Dragon age 2 brand of the killer walkthrough. Passage of DLC "Brand of the killer"


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Walkthrough Dragon Age II


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Chris Everheart

Chris Everheart

  • Moscow city

DLC: Brand of the Killer

To start the quest, find the golden lion statue in Hawke's house and activate it. Take care of your equipment and the availability of free space in your bag in advance - it will be impossible to return to Kirkwall before the end of the adventure.

Hawk meets the mysterious elf assassin Tallis and joins her to steal an ancient relic from the well-guarded estate of the Duke of Orlesia. An exciting adventure full of deceit and intrigue awaits you, and the secret that hides the killer. Make your way to an estate far beyond Kirkwall and take down new enemies with the help of Tallis, inspired by actress Felicia Day.

Prologue

One Blade made an appointment for Hawke in the Upper City at night. In addition to the mandatory character (Varric), you can take any other character with you, except for your sister or brother. It does not play any role, the difference will be only in some minor remarks. But it is better to choose a party with the expectation of a fight, because this is not a meeting, but a real ambush of armed criminals. However, it will not be too different from other similar troubles, with the exception that the red-haired elf, Tallis, will help you here.

After a spectacular appearance, it turns out that she was not here by chance. The elf needs someone who has an invitation to Duke Prosper de Montfort's castle, and that someone is you. However, this will not be just a social event, but a "semi-legal" penetration into the holy of holies of the En castle - the duke's treasury, from where you need to steal a certain precious stone - the Heart of Many.

Search the corpses to collect money and find a letter on one of them, from which it becomes known that after information about the meeting with Hawk was knocked out of the Blade, little was left of the poor dwarf. After you get acquainted with the contents of the letter, go to the exit from the quarter, where the elf stands. Since Tallis will be an obligatory companion in this mission, you can only take two more companions besides her. If a brother or sister is alive, then they can also be taken to the team.

Tallis

Tallis is a scout who specializes in hand-to-hand combat with two daggers in hand. Her talents allow her to go into the shadows, strike from the shadows, interrupt mage spells, stun enemies, and effectively prick holes in the bodies of opponents.

Of the equipment, Tallis has her own armor and two daggers - Thane and Katrin (two Easter eggs, by the way), whose characteristics depend on your level. Rings, an amulet and a belt can be given to her from your pocket if you want to strengthen her. The main thing - do not forget to select them before the final battle.

Ain Castle

Acquaintance with the owner of the castle - the Duke de Montfort - leaves an ambivalent impression. There is a feeling that some kind of catch is hidden behind the mask of politeness and refined manners. However, the hero is just supposed to harbor prejudice towards the Orlesians. So, it all starts with the hunt for a wyvern - after one of the participants in the event returns with prey, all guests will be allowed into the castle, and Hawke will be able to do what he actually came here for.

After talking with Tallis, explore the area. To the left of the castle gate is an equipment merchant. You can find good things from him and sell your junk. If Sebastian is with you, then next to the chest of the merchant is the first item for his task: a recipe.

Note: additional quests for companions become available provided that you have taken this particular character - the rest simply will not appear, and the quest items will be inactive. Almost all members of Hawk's team have a quest to obtain a unique amulet or ring (with the exception of Merrill and Tallis). Aveline and Isabella also have one more side quest each.

On the right side of the gate there is a certain Gabrielle, after talking with him, you can take the task "Huntsman's Balm" - a cure for the poison of a wyvern.

Wyvern Hunt

The hunting grounds consist of two locations: western and eastern. Your main task will be to figure out how to lure the wyvern, and find everything you need for this. However, you can also do a few along the way. additional tasks to gain experience, money and good things. The time of hunting and moving between locations is not limited - until you complete the main task, you can freely move from location to location, explore the area and enjoy the picturesque views. Beware of various holes and caves - they are simply teeming with hostile ghouls that will attack you if you get too close to their dwelling.

Western Ranges East Ranges

Wyvern Lure

This is the main task, completing it will give you the opportunity to enter the castle along with the rest of the hunters. In order for the bait to work, you need to find several of the possible components that can attract a wyvern.

The following components are located in the western part:

  • Follow the path to the north to reach a clearing with dragons. After you kill them all, take the corpse of the dragon cub.
  • On the path leading from north to south past the altar of heaven, find a pool of blood.
  • Follow the main path to the south and take the first turn to the left to hear and remember the cry of the wyvern.

In the eastern part of the hunting grounds you will find two more lures:

  • Go south, where there is a clearing with ghouls, collect the remains of the Gauls, which apparently remained after the feast of the wyvern.
  • Follow the main path north until you see a large pile of excrement. Get the bones out of her.

After collecting at least two ingredients, you can actually start luring - this is the minimum requirement, enough to get the smallest wyvern. The more ingredients you collect and lay out, the larger the individual will come running at your call. If you decide to use everything you could collect, you will capture a wyvern leader, for which you will receive a more valuable reward and the "Chasing Game" achievement.

Go to the very north of the eastern lands to enter the clearing that is most suitable for the implementation of the plan. Get ready for battle and use everything you have, or just some of the components. Immediately after you do this, the wyvern will appear right in the middle of the clearing.

At high levels, the creature is killed quite easily, but if your hero is not well pumped, you will have to work hard. The monster spits poison and can attack with acceleration, dragging those who get in its way along the ground. However, the wyvern can be dodged. Freezing and immobilizing, as well as stunning on him, pass if they are pumped.

So, the monster is defeated, but as it turned out, the one who paid more money traditionally became the winner in this hunt. This year, the victory was bought by a certain Baron Arlange, who will be very upset that he was bypassed and will demand satisfaction - he will have to fight with him and his servants. The battle will last until the very moment when you take down all of the baron's health points, so if you want, you can first kill all his guards, and then himself to get more experience. Or vice versa, you can focus the fire on him alone in order to finish this dirty business faster.

One way or another, the baron does not die, because at the most crucial moment the host of the holiday intervenes, that is, the duke. He recognizes your right to win and will offer you a choice: release the baron or kill him for his insolence. You can also kill. In this case, Hawk will remove from the corpse Sword of the Baron Arlange (electricity damage, bonus to attack speed and taunt danger, enemies cannot dodge) and Baron Arlange's shield (bonus to resistance to electricity, immunity to stun and knockback). If you decide to let him go, then you will still meet the baron, and you can cut down a little more loot and more experience.

The hunt is over - you can go to the castle. To do this, simply go through the exit from the location, located right there in the clearing.

In addition to the hunt itself, you can also complete several optional tasks in this area. In addition, there are quest items for some of Hawk's companions (their location is described at the end of the article).

Balm of the huntsman

Talk to Gabriel at the castle gate, he will tell you that wyvern venom is very poisonous, and give you a recipe for a potion that will neutralize its effect. You can find the ingredients for the potion in the following places:

  • Robe of Andraste. Located on an inconspicuous path - the first turn to the left if you go along the main southern path;
  • Mushy vein. After you see two hunters claiming to have tracked a wyvern, look for the ingredient to the right of the path they are escaping down (the road to the southern clearing of the western area);
  • Holly. It is located in the eastern part of the hunting grounds, on the shore of the lake, to the right of the entrance to the location.

After you collect all the components of the balm, it turns out that it is not enough even for one person. However, you will still need it. You will also receive 300 XP as a reward for completing this quest.

cult of heaven

In the northwestern part of the western hunting grounds you will find an ancient Avvar altar. If you activate it, then protection will appear - the cultists of the Mistress of the Sky, led by the Heavenly Horror (witch horror with some modifications). Fighting them will be tough. After every third of life taken down, the Celestial Horror hides behind an impenetrable barrier, and stays there until you have taken down all the guards. Then he returns with new servants and everything repeats. However, you can postpone it until later.

To get the task itself, you need to find a lost scientist in the south of this location, who will tell you about his search for an ancient altar dedicated to the Avvar goddess - the Lady of Heaven. After learning how to get out of the forest to the people in the castle, the man will give you his notes about the cult of Heaven and leave on his own.

Go to the altar and find the treasure chest inside. If you have already fought the Celestial Horror, the treasure can still be obtained by returning to the altar again, although the quest entry will not appear in the journal. If you have not yet activated the altar, then you will have two options:

  • Pick up all items except the Mistress's Book. In this case, you will be able to complete the task without a fight.
  • Take everything along with the book, then you will have to fight off the guards, and an entry about the cult of Heaven will additionally appear in the code.

One way or another, you'll get belt of heaven (bonus to mana/stamina, mana/stamina regeneration rate, and magic resistance) and Sacrificial Dagger (spiritual damage, chance to restore health, enemy armor is ignored during attacks), as well as additional experience and trophies if you decide to fight.

Lost hounds

In the location of the Hunting Grounds - west, in its southwestern part you will meet a hunter who lost his two mabari - Nicodemus and Sylvain. He will ask Hawke to look for them.

Sylvain will meet you at the Hunting Grounds - East on the path leading from the lake to the east. Follow him to find the second dog, Nicodemus, who is dying from the wyvern's venom. You can leave him to die, kill him so he doesn't suffer, or heal him if you have the huntsman's balm from the side quest of the same name (the latter will earn you 300 XP).

When you return to the place where you met the first dog, you will meet a hunter, and this will complete the task. Depending on what you did, the results will vary:

  • If you left the dog and did nothing to help him, the hunter will thank you and go for help. For completing the task, you will receive 150 XP.
  • If you killed the dog, you can lie to the hunter that a wyvern killed him, or that you did your best but couldn't save him, and then the hunter will simply thank you. Or you can tell him that you killed the dog out of mercy, in which case you will have to fight the hunter and the surviving mabari.
  • If you cured a dog, tell the hunter about it to get a reward Houndmaster's Shortbow (nature damage, attack bonus, and chance to infect an enemy with a walking bomb), 1 gold and 900 xp.

Also during the hunt you can find a recipe for Sebastian (at the castle gate) and a feather for Anders (Hunting grounds - west).

Castle courtyard

After a short scene where Hawke will receive his well-deserved reward - wyvern hunter's belt (bonuses to attack, defense, critical strike chance and attack speed) - you have to find a way to get into the castle itself. To do this, you need to find the key to the entrance for the servants, which, presumably, is in the hands of the guard.

At this point, Hawke's team will split up so as not to attract attention, and you will stay in the yard along with Tallis.

