approximately in the center of the map, that you should shoot an arrow. (See the Denerim quest section for details.)

    Additional Information

    TO When you finish talking to the Great Oak, you will be attacked by several Savage Sylvans.

    TO south of the Great Oak is an abandoned camp. If you examine it, then your entire group will fall into a dream, and the Shadow will attack you. Usually only one member of the team was awake to fight the Shadow (although sometimes others wake up as well).

    E If, after examining all the items, you chose the option “We need to get out of here quickly” in the conversation instead of staying and checking what was the matter or succumbing to the temptation to rest, the Shadow will not appear at all.

    T he is not such a difficult opponent, even for one character, especially since it is usually a magician - the worst thing is that after the awakening of the rest of the comrades, they all get injured.

    E If you win the fight with the Shadow, the camp will disappear, and in its place there will be several skeletons and a chest from which you can take Dali gloves - a "special" gift for Zevran.

    East Bressilian Forest
    Treasures of the Mage

    IN In this part of the forest you will find two graves - one in the very north of the map, the other in the south. If you disturb the guard signs, then a revenant and several skeletons will rise from each. After killing the revenant, you will find a part of the Juggernaut heavy armor on it and receive a quest to collect it in full. There are four parts in this set. Two, as already mentioned, are located in the Eastern part of the forest, one is in the Western, in the grave in the center of the map, and one lies in a sarcophagus on the lower tier of the ruins - to get to it, you need to perform the Elven Ritual. Your quest will be completed when you have collected all four pieces.

    E If you went to the Bressilian Forest early on and the revenants are too strong for you, try the escape tactic - even if all the opponents are chasing you, they will still stretch along the road and (probably) not attack you all in droves. It's also a good idea to throw something holding the revenant like a Force Field - then you can deal with his assistants, and only then deal with him yourself, without being distracted by all sorts of trifles. As a last resort, you can always return to this quest later, with better gear and weapons.

    Wynn's regret

    E If you have already received Wynn's Regret quest, then you will find Enerin not far from the crazy hermit (see the companion quests for details).

    The killer of your brothers

    E If you have already received this quest from the mage quest line, you will find malefics in the northern ruins near the revenant's grave. (See mage quests for details.)

    Additional Information

    At ruins in the north-central part of the map, two ogres will attack you.

    WITH a mad hermit, in addition to the acorn you need, will offer you to bargain with him for a helmet (an ancient elven helmet, part of a very good set) and a book (gives an entry in the Codex). Here are some things that are of interest to him: Denaila's scarf, Atrian's amulet, the book received from Kammen.

    Ruins
    First tier

    Services to interested parties

    H and to the north and south of the entrance are two fake brick walls - if you get close enough, you'll see that they're actually secret doors. Behind each of them sits a pair of skeletons in ambush. In the chest in the south room you will find the love letter you need for the Services to the Interested Persons quest in Denerim.

    (Another small secret room is behind a false wall a little further, opposite the stairs leading to the werewolves' lair. Although there is nothing particularly interesting there.)

    Second tier

    Elven Ritual

    IN spacious hall you will see the ghost of an elven boy. No matter what you say to him - as a result, the ghost will run away, and a whole horde of skeletons will appear around you. Depending on the level of your group, they may not pose much of a threat to you, but if you have problems with them - you can always quickly retreat as far as possible, it is best to the very entrance to the tier - then there is a good chance that you only a part of the walking dead will follow, and it will be much easier to kill it.

    IN In a small room south of this hall you will find a clay tablet and a scroll describing an ancient ritual. Go ahead and turn north at the first crossroads. You will find yourself in the hall in which you must perform this ritual. We carefully read the scroll, study the tablet and repeat the instructions exactly:

    1. Take a jug

    2. We collect water in it.

    3. We put it on the altar.

    4. Pray.

    5. We drink a sip of water from a jug.

    6. Pour the rest of the water from the jug into the pool.

    (Keep in mind that if you haven't found the scroll and tablet yet, then you can't do anything to the altar. The ritual can only be performed after finding them.)

    E If you correctly reproduced all the manipulations, then the previously locked north door will open. Behind it, you will first find a couple of skeletons - nothing too scary - and the ghost of an elf. As in the case of the boy, it does not matter what exactly you say to her - everything will end in a battle with the Shadows, including the Shadow of the elf herself. All three are elite. After the fight, you will find the Juggernaut armor in the sarcophagus, which is part of the quest to collect the Juggernaut set.