Find a way to get into the castle

To find the key to the door leading to the service entrance, talk to any guard in the courtyard. Whatever reason you choose to get inside, the guard will not be able to help and will say that he gave the key to one of the servants. Go to the elf servant at the fountain and invite her to a private conversation on the sidelines. After Tallis whispers with her about the difficult fate of the elf, she finds out that the maid gave the key to the son of Duke Prosper - Lord Cyril. Talk to the lord so that Tallis invites him to retire. After an unsuccessful attempt to find a common language with him, she will ask you to do it yourself. You can flirt with him and sneak the key, or disable it with a fist (rough option), and then ransack it. If you don’t want to act either by kindness or force, you can just talk, and the lord will ask you to bring him a glass of wine. Tallis will say that she has sleeping pills for this case, so take a glass of wine from the table near the quartermaster and give it to the boy - the key is in your hands. Finish all your business in the courtyard and go through the side door.

Castle courtyard

Before going inside the castle, you can chat with the Duke's guests and complete one simple side mission. You can also sell excess items to the Quartermaster, who is standing at the banquet table.

Chat with guests

In the courtyard, you can talk to several other participants in the social event. Some of them will be familiar to Hawke personally (depending on which act the add-on is played in), some - only to the player, according to passing Dragon Age: Origins. There will be no practical benefit from these conversations, but it will bring some atmosphere. The reaction of different people to the hero will depend on which acts and tasks have already been completed, and which have not yet been completed.

wishing well

This is a side quest that can be completed in the castle courtyard by collecting all the whim coins and throwing them into the fountain. There are five coins in total, you will find them in the following places:

  • Near the cage with Leopold, on the barrel;
  • On the bench behind Prosper's son Cyril;
  • On a bench near Leliana;
  • Bought for free from the quartermaster;
  • Receive as a gift from Lord Cyril.

When you throw all five coins into the fountain, the quest will be marked as completed, and the hero will be rewarded with 1 stat point and 675 XP.

Find a way to the treasure

As soon as you pass through the door, the hero will be noticed by one of the guards. He will try to sound the alarm, but Tallis will quickly kill him and offer to sneak further in stealth to avoid unnecessary bloodshed. You can opt out if you want to take the easier route and gain more experience (in which case you can just go out and kill everyone), or you can agree to sneak if you want the Limbo jewelry set and the achievement "Sleep on the sly".

Uncertainty

  • Skepticism (amulet): bonus to critical strike chance, bonus to picking locks, enemies leave more money;
  • Alert (Ring): Immune to critical hits, chance to go stealth when attacked;
  • Limbo (Ring): XP bonus, enemies drop higher quality gear, enemies drop more money.

Set Bonus: +10 Cunning.

Ain Castle

Walking in the shadows

If you decide to make your way stealthily, Hawk enters a special stealth mode. In this mode, you will have three main moves: distraction (throw a stone to make the guard go to the source of the sound), incapacitation (sneak up from behind and hit the guard on the head, knocking him out) and hide in the shadows (when the hero is standing in the shadows and not too close to the guard, he becomes invisible - at such moments he is enveloped in something like a shadowy aura). The guards walk along the corridors and platforms, periodically looking in one direction or the other. Their viewing angle is highlighted by a red cone on the ground. The unconscious guard will wake up after a while, so you should not loom near his body for a long time. If you are spotted, the game will load from the last checkpoint and you will have to go through the bad section again.

Distract the attention of the first guard by throwing a stone so that he turns around to face the wall. Read the note on the floor on the right, which will add an entry to the codex, and sneak into the corridor to immediately hide in the shadows behind the pillar until a group of guards patrolling it passes by. Go to the kitchen and send the cook away by cunning to take care of it calmly - here you can complete the Iron Chef side quest, as well as take the recipe for Sebastian.

iron chef

Read the chef's notes to find out how you can ruin Leopold's wyvern food. Three types of ingredients will be laid out on the tables: turnip, lutefisk and cheese. To achieve the desired effect, you need to dial them in certain proportions and mix in a jug. Here is one option: 4 pieces of lutefisk (2 clicks), 3 pieces of cheese (1 click) and 5 pieces of turnip (5 clicks). Take the mixture from the jug and pour it into Leopold's food basket. This will make it move much slower in final battle. You will also receive 200 XP for the successful completion of the task.

Pick the lock on the door opposite the kitchen to get a medallion for Isabella and a drawing for Bethany from this room. Now you need to sneak up on the captain of the guard from behind to knock him out and search for the key, which is needed in order to get into the next part of the castle. Before the guard wakes up, take a book for Varric and a medallion for Fenris on the table nearby. Climbing up the stairs, grab the flag for Carver along the way and go through the door.

Now you need to go through a small outer courtyard. Hiding in the shadows under the stairs, wait until the nearest guard goes around the area. Follow him, following at a distance, hiding near the overgrown fences, and, having got close to the chest, take the Skepticism amulet from the "Uncertainty" jewelry set.

In the same way, making your way behind the guard, reach the stairs down and go down to the door. Behind the door is a balcony, you just need to go through it. Servants are talking downstairs, but they won't notice you. In the next room, don't forget to take love poems for Aveline and a drawing for Bethany. Then you need to turn right, but to find the key to the door, you should turn into the left corridor. The guard who walks there can be knocked out, or you can follow him slowly. At the fork there will be a door to a room with two chests. At the same time, it will be possible to relax in the room - the door is closed and no one will notice the hero. The smaller chest contains the key to the balcony, and the larger one contains the second item from the jewelry set - the Alarm ring.

You should be careful when leaving the room: first open the door and hide in the room behind the wall to wait for two guards to pass by, and then sneak behind them. If you go straight to the balcony of the guard room, then on the left you can loot a chest with cheap nonsense. Walk along the balcony, grabbing a flag for Carver along the way, to the right door, which will lead you to the patio balconies. Then, after passing through several doors, you will reach the library on the lower floor. Don't forget to take the book for Varric. Climb up to the second room of the library, where you can see some Orlesian paintings and get new entries in the codex.

From the library, exit to an open courtyard with several guards. Hiding in the shadows, sneak up on the guard at the stairs and incapacitate him. Before he wakes up, throw a pebble to the fence above the courtyard to distract the second guard, and run to the chest to the left (however, nothing particularly valuable will be found in it). In front of the locked door that leads to the vault, there are two guards patrolling, past which you can sneak past, waiting for them to turn away, but first you need to find the key. Therefore, seizing the moment, run past the door and hide in the shadows on the other side. Distract the guard by throwing a pebble behind his back, sneak up on the captain of the guard, disable him and take the key (attention: if the guard is not distracted, but simply disable the captain, he will notice us). As soon as the Disablement cooldown, sneak up on the guard sitting with his back to you and disable it. Run behind the pillar to search the chest for the third and final piece of the costume jewelry set, the Limbo Ring. If during this time the guard wakes up, then disable him again. One way or another, run into the shadow to the right of the cherished door and wait for the right moment to sneak past two patrolling guards.

Finish line. Our hero is almost there. Look to your left - there is a chest with all sorts of nonsense.

Trapped!

At the entrance to the room, a trap will work: the exit is cut off by a massive lattice, and the door in front does not open. To open it, you need to stand simultaneously on two plates near the chests, but all approaches to them are also cut off.

Stand on both slabs by the carpet - to do this, give the group a command not to move and bring Hawk and Tallis in turn to each of the slabs - this will open the gratings by the stairs. Next, lead Hawk and Tallis across the slabs in parallel until you reach the statues - knock them over to fix the slabs in the pressed position. You should also go out, overcoming one span at a time, so that the character is not locked between bars.

Stand on the slabs in front of the carpet again - now the bars under the balconies will open. At this stage, you need to open the passages to the chests, advancing the characters in parallel along the lower and along the corresponding upper sides. The chests contain garbage and some money. In addition, you can find companion quest items on the lids: a medallion for Isabella, a feather for Anders, a medallion for Fenris, and poems for Aveline. If one of the chests has become inactive, don't be alarmed: it will become available when the bars in front of the door rise. To pick them up, you need to stand simultaneously on both plates in front of the chests.

When you finally get to the treasury, you will know that it is an ambush. It turns out that Tallis and the duke have some business of their own, and she also has her own little secret. Regardless of your replies, the duke will hide you and Tallis in his dungeon, where you can have a heart-to-heart with the elf while your other two companions are in a panic looking for their unlucky leader.

When you, not without the help of the elf, get out of the cage and meet with the rest of the companions, you will get back all your things (if you sneaked into the treasury in secret), and you can choose two exit routes: through the basements of the castle or through the caves. If you want to earn more experience, money and collect an Orlesian-style equipment set, you should wait with the caves for a while.

Cellars

If you decide to make your way through the cellars, you will have to go through a few simple puzzles. In the first room you will see two apparatuses (white and black), a stirrer and three locked doors: two white and one yellow. When you click on the device, a symbol of the corresponding color appears above the character's head, and you can open doors with the same colors. The mixer can mix two different colors to get the third one.

So, take the white symbol and open the two doors on the left hand. Return to the apparatus and take the black color - go through the right white door and open the black one. Take the blue symbol and return to the main room to put the symbol in the mixer (it won't go off your head). Now run through the left white door and open the blue one. Kill the rune golem - this is not a very strong monster, it is easy to deal with it. Immediately after the massacre of him, a strange-looking picture will open on the wall: people with and without masks, arranged in three rows. If Isabella is with you, look around and pick up the cursed emerald - it will come in handy for the quest. Take the yellow symbol from the apparatus by the door and return to the main room. Open the yellow door to put the symbol in the stirrer, and take away what came out as a result of mixing yellow and blue colors - green. Immediately behind the yellow door, on the left hand side, there will be a green door, behind which are chests with treasures: money and mediocre things. In addition, if Isabella is in the party, there will be a quest item on the floor - a cursed diamond.

Go through the transition to a large room, in the middle of which there is a chest behind three impenetrable barriers. Turn the plates located on the floor opposite the exit from the passed part of the basement in such a way that the plates with a pattern correspond to people in masks, and clean ones to people without them. The first barrier is open.

Note: in order to remove the barriers, it is not necessary to complete puzzles - just put the right plates in the right order, if you know it.

In the eastern room, you need to solve a different type of puzzle. Its essence is that you need to turn all the plates over so as to completely fold the portrait depicted on their reverse side. When you click on a slab, it flips over, as well as the slabs that have common edges with it - that is, those adjacent to it horizontally and vertically. If something went wrong, you can reset the accumulated by using the lever under the picture.

After the puzzle is completed, lay out the output tiles in the same pattern as the faces in the second picture. The second hurdle has been overcome.

On the west side, wonderful doors await you again. Take the black symbol and unlock both black doors straight ahead. Change the symbol to white and open the white door behind the left black door. Take the blue symbol from the apparatus in the room and add it to the stirrer. Go through the right black door and open the blue one - golem again! Deal with him and get the third painting of the masked men. If Isabella is in the party, don't forget to pick up the Cursed Ruby. Take also the symbol from the red apparatus and take it to the stirrer. After receiving the purple symbol, unlock the door to the treasury. The chests contain money, all sorts of rubbish and a little mediocre things. Don't forget to look around for the cursed sapphire for Isabella. Having placed the tiles at the exit, as in the third picture, remove the last barrier - congratulations, you have received the "Production" achievement.

In addition to money and all sorts of trinkets, in the chest and in piles of treasures you will find a set of things for Hawke. The type of set depends on the class, and the increase it gives depends on the level of the hero. In addition, here you can find a rusty dagger - the last item on Isabella's quest.

There is nothing else to do here, run south along the stairs. If Aveline is in the party, then in front of the door to the next room there will be a battered book - an item that starts a personal task for her - "Du Lac's Seal". After talking to her, go through the door to be ambushed again. The duke will decide not to let you leave and set his hasinda on the hero with two jesters and a pack of ordinary soldiers. Hasind will immediately run away, so there will be one less strong enemy - already good. The battle will not be difficult, the main thing is to quickly take out the jesters. These are rather fat robbers who fight painfully, but there are only two of them and they jump out in turn.

After Hawk deals with the local punks, Tallis will offer to leave through the caves in the dungeon. To get there, you do not need to go back (however, this is impossible) - just go through the passage to the dungeons leading from this hall.

Armor sets

  • Enchantress Illana (mage). Items provide bonuses to health, defense, mana/stamina regeneration, and have 1 rune slot each. Set Bonus: +10% Physical, Fire, Cold, Shock, Nature, and Spirit Damage.
  • Orlesian spearman (warrior). Items give bonuses to attack, attack speed, bonus to healing received by the character, and have 1 rune slot in each. Set Bonus: Health Recovery Speed ​​+50, Damage Resistance +10%.
  • Messenger (robber). Items provide bonuses to health regeneration, mana/stamina regeneration, damage resistance, durability, and have 1 rune slot each. Set Bonus: 100% Stun Resistance.
Cellars

Dungeon

If you decide to go through the dungeon first, then guards will come across here: the first battle will take place in a large hall in the northwestern part of the map, and the second in a hall in the southeastern part. If the battle with the guards of de Montfort took place, it will be quiet and calm here.

After getting out of the casemate with Tallis, you will find yourself in the northern part of the dungeon. Nearby is a passage to the cellar, and directly - a corridor with cameras. There are only four cells, two of them contain prisoners who can be released by breaking the locks.

In the southern part of the dungeon there are two exits: to the cellar (to the room with an ambush) and to the shelter.

Note: having gone through the crack into the caves, you will not be able to go back.

Before leaving, it is worth rummaging around in the cells. From the quest items here is a loose brick on the instructions of Aveline "Seal du Lac". In the southwestern corridor there are three stone statues on the quest "Pirates and Curses", in the large hall in the west of the location there is a book on the quest for Varrik. In the remaining chambers, you can pick up items for other companions: a chevalier banner for Carver, a painting for Bethany, and an amulet for Fenris.

After you collect all the necessary items and complete other things in this location, you can go through the passage to the old shelter of the Gray Wardens.

Dungeon

Du Lac's seal

This task becomes available only if you took Aveline with you. Read the book at the door in the southern corridor of the cellars. Aveline will say that the book contains records of some arrested person who had the seal of her father's family, du Lac, tattooed.

After examining the cache in the southwestern chamber of the northern wing of the casemates, Aveline will find a strange vessel with smoke inside. A scroll and a ring will be found in the vessel, as well as the spirit of the Resurrected from the dead. The monster is not new, everyone knows how to deal with it. Who does not know, let him keep in mind that it is better to hit him from a distance: a powerful aura around the dead man deals damage to everyone who is near him. In addition, he can pull the target towards him, knocking him down.

After killing the monster, the conversation will continue, and Aveline will tell you that she doesn't know how it all has to do with her father, but she is going to ask someone. This will complete the mission, Hawke will receive 200 XP (plus an additional 230 XP for fighting the monster), and our iron lady will get a useful trinket - a ring Seal Red (100% Basic Attack Damage against Melee Enemies).

Pirates and curses

If Isabella is with you, collect four precious stone and a rusty dagger:

  • Cursed emerald - in the room with the first picture, north wing;
  • Cursed Diamond - room behind the green door, north wing;
  • Cursed Ruby - room behind the blue door, west wing;
  • Cursed Sapphire - room behind the purple door, west wing;
  • Rusty dagger - in the central hall near the chest.

In the corridor in the southwestern part of the dungeons, there are three stone statues - pirates who were struck by a curse. If you approach them with Isabella, they will call her and tell her about how they stole the dagger that was cursed from their maleficar captain. Only another captain can remove the curse if he finds this dagger and shows his generosity by giving it to them. It's about about the same dagger, parts of which you collected in different places in the basement. If you have not had time to do this yet, you will have to go to the basement. If the dagger is already ready, then it is necessary to decide: to save the pirates from the curse or not.

  • Given the choice of Isabella herself, she decides to keep the dagger. As a reward you will receive Dagger of the Four Winds (lightning damage, 4 rune slots) and 150 XP.
  • Or you can persuade her to do a good deed - the pirates will be released from stone captivity, swear allegiance to Isabella and run away. Subsequently, they will help you in a fight in the caves. You will receive 300 XP as a reward.

asylum

This location is fairly linear, with a few exceptions. Conventionally, it can be divided into two ring parts and three corridors. In the first tunnel you will find a magic feather for Anders. In the ring cave you can find a stash for Sebastian, a stash for Bethany or Carver, and a medallion for Isabella. In addition, you will encounter a tribe of ghouls led by Velgastrial.

On the bridge, a more serious fight awaits you - with the very Hasind that haunts Hawk from the very beginning of the adventure. With him will be a few soldiers and a bunch of mages. At the very beginning of the battle, Tallis will be cut off from the team, and if you want to return her as soon as possible, then beat the Hasinda and quickly. When he has about a third of his health left, Tallis will rejoin the team. After the battle, search the corpses: Kahir will "share" the key to the gate and the two-handed battle ax Dragon breath (fire damage, fire damage bonus), and remove the staff from the magician Sting (Nature Damage, 1 Rune Slot, Nature Damage Bonus, Enemies Cannot Dodge Attack, Chance to Regenerate Health). If Isabella is with you and freed the three losers from the curse, they will help you in this battle. In addition, you can enjoy views of the lake from the viewpoint from the bridge.

On the second ring you will find poems for Aveline, a cache for Varric and another pack of ghouls. After the hero deals with the savages, Tallis will tell you that you are already at the exit, and will convince you to follow her to help her.

asylum

Here you are free to either refuse or agree. It depends only on which road you go and what kind of enemies you meet there. Here you can also collect rewards for the tasks of those companions who have not yet acquired personal trinkets: Anders, Fenris, Aveline and Isabella.

Without Tallis

If you refuse to help, then take a shorter path, and only guards and wyverns with ... wyvern will come across from the enemies. The exit into the ruins will take you to the meeting place between Prosper and the Qunari.

with Tallis

If you still decide to go with Tallis, then you will have to run more. Almost immediately at the exit from the caves, Baron Arlange will lie in wait for Hawke, if our hero has not killed him yet, of course. With him will be archers, soldiers and a jester. As a reward for a fight, you will get a good sword and shield, and all sorts of junk, little by little. In addition, you will meet every little thing like ghouls and wyverns - they should not be big problems.

But the next enemies will be more powerful - Tal-Vashoths. First, a small group will appear led by an officer, then a smaller detachment, but led by the leader of the Tal-Vagoths, who will lure you further and further after he is thoroughly beaten. Having finally dealt with the leader, Tallis will find out where the meeting with Prosper will take place - go back and go to the ruins.

final battle

After a short cutscene in which the duke will receive a certain scroll from the Tal-Vashoth, regardless of whether you agreed to help the elf or refused, she will join the party, and Prosper will order his soldiers to attack you.

Conventionally, the battle can be divided into three stages: Prosper, Leopold and Prosper riding Leopold.

During the first stage, the duke will fight from below, and the wyverns will spit poison from above. Don't stand under the stream! Hit the Orlesian and dodge the creature's spit. When the duke has lost almost all of his lives, he will jump up and Leopold will engage in more melee combat.

If you have poisoned the wyvern's food, it will move rather slowly at this stage. Prosper will place a mark on one of the characters (usually the one the player controls), and Leopold will purposefully pursue that character until the mark is gone. The tactic is simple: you beat the wyvern, the one with the mark - the engine.

When Leopold is thoroughly battered, the duke will call him to him and place traps exploding in a chain on the field. Try to stand in a free area - then almost no one will be hurt. After that, de Montfort, riding a wyvern, will descend to the battlefield, and the final stage of the battle will begin. Just like in the second stage, the duke will throw a mark. But Leo is already frisky and zealous, so he won’t be able to train. But it can be thrown off a cliff: when the wyvern is already rushing towards the "marked" one, standing at the edge of the abyss, run away to the side - the creature will carry by inertia beyond the platform, and it will hold on for some time, clinging and being unable to do anything else.

Finish off the duke, watch a beautiful video and get ready to say goodbye to Tallis. If you refused her, then there will be an option to demand a reward from her. In any case, she will hand Hawk what was planned to be planted under the guise of a stone - Heart of the Many, a very good amulet that gives an increase in strength, agility and magic, depending on the level. In addition, if there is no passion next to the hero, and you flirted with an elf, then you can get a romantic kiss from her, but you won’t wait for more.

This will end the adventure, and Hawke will be transported back to his home in Kirkwall.

Amulets for companions

Suspicious Flags (Carver)

  • On the stairs behind the castle kitchen;
  • On the balcony of the maid's room;
  • Chamber in the southern part of the dungeon;
  • Stash: Caverns of Refuge.

Reward: Enthusiast's amulet. Critical Strike Chance Bonus, Critical Damage Bonus, Health Regeneration Speed ​​Bonus, and Damage Resistance Bonus.

Symbols (Bethany)

  • In the chamber in the southern part of the dungeon;
  • Stash: In the caves of the hideout.

Reward: Miniature family portrait. Bonus to fire damage and cold damage, bonus to mana/stamina regeneration rate.

Map?... (Isabella)

  • In the room opposite the kitchen in the castle;
  • On the right chest in front of the duke's treasury;
  • In the caves of refuge;

Reward: Good Luck Armada badge. Defense bonus, critical damage bonus, chance to go invisible when attacked.

Secret composition (Sebastian)

  • In the castle courtyard before the hunt, at the quartermaster's chest;
  • In the kitchen of the castle;
  • Stash: In the caves of the hideout.

Reward: Epicurean gift. Defense bonus, critical damage bonus, and damage resistance bonus.

Plagiarism (Varrick)

  • In the hall behind the kitchen in the castle;
  • In the castle library;
  • In the northwest hall of the dungeon;
  • Stash: Caverns of Refuge.