    Warrior Mage (ArcaneWarrior)

    H and at the next crossroads from the hall with the ritual, you will find a trinity of skeletons, but do not relax: as soon as you deal with them, a much more serious ambush of a dozen opponents will immediately attack you, some of them appearing behind your back. After you deal with them, head to the south room, where you will find an altar and a phylactery. Touch the phylactery, and you will understand that for many centuries the spirit of an elven magician has been in it. The spirit will offer you to release him, promising in return for training in the specialization "Mage Warrior" (allows mages to wear armor and actively participate in hand-to-hand combat if the entire branch is developed). You can also simply release the spirit without asking for anything in return. You won't get a specialization then (you can try this option when you re-pass, as it will already be open), but Alistair (+2) will approve your actions.

    Liberated

    IN a huge central-south hall, in which skeleton archers are waiting for you, and the floor is literally littered with traps (if there is a robber in the group with a good ability to hide, you can try to disarm all the traps before the fight starts), you will find the corpse of the adventurer and his magazine. The journal is part of the Unshackled quest - but it will appear in your journal only when you collect all the information on the mysterious Unshackled from various sources.

    Additional Information

    IN in one of the southern rooms you will find a "black vial". This is one of the six flasks that will summon a revenant if you break it.

    Lair of the Werewolves
    Scrolls of Banastor

    IN In the southeast room you will find the "old texts" with Banastor's scroll - one of the five scrolls you need for your mage quests.

    Additional Information

    IN in the southwest room you will find the "black vial". This is one of the six flasks that will summon a revenant if you break it.

    The forest of Brecilian skillfully hides many secrets from strangers, one of which will have to be faced while solving the problem with werewolves. In the "Nature of the Beast" quest, you will encounter a talking Great Oak and a hermit from West and East Brecilian. There will be a disagreement between the "freaks": the hermit stole an acorn from the Great Oak, the main shrine. Without it, the unique tree is threatened with withering and quick death. Upon meeting, the Great Oak will ask for help and ask for the return of the stolen item, promising in return to remove the forest barrier leading to the ancient elven ruins, where Mad Fang, the culprit of the curse of the Dalish elves, is hiding. The hermit will refuse to voluntarily part with the acorn, but will offer to exchange it for something useful or simply kill his restless wooden neighbor.

    Useful things, in his understanding, include books and scarves. In addition to the acorn, he has a book and a helmet in store, with which he will also agree to part. The helmet is part of a set (you can start collecting in the ruins), and the book opens to page 35 of the codex called "Archons of the Empire" with a description. The exchange is automatically terminated after the fall of the barrier. There are two ways to remove the forest barrier - use the help of a hermit or the Great Oak. When the task is completed, the hermit will enchant the skin of the werewolf, which will serve as a pass through the barrier, and the Great Oak will give out the staff "Oak Branch" (damage: 5.20; +1 magic, +2 constitution, + 10% nature damage ).

    Items to trade with the East Brecilian Hermit in Dragon Age: Origins:

    • Iloren saga(The Tales of Ilmoren) - Cummen, camp of the Dalish elves. Help Kammen and Heine unite their hearts. To convince Heine will help the developed skill "Influence", or the extracted skin of a wolf. If you sleep with Kammen or Heine, you will not be able to get the book.
    • Songwriter(Lanaya "s Songbook) - a chest next to Lanaya and Zathrian in the camp of the Dalish elves in the Brecilian forest. Lanaya will eventually be offended by the perfect act and stop talking, the insult will pass after completing the task with the werewolves.
    • Scarf(The Scarf) - Daniella, a werewolf at the north exit in East Brecilian. Atras' quest can be completed without the scarf by telling the truth about the curse.
    • Atras Pendant(Athras's Pendant) - in exchange for Daniella's scarf and completing the task.
    • Deygan boots(Deygan's Boots) - steal things when examining Deygan, a wounded elf from West Brecilian (behind the body of a murdered templar to the right of the waterfall across the bridge), and deliver him to the Dalish camp.
    • Galla horn(Halla Horn) - kill, take the horn and give it to Varathorn.
    • Ironwood Bracers(Ironbark Bracer) - makes Varathorn after delivering the bark.