Magic Feathers (Anders)

  • On the hunter's trail, western hunting grounds;
  • On the left chest in front of the treasury;
  • In the caves of refuge;
  • Cache: a path on a mountain slope.

Reward: Birds of the same flight. Health bonus, mana/stamina bonus, health regeneration bonus.

Warrior's Legacy (Fenris)

  • In the hall behind the kitchen in the castle;
  • On the right chest in front of the treasury;
  • In the caves of refuge;
  • Cache: a path on a mountain slope.

Reward: Gift of the Mist Warrior. Defense Bonus, Spirit Damage Bonus, Damage Resistance Bonus.

Romantic gift (Aveline)

  • In the room in front of the guard room in the castle;
  • On the left chest in front of the duke's treasury;
  • In the caves of refuge;
  • Cache: a path on a mountain slope.

Reward: The path of true love. Health bonus, defense bonus, mana/stamina regeneration bonus.


  • Kay Owald likes this.

Our adventure begins with such a statue in Hawk's house.

As a prologue, we are shown a scene: a meeting in the Upper City with a certain Blade. In addition to the obligatory character (Varric), we can take with us any others, except for a sister or brother. It does not play any role, the difference will be only in some minor remarks. But it is better to select a party with the expectation of a fight.

So, having come to a meeting, we suddenly find out that this is not a meeting at all, but a real ambush. Well, we're not used to it. And here is the main character of our adventure: Tallis.

After her spectacular appearance, it turns out that she was not here by chance. The elf needs someone who has an invitation to the castle to Duke Prosper de Montfort - we have them. However, this will not be just a social event, but a "semi-legitimate" penetration into the holy of holies of En castle - the duke's treasury, from where you need to steal a certain precious stone - Heart of Many .

We search the corpses, on one of them we find a letter.

We go to the exit from the quarter, which is worth an elf.

Since Tallis will be our obligatory companion, apart from her we can take only two more companions. If a brother or sister is alive, then they can also be taken to the team.

Acquaintance with the owner of the castle leaves a dual impression. There is a feeling that some kind of catch is hidden behind the mask of politeness and refined manners. We are supposed to be prejudiced against the Orlesians, though. So, it all starts with the wyvern hunt.

patio
After talking with Tallis, you can look around. To the left of the castle gate is an equipment merchant. You can find good things from him and sell your junk. If Sebastian is with you, then next to the chest of the merchant is the first item for his task: a recipe.

On the right side is a certain Gabriel, after talking with whom you can take the task "Huntsman's Balm"- cure for wyvern venom.

Hunting grounds - west.
We run up the stairs to the right. In the clearing we are attacked by a bunch of dragon cubs, and then two avenging mothers. We kill dragons - nothing particularly valuable falls from them. But one carcass of the cub is a quest item: after talking with Tallis, we take it with us as bait for the wyvern. We go to another path and move on. On the right hand we come across a clearing with an ancient altar. You can activate the altar now, or you can walk past for now - you still have to come back later. If you activate it, we will be attacked by the guards of the altar - the cultists of the Avar goddess of the Mistress of the Sky, led by the Heavenly Horror. The fight will be hard. For every third of lives taken down, the Celestial Horror hides behind an impenetrable barrier, and stays there until we have taken down all the guards. Then he returns with new ones and everything repeats. Having gone further along the path, we come across a pool of blood. After talking with Tallis, we take note that the wyverns will be better lured if blood is also added to the dragon's carcass.

Below, in the clearing, a hunter roams, who has lost his faithful dogs: Nicodemus and Sylvain. We agree to look for them and get the task "Lost Hounds". We turn behind the bushes and run along the path further.

We are again in the clearing where we were, but now we are running to the southeast. Along the way, there are hunter camps where you can pick up a few potions. On the left hand there is an inconspicuous path, following which we find three interesting things at once: Andraste's Robe, the cry of a wyvern and the skeleton of a man who, apparently, was killed by a circle of cheese.

Taking note of the cry of the wyvern, we run further until we meet two hunters who will shout that they seem to have found a trace. But do not rush to run right after them - on the right hand in front of the path where they ran, lies the second ingredient of the balm - Fly vein. Now we can go see what's next. Oh-pa. Zealous Orlesians fell victim to small wild freaks - ghouls. These guys are pretty frail, but they take in quantity. After killing everyone, we go south to find the poor scientist. He will say that he got lost while looking for the Avvar altar. Hearing about our find, he will give his notes, which say how to find a cache of treasures in the altar, which activates the task "Cult of Heaven". We return to the altar and find an article in the codex, the Sacrificial Dagger and the Belt of Heaven. If you haven't killed the shrine guards yet, now is the time.
Hunting grounds - east.
At the entrance to the location, we immediately come across a trail (the main thing is not to enter!). In the first clearing near the lake we find some potions and the third ingredient for the balm - Holly. Yes, the drug turned out to be not enough, not even enough for one person. In addition, you can admire the view of the lake and the mountains and discuss the features of the inheritance of property in Orlais. Let's go south. By and large, there is nothing interesting there, except for some remains (a quest item for luring) and, again, a pack of ghouls. True, this time they will be with the ghoul sorcerer - Velgastrial. He will strike with magic and hide behind a barrier that can be destroyed by attacks.

Turning to the east, we meet one of the hunter's dogs - Sylvain. Looks like he wants us to go with him. We run after the dog to the fork and to the right, and then through the clearing. Let the burrows of ghouls not scare you yet - as long as we run after the dog, they sit quietly. Yeah, and here is the second dog - Nicodemus. He seems to be poisoned by wyvern venom, but we do have a balm. If you cure the dog, the hunter will meet us in the clearing and give us a good bow in gratitude. However, the dog can be left or euthanized. But in this case, you will not receive a reward. Before you run to the clearing for the dogs, you can stir up the ghoul's nests and kill nonhumans.

"Brand of the killer". Complete walkthrough

"Brand of the killer". Complete walkthrough

Following the dog, we turned onto the right path, now let's go left. Almost immediately we stumble upon the last of the ingredients needed for the bait: rummaging through a pile (I would even say “heap”) of excrement, we find naked bones. And why not try to lure the wyvern with the cry of a naga? We go straight - there is nowhere to turn - and we go out to the "wyvern" clearing. No, wyverns don't grow like mushrooms there, but it's a great place to put bait. You don’t have to throw out everything that is, because in order to lure at least something, two components are enough. But if you have collected everything, then you can amuse your pride and try to lure a particularly large specimen - the Wyvern Leader. In any case, this will not affect the plot, but we will get a better reward and the "Chasing the Game" achievement. At higher levels, the creature is killed quite easily, but if your hero is still small, you will have to work hard. The monster spits poison and can attack with acceleration, dragging those who get in its way along the ground. However, the wyvern can be dodged. Freezing and immobilizing, as well as stunning on him, pass if they are pumped.

So, the monster is defeated, but the vultures flew to the feast. It turns out that this is not just a hunt, but a hunt for bribes. This year, a certain Baron Arlange paid for the right to become a winner - a person prone to tantrums, and even called names. It is absolutely impossible to agree with him, even if you want to, you will have to fight. The fight lasts until the very moment when the baron is demolished all his life, so you can first kill his guards, and then himself, or beat him with all the characters to finish faster.

One way or another, he does not die, because at the most crucial moment the host of the holiday intervenes, that is, the duke. He recognizes our right to victory and offers a choice: release the baron or kill him for insolence. You can also kill. In this case, Hawke will remove a good sword and shield from the corpse. But I recommend letting go for now - we will meet him again, and it will be possible to cut down a little more loot and more experience.

"Brand of the killer". Complete walkthrough

"Brand of the killer". Complete walkthrough

The hunt is over - you can go to the castle. And here is the exit: right in front of us.

Castle courtyard
It all starts with the awards ceremony. The Duke introduces Hawke to the rest of the guests and presents a valuable prize - a belt with very good characteristics. Here we get acquainted with Prosper's "tame" wyvern - Leopold.

"Brand of the killer". Complete walkthrough


"Brand of the killer". Complete walkthrough

Then there is a short video in which Tallis says that the doors leading to the castle are locked, and the guards probably have the key. Here you will have to say goodbye to the other two satellites for a while, so as not to catch the eye of everyone with a large company.

You can wander around the yard and chat with guests, collect coins to throw into the fountain, or sell junk to the quartermaster at the tables.

To drive up to the guards, it is enough to use any of the reasons: from visiting the restroom to a scandal with the cook about a bad treat. We learn from the first guard that he gave the key to the maid. The elf we need is standing by the fountain with a tray. After a short dialogue, Tallis will retire with her and find out that the maid also does not have a key: she gave it to Lord Cyril, the duke's son.

We start small talk with the lord, accept a caprice coin as a gift and, under any pretext, send him to Tallis to whisper. But it seems that the lord does not like elves, Tallis is a complete failure, and she asks Hawke to talk with Cyril. You can flirt with him and secretly steal the key, or you can knock him out and rummage around. If you don’t want to act either with affection or force, you can just talk, and he will ask you to bring him a glass of wine. Tallis will say that she has sleeping pills for this case, so we take a glass of wine from the table near the quartermaster and serve it to the lord - we have the key. On the way we throw coins into the fountain and go to the door to the castle.

make a wish

You need to collect all the coins-whims and throw them into the fountain. There are five in total:

  • Near the cage with Leopold, on the barrel.
  • On the bench behind Prosper's son Cyril
  • On a bench near Leliana
  • Bought for free from the Quartermaster
  • We receive as a gift from Lord Cyril.

We throw all the coins into the fountain, completing the quest, and we get 1 point of characteristics as a reward.

In addition, you can chat with the guests of the holiday:

  • Countess Dulcie de Spears
  • Lady Elegant
  • Bann Tegan and Lady Iseult
  • Leliana
  • Seneschal Bran
Ain Castle
As soon as we went through the door, one of the guards notices us. Looks like he has watchman syndrome, and he won't agree to get out and pretend he didn't see us. Tallis kills him and offers to sneak further in secret to avoid unnecessary bloodshed. The further passage of the game depends on whether we agree or decide to break through with a fight.

It's easier, of course, to just go through and chop everyone into cabbage. There will be more enemies, and fewer good things, but it will go faster and faster.

It is much more difficult to make your way secretly, but the catch of all sorts of trinkets will be more significant. So, we have three main techniques: distraction (throw a stone so that the guard goes to the source of the sound), disable (sneak up from behind and hit the guard on the head, knocking him out) and hide in the shadows (when the hero is in the shadows and not too close to the guard, he becomes invisible - at such moments he is enveloped in something like a shadow aura).