    from the note "Archons of the Empire" (page 35 of the Codex):

    • Sunset Ring(+3 to cunning, -1 to strength) - a chest under a spruce after a battle with a large shadow in the camp behind the Great Oak in West Brecilian.
    • Ring of Sunrise(+4 to strength; -1 to cunning) - Xianni in Denerim's Elvenage captured by the darkspawn during the final breakthrough to the archdemon.
      • Wearing both rings, the character receives a bonus to armor.
    If there is a desire to kill the hermit and the Great Oak, then it will not be possible to take valuable things from their bodies - a waste of time.

    The Forest of Brecilian is a rather gloomy place that Mor has not bypassed. In addition to the main tasks in its open spaces, you can also find additional ones.

    Main quest Essence of the Beast

    Almost immediately upon arrival, you will be stopped and almost politely escorted to the local keeper, an elf whose name is Zathrian. After a short conversation, it will become clear that your path lies in the forest to destroy the first werewolf, from which the appeals began.

    When you get to the first forest location, you won’t even have to go far - soon you will stumble upon a group of werewolves from whose conversation you will understand that everything is not very simple.

    Now your goal is to get into the lair, but you will be hindered by a magical fog that has blocked the path. You can find the lair itself in the southern part of the East Brecilian location.

    Here's what you need to do - either find the Great Oak in West Brecilian and accept the quest to harvest the acorn, or accept the quest from the Hermit to kill the Great Oak.

    Now that you have received the item you need to pass through the fog, it will not be difficult and here you are on the site in front of the ruins. After the battle, all the werewolves will run away after the white wolf interferes with you.

    On the first tier, you can't get straight down the stairs, so let's go around. Since the tier is small, you will very quickly stumble upon a vast hall - here traps and a dragon will be waiting for you, killing which you will get a chance to search a pile of gold. You can then go down the stairs.

    Almost throughout the level, evil spirits will be waiting for you, and at the end there will also be a Secret Horror, which will annoy with its teleportations - after killing it, you will find a back door to the werewolves' hideout.

    Once inside, you have to take another fight, after which the werewolves will give up and offer to go to the Lady of the Forest. If you choose to go, then the wolves will see you off and the Mistress will tell the story of the curse and a couple more nuances.

    Then you can either kill her or invite Zathrian downstairs. There are also a couple of options at your discretion - depending on who you attack and which side you choose at the end of the game, there may be different assistants. In general, there are no special differences - werewolves go to hand-to-hand combat, and elves attack more from the side, but both are good.

    In addition, there are such side quests:

    Elf camp

    Defeat by a curse - will give Atras. Find out what happened to his wife;
    Iron bark - given by the gunsmith Varathorn. Get a special bark for good armor or weapons;
    Cammen's Regrets - Given by Cammen. Help the young elf solve problems with a girl;
    Halla Elora - Given by Elora. Inspect the hall and, depending on the leveling of the hero, decide how to finish the quest;

    West Brecilian

    Wounded in the forest - given by Deygan. Look for the elf in the center of the map and decide what to do with him;
    Treasures of the magician - in the center of the map there is a tombstone that needs to be disturbed by the quest;
    Place of power - located right there, next to the tombstone;
    Security Sign - If you have this quest from Denerim, then shoot the arrow all in the same center of the map.

    East Brecilian

    Mage Treasures - there are graves in the north and south - by activating them you will receive a task to collect armor;
    Wynn's Regret - find the Hermit and nearby you will find Enerin;
    Killer of your brothers - according to the quest, you will find malefics in the ruins in the north.

    Ruins

    On the first tier there is a fake wall behind which is a chest with love letters from the quest "";
    On the second tier, you will find a place to perform an elven ritual that will give you the last piece of the Juggernaut armor.

    lair

    In the werewolf lair, you can find one of the five scrolls of Banastor.