We send the first guard with a pebble to stand with his nose to the wall, slip into the corridor and hide in the shadows behind the column until a group of guards passes by. We pass to the kitchen and send the cook away by cunning. We select quest tasks for companions and read a cook's magazine. To make the right mixture, take 4 pieces of lutefisk (2 clicks), 3 pieces of cheese (1 click) and 5 pieces of turnip (5 clicks), take the mixture from the jug and pour it into the basket with food for Leopold. This will make him move much slower in the final battle.

We open the lock on the door opposite the kitchen and in the room we take away the medallion for Isabella and the drawing for Bethany.

We sneak up on the captain of the guard from behind, cut him down and rummage around in search of a key. Until he wakes up, we pick up a book nearby for Varrik and a medallion for Fenris. We go up the stairs, grabbing a flag for Carver along the way, we go through the doors.

We go out into the courtyard. Hiding in the shadows under the stairs, we wait until the nearest guard goes around the area. We follow him (at a distance, of course), hiding near the overgrown fences, and get to the chest to get the amulet from the jewelry set.

In the same way, making our way behind the guard, we get to the stairs down and go down to the door. Behind the door is a balcony, we just pass it. Servants are talking downstairs, but they won't notice us. In the next room, we select love poems for Aveline and move on. Then we need to turn right, but to find the key to the door, we should turn into the left corridor. The guard who walks there can be knocked out, or you can follow him slowly. At the fork there will be a door to a room with two chests. At the same time, it will be possible to relax in the room - the door is closed and no one will notice us. The smaller chest contains the key to the balcony, and the larger one contains the second item from the jewelry set - the Alarm ring.

You should leave the room with caution: we open the door, hide in the room behind the wall and wait for two guards to pass by, and only then we sneak behind them. If you go straight to the balcony of the guard room, then on the left you can loot a chest with cheap nonsense. We run along the balcony to the door we need and go through it to the balconies in the courtyard. From there, without incident, we pass through several doors and get into the library on the lower floor. We grab a book for Varrik and go up to the second room of the library, where you can see several Orlesian paintings.

From the library we go out to the open courtyard with several guards. Hiding in the shadows, we approach the guard at the stairs and disable him. Until he wakes up, we throw a pebble to the fence over the courtyard so that the second guard goes there to look, and we run to the chest to the left. However, you can not run, there is nothing of value. But you can hide in the shadows and assess the situation. There are two guards patrolling in front of the door, which you can sneak past by waiting for them to turn away, but the door is locked. Therefore, having seized the moment, we run past the door and hide from the shadows on the other side. We distract the guard by throwing a pebble behind his back, sneak up on the captain of the guard, disable him and select the key (attention: if the guard is not distracted, but simply disabled the captain, he will notice us). As soon as the “Incapacitation” rolls back, we sneak up on the guard sitting with his back to us and beat him. We run behind the column and rummage through the chest in search of the third and last part of the jewelry set - the Uncertainty ring. If during this time our valiant guard wakes up, then we disable him again. One way or another, we run into the shadow to the right of the door we need and wait for the right moment to sneak past two patrolling guards.

Finish line. We're almost there. Look to your left - there is a chest with all sorts of nonsense.

Last push

At the entrance to the room, a trap is triggered: the exit is cut off by a massive grate, and the door in front does not open. To open it, we need to stand on two plates at the chests at the same time, but all approaches to the chests are cut off.

We get up on two plates by the carpet and open the bars at the stairs. Further, in parallel, we lead Hawk and Tallis along the slabs until we reach the statues - we overturn them. We also leave at the same time, otherwise the gratings will fall.

Again we stand on the slabs in front of the carpet - the bars under the balconies open. Now we need to open the passages in the chests, moving in parallel along the bottom and along the corresponding upper side. The chests contain garbage and some money. In addition, the lids contain quest items for companions: a medallion for Isabella, a feather for Anders, a medallion for Fenris, a recipe for Sebastian, and poems for Aveline. If one of the chests has become inactive, don't be alarmed: it will become available when the bars in front of the door rise. To pick them up, you need to stand simultaneously on both plates in front of the chests.

Gotcha!

We successfully passed all the tests to get into the ambush. We are greeted by the duke de Montfort himself with guards and sent to the local prison, where the hero will have an interesting conversation with Tallis. But why waste time? Our other comrades are running around somewhere, while we are still getting out of the cell. Having met with companions and received back our little things, we must make an important decision: go through the basements or through the caves in the prison. If we made our way into the castle stealthily, then the achievement "The Silent Sapo" will be unlocked.

Cellars
In the first room we see two apparatuses (white and black), a stirrer and three locked doors: two white and one yellow. When you click on the device, a symbol of the corresponding color appears above the character's head, and we will be able to open doors with the same colors. In the mixer, you can mix two different colors to get a third.

So, we take the white symbol and open two doors on the left hand. We go back and take the black color, go through the right white one and open the black door. We take the blue symbol, return to the main room and put the symbol in the mixer (it will not disappear). We now run through the left white door and open the blue one. We kill the rune golem - not a very strong monster, it is easy to deal with it. Immediately after the massacre, a strange-looking picture opens up: people with and without masks are arranged in three rows. If Isabella is with you, look around and pick up the cursed emerald - it will come in handy for the quest. We take the yellow symbol in the apparatus at the door and return to the main room. We open the yellow door, put the symbol in the mixer, and take away from it a mixture of blue and yellow - green. Immediately behind the yellow door, on the left hand side, there will be a green door, behind which are chests with treasures: money and mediocre things. In addition, if Isabella is in the party, there will be a quest item on the floor - a cursed diamond.

We run along the passage and find ourselves in a large room, in the middle of which, behind three impenetrable barriers, there is a large chest. Right in front of us lie the turning slabs. Having noticed that there are exactly the same number of plates here as there are people in the picture, we turn them over so that the plates with a pattern correspond to people in masks, and clean ones correspond to people without them. The first barrier is open. Note: in order to remove the barriers, it is not necessary to complete the puzzles - just put the right plates in the right order, if you know it.

In the eastern room, you also need to solve the puzzle with the plates. Its essence is that you need to turn all the plates over so as to completely fold the portrait depicted on their reverse side. When you click on a slab, it turns over, and the slabs that have common edges with it turn over. That is, adjacent to it horizontally and vertically. If something went wrong, you can reset the accumulated by using the lever under the picture. The general algorithm of the solution is contained in the picture. This algorithm is not the only one, but the simplest. If you wish, you can try to fold the mosaic yourself.

We remember the location of people in masks and lay out the corresponding scheme from the plates at the exit. The second hurdle has been overcome.

In the western side, wonderful doors await us again. We take the black symbol and unlock both black doors directly. Change the symbol to white and open the white door behind the left black door. We take the blue symbol from the apparatus in the room and put it in the mixer. We run through the right black door and open the blue one - golem again! We kill the poor golem and get the third picture of people in masks. If Isabella is in the party, we select the cursed ruby. We grab the symbol from the red apparatus and run to the mixer. Having received the purple symbol, we unlock the door to the treasury. The chests contain money, all sorts of rubbish and a little mediocre things. Don't forget to look around for the cursed sapphire for Isabella. We expose the tiles at the exit, as in the third picture - and the last barrier is removed. We get the achievement "Production".

In addition to money and all sorts of trinkets, we find in the chest and in heaps of treasures a whole set of things for our hero. The type of set depends on the class, and the increase it gives depends on the level of the hero. In addition, here you can find a rusty dagger - the last item on Isabella's quest.

"Brand of the killer". Complete walkthrough

"Brand of the killer". Complete walkthrough

"Brand of the killer". Complete walkthrough

"Brand of the killer". Complete walkthrough

"Brand of the killer". Complete walkthrough

"Brand of the killer". Complete walkthrough

There is nothing else to do here, we run south along the stairs. If there is Aveline in the party, then in front of the door to the next room there will be a battered book - an item that starts a personal task for her - "Seal du Lac". Aveline will say that the book contains records of some arrested person who had the seal of her father's family, du Lac, tattooed. We pass through the door. Another ambush! The duke decided not to let us leave and set his chasinda on the hero with two jesters and a pack of ordinary soldiers. Hasind immediately runs away, leaving the slaves to be torn apart by Hawk, which he successfully uses. The battle is simple, the main thing is to quickly endure the jesters. These are rather fat robbers who fight painfully, but there are only two of them and they jump out in turn.

After our hero deals with the punks, Tallis will offer to leave through the caves in the dungeon.

Dungeon
If you decide to go through the dungeon, then guards will come across here: the first battle will take place in a large hall in the northwestern part of the map, and the second in a hall in the southeastern part. If the battle with the guards of de Montfort took place, it will be quiet and calm here.

Having got out of the casemate with Tallis, the hero finds himself in the northern part of the dungeon. Nearby is a passage to the cellar, and directly - a corridor with cameras. There are only four cells, two of them contain prisoners who can be released by breaking the locks.

In the southern part of the dungeon there are two exits: to the cellar (to the room with an ambush) and to the shelter.

Note: having gone through the crack into the caves, we will no longer be able to go back.

Before leaving, it is worth rummaging around in the cells. From the quest items here is a loose brick on the instructions of Aveline "Seal du Lac". After exploring the cache, Aveline will find a strange vessel with smoke inside. A scroll and a ring will be found in the vessel, as well as the spirit of the Resurrected from the dead. The monster is not new, everyone knows how to deal with it. Who does not know, let him keep in mind that it is better to hit him from a distance: a powerful aura around the dead man hits everyone who is near him. In addition, he can pull the target towards him, knocking him down.

After killing the monster, the conversation will continue, and Aveline will tell us that she does not know how it all has to do with her father, but she is going to ask someone. This will complete the task, and our iron lady will get a useful trinket.

"Brand of the killer". Complete walkthrough

"Brand of the killer". Complete walkthrough There are three stone statues in the corridor: pirates who were struck by a curse. If you approach them with Isabella, they will call her and tell her about how they stole the dagger that was cursed from their maleficar captain. Only another captain can remove the curse if he finds this dagger and shows his generosity by giving it to them. All parts of the dagger are scattered in different places in the basement. If you have not collected yet, you will have to go to the basement. If the dagger is already ready, then it is necessary to decide: to save the pirates from the curse or not. If you leave the choice to Isabella herself, she decides to keep the dagger. The hero can persuade her to do a good deed - the pirates will be released from stone captivity, swear allegiance to Isabella and run away. Subsequently, they will help you in a fight in the caves.

"Brand of the killer". Complete walkthrough

"Brand of the killer". Complete walkthrough

In the large hall is a quest book for Varric. In the remaining chambers, you can pick up items for other companions: a chevalier banner for Carver, a painting for Bethany, and an amulet for Fenris.

asylum
The first ring contains a feather for Anders, a stash for Sebastian, a stash for Bethany or Carver, and a locket for Isabella. In addition, we will encounter a tribe of ghouls led by Velgastrial.