    Werewolf x3 Beast Rank 2, 3
    Rabid Werewolf x4 Beast Rank 2
    Daniella x1 Beast Rank 2 Optional quest battle In the grip of a curse.
    Runner (Swiftrunner) x1 Beast Rank 3
    Black Bear x2 Animal Rank 2
    Big Bear x1 Animal Rank 3
    Wild sylvan (Wild Sylvan) x4 Beast Rank 2, 3
    Ogre (Ogre) x2 Darkspawn Rank 3
    Devouring Skeleton x2 Daemon Rank 2.3 Quest battles Mage's Treasure.
    Fanged Skeleton x1 Daemon Rank 2
    Skeleton Archer x5 Daemon Rank 2, 3
    Resurrected from the dead (Revenant) x2 Daemon Rank 4
    Genlock Alpha (Genlock Alpha) x4 Darkspawn Rank 3 The battle, if you destroy the undead of the southern tombstone, leave the location and return.
    Hurlock x2 Darkspawn Rank 2
    Hermit x1 Mage Rank 4 A battle if you take an item from a hermit's stump.
    Greater Rage Demon x2 Daemon Rank 2
    Bandit x9 Rogue Rank 2, 3 The battle, if you kill the hermit, leave the location and return.
    Maleficar (Maleficar) x4 Blood Mage Rank 2, 3 Quest battle your brother's killer.


    In the Dalish Camp, in exchange for the help of the elves in the fight against the Blight, the keeper Zathrian asks to destroy the leader of the werewolves, Mad Fang. The path to the werewolf lair passes through all the locations of the Brecilian Forest: western and eastern Brecilian, the upper and lower levels of the ruins.

    In eastern Brecilian, a magical barrier blocks the path. There are two options to overcome it.

    First option. In western Brecilian, the Great Oak asks for an acorn. A hermit in eastern Brecilian has an acorn. The acorn can be taken from the stump, but the hermit will become hostile. Or you can exchange an acorn and other things with a hermit for some elven things - a sunset ring from the Shadow Camp, Daniella's scarf, Atras's pendant, Kammen's book, Lanaya's songbook, Deygan's boots, etc. Oak will give an Oak Branch staff that allows you to pass through the barrier.

    Second option. For killing the Great Oak, the hermit will make a werewolf out of an ordinary skin Magic werewolf skin allowing you to pass through the barrier.

    Upon meeting Raging Fang in the werewolves' lair, several options for completing the quest will open up.
    - Or you can reconcile Zathrian and the Lady of the Forest, which predetermines the help of the elves in final battle games. Reconciliation will have to be reported to Lanaya in the Dalish camp.
    - Or you can kill the Lady of the Forest (in the form of Mad Fang), which predetermines the help of the elves and Zathrian (if you save his life) in the final battle of the game.
    - Or you can convince the Lady of the Forest to destroy the elves (there will be a move to the Dalish Camp and a battle with the elves), which predetermines the help of the werewolves in the final battle of the game.

    Outcome:
    1250 XP for getting help from the Great Oak or Hermit;
    1500 XP for completing the quest.


    The quest starts by touching a tombstone in the north of eastern Brecilian. Need to assemble a kit Juggernaut Armor. Helmet, gloves, boots are in gravestones under guard Risen from the dead in western and eastern Brecilian. The armor is in the elven burial chamber on the lower level of the ruins.

    Outcome:
    set Juggernaut Armor.


    At the Dalish Camp, Atras asks to find his wife, Daniella. Danielle turned into a werewolf is located in East Brecilian. You can fulfill Daniella's request, then talk to Atras in the camp. Daniella's scarf can be given to Atras or exchanged with a hermit in East Brecilian for something of value.

    Outcome:
    100 xp and Atras Pendant for completing the quest.


    Quest Community of Mages (can be taken at Calenhad Lake). You need to destroy four maleficars in eastern Brecilian (in the north of the location).

    Outcome:
    gloves Gauntlets of Black Hands one of the maleficars;
    175 XP, 2 gold coins for completing the quest.


    Winn's personal quest. Before starting the quest, with a little approval, you need to talk with Wynn about the past. Then - take Winn to the squad. In case of a random encounter with monsters on the map (location Path on the slope), she will lose consciousness. If you discuss this incident with her, at the next random meeting on the map (Broken Road location), Wynn will receive the ability spirit vessel. After the next discussion, the quest will begin - you need to find the former student of Wynn Aneirin. It can be found in East Brecilian a little north of the hermit's clearing (Sarel can give a hint in the Dalish Camp).

    Outcome:
    125 xp and an amulet Aneirin's pendant for completing the quest.

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