A more serious fight awaits us on the bridge - with the very Hasind that has been pursuing us from the very beginning of the adventure. With him will be a few soldiers and a bunch of mages. At the very beginning of the battle, Tallis will be cut off from the team, and if you want to return her as soon as possible, then beat the Hasinda and quickly. When he has about a third of his health left, Tallis will rejoin the team. After the battle, search the corpses: Kahir will “share” the key to the grate and a good two-handed weapon, and again we will remove a good staff from the magician. If Isabella is with you and freed the three losers from the curse, they will help you in this battle. In addition, from the bridge you can admire the view of the lake at the viewpoint (Tab key to help you).

"Brand of the killer". Complete walkthrough

"Brand of the killer". Complete walkthrough

On the second ring we will find poems for Aveline, a cache for Varric and another flock of ghouls. After the hero deals with the savages, Tallis will tell you that we are already at the exit, and will convince you to follow her to help her.

Here we are free to either refuse or agree. It depends only on which road we take and what enemies we meet there.

If we refuse to help, we will take a shorter path, and from the enemies we will come across only guards and wyverns with ... a wyvern. "Don't believe your eyes." In addition, in this location there are hiding places for those companions who have not yet taken their rewards before: Fenris, Aveline, Anders and Isabella. The exit to the ruins will lead us to the meeting place between Prosper and the Qunari.

"Brand of the killer". Complete walkthrough


"Brand of the killer". Complete walkthrough

On mountain trails in company with Tallis

The main enemies in the location are Tal-Vashoths. First a small group led by an officer, then a smaller detachment appears, but led by the leader of the Tal-Vagoths, who lures us further and further after he has been thoroughly beaten. Having finally dealt with the leader, Tallis finds out where the meeting with Prosper will take place - we return and pass to the ruins.
final battle

We watch a short video where the duke receives a certain scroll from Tal-Vagoth. Regardless of whether we agreed to help the elf or refused, she will join the party, and Prosper will order his soldiers to attack you.

Conventionally, the battle can be divided into three stages: Prosper, Leopold and Prosper riding Leopold.

During the first stage, Prosper will fight from below, while the wyverns will spit venom from above. Don't stand under the stream! Hit the duke and dodge the spitting. When the duke has lost almost all his lives, he will jump up, and Leopold will take over the watch.

If you have poisoned the wyvern's food, it will move rather slowly at this stage. Prosper will place a mark on one of the characters (usually the one the player controls), and Leopold will purposefully pursue that character until the mark is gone. The tactic is simple: we beat the wyvern, the one with the mark is the locomotive.

When Leopold is thoroughly battered, the duke calls him to him, and places traps exploding in a chain on the field. Try to stand in a free area, then almost no one will be hurt. After that, de Montfort, riding a wyvern, descends to the battlefield, and the final stage begins. Just like in the second stage, the duke will throw a mark. But Leo is already frisky and zealous, so he won’t be able to train. But it can be thrown off a cliff: when the wyvern rushes to the "marked" one, standing at the edge of the abyss, run away to the side - the wyvern will carry it by inertia over the platform, and it will hold on for some time, clinging and not being able to do anything else.

We finish off the duke, watch a beautiful video and say goodbye to Tallis. If you refused her, then there will be an option to demand a reward from her. In any case, she will give Hawke what was planned to be planted under the guise of a stone - a very good amulet. In addition, if there is no passion next to the hero, and you flirted with an elf, then you can get a romantic kiss from her, but you won’t wait for more. "Brand of the killer". Complete walkthrough

Symbols (Bethany)

1. In the room opposite the kitchen in the castle

2. In the room in front of the guard room in the castle

3. In the chamber in the southern part of the dungeon

Stash: in the caves of the refuge

"Brand of the killer". Complete walkthrough

"Brand of the killer". Complete walkthrough

Map?... (Isabella)

1. In the room opposite the kitchen in the castle.

2. On the right chest in front of the duke's treasury

3. In the caves of refuge

Cache: a path on a mountain slope.

"Brand of the killer". Complete walkthrough

"Brand of the killer". Complete walkthrough

Secret composition (Sebastian)

1. In the castle courtyard before the hunt, near the quartermaster's chest

Game profile:

Full title: Dragon Age 2: Brand of the Assassin

Developer: bioware

Publisher: Electronic Arts

Genre: RPG/Action

Our CV

Idea: Another big story DLC + Felicia Day's Tallis

Graphic arts: After the gloomy and monotonous streets of Kirkvol, green forest clearings and an elegant castle are very pleasing.

Sound: As always - good

A game: After a series of not-so-successful attempts, BioWare has clearly got its hands on producing quality downloadable add-ons.

GameWay verdict!

4 /5 (Good)

They needed to make a series - the right word. And I'm not talking about Dragon Age: Redemption, which is now a weekly fan-made semi-professional web series starring Felicia Day. I'm talking about BioWare and Dragon Age 2.

As a relatively short development cycle, which turned into endless repetitions of locations and game situations, artificially dragging the gameplay through the same type of battles and extremely tenacious bosses. In a word, the content, which by the standards of Dragon Age: Origins was enough for 15 hours, was carefully stretched out for 45-50 hours of play.

Not that Dragon Age 2 did it bad game, but for BioWare and Dragon Age as a series, it was a tangible downgrade. Separate gaps, like an improved, more dynamic combat unit (balance, however, quests and many other things were brought to mind only by the last mega patches) did not save.

Why it happened, you don’t have to guess for a long time - the first Dragon Age went from the “idea” stage to the “one of best RPGs decades" for more than five years (the game was first presented to the public in 2004, it was released at the end of 2009). If the development of the next parts of the planned pentalogy would have taken the same amount of time, we would have seen the final part of the saga somewhere in 2030. And this would make no sense both from the point of view of business strategy and from the point of view of the rapid development of visual media available to the industry. Suffice it to recall what PC hits looked like 20 years ago, and the fact that none of the then popular RPG series survived to this day.

Realizing this, EA and BioWare decided to shorten the development time and ... overdid it a bit. There was not enough time to bring Dragon Age 2 to the level of the best modern RPGs. And that's why I'm saying that they should have made a series.

Imagine: the game comes out in episodes, each with several hours of gameplay. Each puts the heroes in a new interesting situation, reveals their characters from a new angle, moves the global plot forward somewhat, or develops one of its branches. "Series" come out both small, such as an additional task from a satellite, and serious, for many hours of gameplay and with complex plot collisions.

With the current development of the Internet and rapid development, this approach can provide interesting solutions and very original finds in the structure of the narrative, as well as allow you to instantly respond to player comments. And if you screw up the multiplayer ... However, I was dreaming of something.

It was the last two plot DLCs that pushed me to such fantasies. Because in their case, Dragon Age 2 behaves with us as a prototype of such a series. There is a big and not the most outstanding main game. And there are a couple of relatively small (only five hours) well-made and well-crafted "series" expansions in which you can drag your favorite heroes into the next reckless event, admire their reaction to new adventures, and help them save a little if not world (although, why not?), then at least your own skin.

What, what's new - "Brand of the Killer"(Mark of the Assassin) are made much better than the original game. Contrast with the passage of "pure" Dragon Age 2, where Anders just now sent my hero to the cesspool (as always, we have already been to this location ten times already) - to collect saltpeter, sadly running from one lyrium guarded by smugglers for some reason (probably they are just evil on us - after all, we have already killed under a thousand of their twin brothers), heaps of this very one, to the other - radical.

It meets us with a big and interesting hunt for wyverns (a completely new enemy and a chic enemy), smoothly turning into a magnificent reception in the castle, where you can meet some of your old acquaintances. Then the program includes stealth elements, excellent puzzles, good side tasks related to which of the satellites you took with you. Well, in the end, difficult, and at times, very difficult and interesting fights with completely new, never seen before enemies, and each battle is deeply individual.

Starts "Brand of the Killer" just like Legacy - after installing the add-on, a new statue will appear in Hawke's mansion, clicking on which launches a large-scale adventure. Somewhere in another time and space, Cassandra will demand from Varric to tell her another chapter of the true story about the incredible adventures of the Defender, and he, again rebutting, in the end, lays out everything as if in spirit.

The plot brings Hawke and his team together with Tallis, the protagonist of the same Dragon Age: Redemption web series. The elf needs to get to a certain reception at the castle of the Orlesian nobleman, and Hawke has an invitation. The sharp-eared and witty spy drags the defender into a new adventure quite easily. However, everything will not go as she planned, and this will provide the plot with a lot of rather interesting twists and turns.

History allows you to learn a little new about the Qunari and the Orlesians. There are quite a lot of new and interesting notes for the codex, as well as demonstrative scenes in the supplement. The characters were very successful, especially the eccentric owner of the castle, Duke Prosper, and, in fact, Tallis herself.

AT Dragon Age 2: Mark of the Assassin she is a permanent member of Hawke's squad. The fighting style of the elf is very flexible - she can both shower enemies with throwing knives from a distance, and very well teach opponents in close combat. This, coupled with excellent special abilities, makes Tallis one of the most dangerous fighters in the game. It’s even a pity that you can’t leave the redhead in your team at the end of the adventure.

Tallis looks here, by the way, much prettier than in the series. Not outwardly - here, unfortunately, there are mistakes. So, from some angles, the skin of Felicia Day's virtual double looks much older than it should be. Internally.

Tallis from the game is much more delicate and humane, although her wit and somewhat cheeky demeanor have not gone away. Perhaps this contrast is due to the internal evolution of the character, because the events of the series take place before the story of the “Brand of the Killer” and Redemption has only reached the third series so far.

Locations featured in Dragon Age 2: Brand of the Assassin, pleasantly different from the gloomy alleys of Kirkwall and the no less gloomy surroundings of Kirkwall. You can hunt and fight in a completely festive green forest (very reminiscent of the first part), and in by no means festive, but very well-designed dungeons of the castle.

reproach Dragon Age 2: Brand of the Assassin it can only be in the relative weakness of stealth-elements. This innovation is represented by a short night walk through the castle full of guards. Stealth turned out to be quite simple and primitive, however, in the end, this is an RPG, not a stealth-action, and hiding in the shadows and sneaking past the turned away guards is not at all tiring and even quite entertaining.

Also, the not very high variability of events spoils the impression a little. The ending is always the same... But you can come to it in different ways. And how your Hawk will go is not an empty choice at all.

To start the quest, find the golden lion statue in Hawke's house and activate it. Take care of your equipment and the availability of free space in your bag in advance - it will be impossible to return to Kirkwall before the end of the adventure.

Prologue

One Blade made an appointment for Hawke in the Upper City at night. In addition to the mandatory character (Varric), you can take any other character with you, except for your sister or brother. It does not play any role, the difference will be only in some minor remarks. But it is better to choose a party with the expectation of a fight, because this is not a meeting, but a real ambush of armed criminals. However, it will not be too different from other similar troubles, with the exception that the red-haired elf, Tallis, will help you here.

After a spectacular appearance, it turns out that she was not here by chance. The elf needs someone who has an invitation to Duke Prosper de Montfort's castle, and that someone is you. However, this will not be just a social event, but a "semi-legal" penetration into the holy of holies of En castle - the duke's treasury, from where you need to steal a certain precious stone - the Heart of Many.

Search the corpses to collect money and find a letter on one of them, from which it becomes known that after information about the meeting with Hawk was knocked out of the Blade, little was left of the poor dwarf. After you get acquainted with the contents of the letter, go to the exit from the quarter, where the elf stands. Since Tallis will be an obligatory companion in this mission, you can only take two more companions besides her. If a brother or sister is alive, then they can also be taken to the team.

Tallis

Tallis is a scout who specializes in hand-to-hand combat with two daggers. Her talents allow her to go into the shadows, strike from the shadows, interrupt mage spells, stun enemies, and effectively prick holes in the bodies of opponents.

Pictogram Skill Name Description Skill type
Disguise Tallis disappears into the shadows, immediately appears in front of the target and shuts her mouth, preventing her from using spells and skills for a short time. However, she remains invisible.
Silence Chance: 100%
Invisibility Chance: 100%
Duration: 10 s.
Price: 20 stamina
Recovery: 20 s.
Toggle Ability
Undercut Requires Disguise
Hack kills weak enemies on the spot, and surviving enemies take significant critical damage.
Physical Damage: 3.65x
Critical Strike Chance: 100%
Cost: 40 stamina
Cooldown: 40s
Toggle Ability
collapse Requires: Lv. fourteen
Requires: Undercut

Hack now also critically hits enemies that were previously resistant to it. It becomes even more dangerous for FRAGILE targets.
Physical Damage: 400% against FRAGILE targets
Recovery:-10 s.
improvement
Magic touch Requires: Lv. sixteen
Requires: Undercut
points required for Scout: 4

Hook is now especially effective against magic-using enemies; it automatically stuns them and deals significantly more damage.
Physical Damage: 200% against casters and Shadow creatures
Stun Chance: 100% against casters and Shadow creatures
improvement
Raincoat Using a rare and inexplicable skill, Tallis wraps herself in a veil that protects against magical attacks.
Magic Resistance: +100%
Duration: 10 s.
Price: 20 stamina
Recovery: 20 s.
Toggle Ability
Dagger Requires Cloak
points required for Scout: 3

While Tallis is protected by Cloak, she will automatically retaliate against enemies that attack her with magic.
Physical Damage: 2x against enemies casting spells against Tallis.
improvement
Elusiveness Requires Cloak
points required for Scout: 2
Tallis does not stand in one place for long. Many of her enemies' attacks simply miss their target.
Dodge Chance: +20%
Passive Ability
Equilibrium Requires Cloak
points required for Scout: 2

No one will distract Tallis from her prey.
Deceleration resistance: 100%
Stun Resistance: 100%
Passive Ability

x- Tallis damage indicator

Of the equipment, Tallis has her own armor and two daggers - Thane and Katrin (two Easter eggs, by the way), whose characteristics depend on your level. Rings, an amulet and a belt can be given to her from your pocket if you want to strengthen her. The main thing - do not forget to select them before the final battle.

Ain Castle

Acquaintance with the owner of the castle - the Duke de Montfort - leaves an ambivalent impression. There is a feeling that some kind of catch is hidden behind the mask of politeness and refined manners. However, the hero is just supposed to harbor prejudice towards the Orlesians. So, it all starts with the hunt for a wyvern - after one of the participants in the event returns with prey, all guests will be allowed into the castle, and Hawke will be able to do what he actually came here for.

After talking with Tallis, explore the area. To the left of the castle gate is an equipment merchant. You can find good things from him and sell your junk. If Sebastian is with you, then next to the chest of the merchant is the first item for his task: a recipe.

Note: additional quests for companions become available provided that you have taken this particular character - the rest simply will not appear, and the quest items will be inactive. Almost all members of Hawk's team have a quest to obtain a unique amulet or ring (with the exception of Merrill and Tallis). Aveline and Isabella also have one more side quest each.

On the right side of the gate there is a certain Gabrielle, after talking with him, you can take the task "Huntsman's Balm" - a cure for the poison of a wyvern.

Castle surroundings

Wyvern Hunt

The hunting grounds consist of two locations: western and eastern. Your main task will be to figure out how to lure the wyvern, and find everything you need for this. However, you can also complete a few side quests along the way to gain experience, money, and some pretty good stuff. The time of hunting and moving between locations is not limited - until you complete the main task, you can freely move from location to location, explore the area and enjoy the picturesque views. Beware of various holes and caves - they are simply teeming with hostile ghouls that will attack you if you get too close to their dwelling.

Western grounds

eastern grounds

Wyvern Lure

This is the main task, completing it will give you the opportunity to enter the castle along with the rest of the hunters. In order for the bait to work, you need to find several of the possible components that can attract a wyvern.

The following components are located in the western part:

  • Follow the path to the north to reach a clearing with dragons. After you kill them all, take the corpse of the dragon cub.
  • On the path leading from north to south past the altar of heaven, find a pool of blood.
  • Follow the main path to the south and take the first turn to the left to hear and remember the cry of the wyvern.

In the eastern part of the hunting grounds you will find two more lures:

  • Go south, where there is a clearing with ghouls, collect the remains of the Gauls, which apparently remained after the feast of the wyvern.
  • Follow the main path north until you see a large pile of excrement. Get the bones out of her.

After collecting at least two ingredients, you can actually start luring - this is the minimum requirement, enough to get the smallest wyvern. The more ingredients you collect and lay out, the larger the individual will come running at your call. If you decide to use everything you could collect, you will capture a wyvern leader, for which you will receive a more valuable reward and the "Chasing Game" achievement.

Go to the very north of the eastern lands to enter the clearing that is most suitable for the implementation of the plan. Get ready for battle and use everything you have, or just some of the components. Immediately after you do this, the wyvern will appear right in the middle of the clearing.

At high levels, the creature is killed quite easily, but if your hero is not well pumped, you will have to work hard. The monster spits poison and can attack with acceleration, dragging those who get in its way along the ground. However, the wyvern can be dodged. Freezing and immobilizing, as well as stunning on him, pass if they are pumped.

So, the monster is defeated, but as it turned out, the one who paid more money traditionally became the winner in this hunt. This year, the victory was bought by a certain Baron Arlange, who will be very upset that he was bypassed and will demand satisfaction - he will have to fight with him and his servants. The battle will last until the very moment when you take down all of the baron's health points, so if you want, you can first kill all his guards, and then himself to get more experience. Or vice versa, you can focus the fire on him alone in order to finish this dirty business faster.

One way or another, the baron does not die, because at the most crucial moment the host of the holiday intervenes, that is, the duke. He recognizes your right to win and will offer you a choice: release the baron or kill him for his insolence. You can also kill. In this case, Hawk will remove from the corpse Sword of the Baron Arlange (electricity damage, bonus to attack speed and taunt danger, enemies cannot dodge) and Baron Arlange's shield (bonus to resistance to electricity, immunity to stun and knockback). If you decide to let him go, then you will still meet the baron, and you can cut down a little more loot and more experience.

The hunt is over - you can go to the castle. To do this, simply go through the exit from the location, located right there in the clearing.

In addition to the hunt itself, you can also complete several optional tasks in this area. In addition, there are quest items for some of Hawk's companions (their location is described at the end of the article).

Balm of the huntsman

Talk to Gabriel at the castle gate, he will tell you that wyvern venom is very poisonous, and give you a recipe for a potion that will neutralize its effect. You can find the ingredients for the potion in the following places:

  • Robe of Andraste. Located on an inconspicuous path - the first turn to the left if you go along the main southern path;
  • Mushy vein. After you see two hunters claiming to have tracked a wyvern, look for the ingredient to the right of the path they are escaping down (the road to the southern clearing of the western area);
  • Holly. It is located in the eastern part of the hunting grounds, on the shore of the lake, to the right of the entrance to the location.

After you collect all the components of the balm, it turns out that it is not enough even for one person. However, you will still need it. You will also receive 300 XP as a reward for completing this quest.

cult of heaven

In the northwestern part of the western hunting grounds you will find an ancient Avvar altar. If you activate it, then protection will appear - the cultists of the Mistress of the Sky, led by the Heavenly Horror (witch horror with some modifications). Fighting them will be tough. After every third of life taken down, the Celestial Horror hides behind an impenetrable barrier, and stays there until you have taken down all the guards. Then he returns with new servants and everything repeats. However, you can postpone it until later.

To get the task itself, you need to find a lost scientist in the south of this location, who will tell you about his search for an ancient altar dedicated to the Avvar goddess - the Lady of Heaven. After learning how to get out of the forest to the people in the castle, the man will give you his notes about the cult of Heaven and leave on his own.

Go to the altar and find the treasure chest inside. If you have already fought the Celestial Horror, the treasure can still be obtained by returning to the altar again, although the quest entry will not appear in the journal. If you have not yet activated the altar, then you will have two options:

  • Pick up all items except the Mistress's Book. In this case, you will be able to complete the task without a fight.
  • Take everything along with the book, then you will have to fight off the guards, and an entry about the cult of Heaven will additionally appear in the code.

One way or another, you'll get belt of heaven (bonus to mana/stamina, mana/stamina regeneration rate, and magic resistance) and Sacrificial Dagger (spiritual damage, chance to restore health, enemy armor is ignored during attacks), as well as additional experience and trophies if you decide to fight.

Lost hounds

In the location of the Hunting Grounds - west, in its southwestern part you will meet a hunter who lost his two mabari - Nicodemus and Sylvain. He will ask Hawke to look for them.

Sylvain will meet you at the Hunting Grounds - East on the path leading from the lake to the east. Follow him to find the second dog, Nicodemus, who is dying from the wyvern's venom. You can leave him to die, kill him so he doesn't suffer, or heal him if you have the huntsman's balm from the side quest of the same name (the latter will earn you 300 XP).

When you return to the place where you met the first dog, you will meet a hunter, and this will complete the task. Depending on what you did, the results will vary:

  • If you left the dog and did nothing to help him, the hunter will thank you and go for help. For completing the task, you will receive 150 XP.
  • If you killed the dog, you can lie to the hunter that a wyvern killed him, or that you did your best but couldn't save him, and then the hunter will simply thank you. Or you can tell him that you killed the dog out of mercy, in which case you will have to fight the hunter and the surviving mabari.
  • If you cured a dog, tell the hunter about it to get a reward Houndmaster's Shortbow (nature damage, attack bonus, and chance to infect an enemy with a walking bomb), 1 gold and 900 xp.

Also during the hunt you can find a recipe for Sebastian (at the castle gate) and a feather for Anders (Hunting grounds - west).

Castle courtyard

After a short scene where Hawke will receive his well-deserved reward - wyvern hunter's belt (bonuses to attack, defense, critical strike chance and attack speed) - you have to find a way to get into the castle itself. To do this, you need to find the key to the entrance for the servants, which, presumably, is in the hands of the guard.

At this point, Hawke's team will split up so as not to attract attention, and you will stay in the yard along with Tallis.

Find a way to get into the castle

To find the key to the door leading to the service entrance, talk to any guard in the courtyard. Whatever reason you choose to get inside, the guard will not be able to help and will say that he gave the key to one of the servants. Go to the elf servant at the fountain and invite her to a private conversation on the sidelines. After Tallis whispers with her about the difficult fate of the elf, she finds out that the maid gave the key to the son of Duke Prosper - Lord Cyril. Talk to the lord so that Tallis invites him to retire. After an unsuccessful attempt to find a common language with him, she will ask you to do it yourself. You can flirt with him and sneak the key, or disable it with a fist (rough option), and then ransack it. If you don’t want to act either by kindness or force, you can just talk, and the lord will ask you to bring him a glass of wine. Tallis will say that she has sleeping pills for this case, so take a glass of wine from the table near the quartermaster and give it to the boy - the key is in your hands. Finish all your business in the courtyard and go through the side door.

Castle courtyard

Before going inside the castle, you can chat with the duke's guests and complete one simple side task. You can also sell excess items to the Quartermaster, who is standing at the banquet table.

Chat with guests

In the courtyard, you can talk to several other participants in the social event. Some of them will be familiar to Hawke personally (depending on which act the add-on is played in), some - only to the player, after completing Dragon Age: Origins. There will be no practical benefit from these conversations, but it will bring some atmosphere. The reaction of different people to the hero will depend on which acts and tasks have already been completed, and which have not yet been completed.

wishing well

This is a side quest that can be completed in the castle courtyard by collecting all the whim coins and throwing them into the fountain. There are five coins in total, you will find them in the following places:

  • Near the cage with Leopold, on the barrel;
  • On the bench behind Prosper's son Cyril;
  • On a bench near Leliana;
  • Bought for free from the quartermaster;
  • Receive as a gift from Lord Cyril.

When you throw all five coins into the fountain, the quest will be marked as completed, and the hero will be rewarded with 1 stat point and 675 XP.

Find a way to the treasure

As soon as you pass through the door, the hero will be noticed by one of the guards. He will try to sound the alarm, but Tallis will quickly kill him and offer to sneak further in stealth to avoid unnecessary bloodshed. You can opt out if you want to take the easier route and gain more experience (in which case you can just go out and kill everyone), or you can agree to sneak if you want the Limbo jewelry set and the achievement "Sleep on the sly".

Uncertainty
  • Skepticism (amulet): bonus to critical strike chance, bonus to picking locks, enemies leave more money;
  • Alert (Ring): Immune to critical hits, chance to go stealth when attacked;
  • Limbo (Ring): XP bonus, enemies drop higher quality gear, enemies drop more money.

Set Bonus: +10 Cunning.

Ain Castle

Walking in the shadows

If you decide to make your way stealthily, Hawk enters a special stealth mode. In this mode, you will have three main moves: distraction (throw a stone to make the guard go to the source of the sound), incapacitation (sneak up from behind and hit the guard on the head, knocking him out) and hide in the shadows (when the hero is standing in the shadows and not too close to the guard, he becomes invisible - at such moments he is enveloped in something like a shadowy aura). The guards walk along the corridors and platforms, periodically looking in one direction or the other. Their viewing angle is highlighted by a red cone on the ground. The unconscious guard will wake up after a while, so you should not loom near his body for a long time. If you are spotted, the game will load from the last checkpoint and you will have to go through the bad section again.

Distract the attention of the first guard by throwing a stone so that he turns around to face the wall. Read the note on the floor on the right, which will add an entry to the codex, and sneak into the corridor to immediately hide in the shadows behind the pillar until a group of guards patrolling it passes by. Go to the kitchen and send the cook away by cunning to take care of it calmly - here you can complete the Iron Chef side quest, as well as take the recipe for Sebastian.

iron chef

Read the chef's notes to find out how you can ruin Leopold's wyvern food. Three types of ingredients will be laid out on the tables: turnip, lutefisk and cheese. To achieve the desired effect, you need to dial them in certain proportions and mix in a jug. Here is one option: 4 pieces of lutefisk (2 clicks), 3 pieces of cheese (1 click) and 5 pieces of turnip (5 clicks). Take the mixture from the jug and pour it into Leopold's food basket. This will make him move much slower in the final battle. You will also receive 200 XP for the successful completion of the task.

Pick the lock on the door opposite the kitchen to get a medallion for Isabella and a drawing for Bethany from this room. Now you need to sneak up on the captain of the guard from behind to knock him out and search for the key, which is needed in order to get into the next part of the castle. Before the guard wakes up, take a book for Varric and a medallion for Fenris on the table nearby. Climbing up the stairs, grab the flag for Carver along the way and go through the door.

Now you need to go through a small outer courtyard. Hiding in the shadows under the stairs, wait until the nearest guard goes around the area. Follow him, following at a distance, hiding near the overgrown fences, and, having got close to the chest, take the Skepticism amulet from the "Uncertainty" jewelry set.

In the same way, making your way behind the guard, reach the stairs down and go down to the door. Behind the door is a balcony, you just need to go through it. Servants are talking downstairs, but they won't notice you. In the next room, don't forget to take love poems for Aveline and a drawing for Bethany. Then you need to turn right, but to find the key to the door, you should turn into the left corridor. The guard who walks there can be knocked out, or you can follow him slowly. At the fork there will be a door to a room with two chests. At the same time, it will be possible to relax in the room - the door is closed and no one will notice the hero. The smaller chest contains the key to the balcony, and the larger one contains the second item from the jewelry set - the Alarm ring.

You should be careful when leaving the room: first open the door and hide in the room behind the wall to wait for two guards to pass by, and then sneak behind them. If you go straight to the balcony of the guard room, then on the left you can loot a chest with cheap nonsense. Walk along the balcony, grabbing a flag for Carver along the way, to the right door, which will lead you to the patio balconies. Then, after passing through several doors, you will reach the library on the lower floor. Don't forget to take the book for Varric. Climb up to the second room of the library, where you can see some Orlesian paintings and get new entries in the codex.

From the library, exit to an open courtyard with several guards. Hiding in the shadows, sneak up on the guard at the stairs and incapacitate him. Before he wakes up, throw a pebble to the fence above the courtyard to distract the second guard, and run to the chest to the left (however, nothing particularly valuable will be found in it). In front of the locked door that leads to the vault, there are two guards patrolling, past which you can sneak past, waiting for them to turn away, but first you need to find the key. Therefore, seizing the moment, run past the door and hide in the shadows on the other side. Distract the guard by throwing a pebble behind his back, sneak up on the captain of the guard, disable him and take the key (attention: if the guard is not distracted, but simply disable the captain, he will notice us). As soon as the Disablement cooldown, sneak up on the guard sitting with his back to you and disable it. Run behind the pillar to rummage through the chest for the third and final piece of jewelry set, the Limbo Ring. If during this time the guard wakes up, then disable him again. One way or another, run into the shadow to the right of the cherished door and wait for the right moment to sneak past two patrolling guards.

Finish line. Our hero is almost there. Look to the left hand - there is a chest with all sorts of nonsense.

Trapped!

At the entrance to the room, a trap will work: the exit is cut off by a massive lattice, and the door in front does not open. To open it, you need to stand simultaneously on two plates near the chests, but all approaches to them are also cut off.

Stand on both slabs by the carpet - to do this, give the group a command not to move and bring Hawk and Tallis in turn to each of the slabs - this will open the gratings by the stairs. Next, lead Hawk and Tallis along the slabs in parallel until you reach the statues - knock them over to fix the slabs in the pressed position. You should also go out, overcoming one span at a time, so that the character is not locked between bars.

Stand on the slabs in front of the carpet again - now the bars under the balconies will open. At this stage, you need to open the passages to the chests, advancing the characters in parallel along the lower and along the corresponding upper sides. The chests contain garbage and some money. In addition, you can find companion quest items on the lids: a medallion for Isabella, a feather for Anders, a medallion for Fenris, and poems for Aveline. If one of the chests has become inactive, don't be alarmed: it will become available when the bars in front of the door rise. To pick them up, you need to stand simultaneously on both plates in front of the chests.

When you finally get to the treasury, you will know that it is an ambush. It turns out that Tallis and the duke have some business of their own, and she also has her own little secret. Regardless of your replies, the duke will hide you and Tallis in his dungeon, where you can have a heart-to-heart with the elf while your other two companions are in a panic looking for their unlucky leader.

When you, not without the help of the elf, get out of the cage and meet with the rest of the companions, you will get back all your things (if you sneaked into the treasury in secret), and you can choose two exit routes: through the basements of the castle or through the caves. If you want to earn more experience, money and collect an Orlesian-style equipment set, you should wait with the caves for a while.

Cellars

If you decide to make your way through the cellars, you will have to go through a few simple puzzles. In the first room you will see two apparatuses (white and black), a stirrer and three locked doors: two white and one yellow. When you click on the device, a symbol of the corresponding color appears above the character's head, and you can open doors with the same colors. In the mixer, you can mix two different colors to get a third.

So, take the white symbol and open the two doors on the left hand. Return to the apparatus and take the black color - go through the right white door and open the black one. Take the blue symbol and return to the main room to put the symbol in the mixer (it won't go off your head). Now run through the left white door and open the blue one. Kill the rune golem - this is not a very strong monster, it is easy to deal with it. Immediately after the massacre of him, a strange-looking picture will open on the wall: people with and without masks, arranged in three rows. If Isabella is with you, look around and pick up the cursed emerald - it will come in handy for the task. Take the yellow symbol from the apparatus by the door and return to the main room. Open the yellow door to put the symbol in the stirrer, and take away what came out as a result of mixing yellow and blue colors - green. Immediately behind the yellow door, on the left hand side, there will be a green door, behind which are chests with treasures: money and mediocre things. In addition, if Isabella is in the party, there will be a quest item on the floor - a cursed diamond.

Go through the transition to a large room, in the middle of which there is a chest behind three impenetrable barriers. Turn the plates located on the floor opposite the exit from the passed part of the basement in such a way that the plates with a pattern correspond to people in masks, and clean ones - to people without them. The first barrier is open.

Note: in order to remove the barriers, it is not necessary to complete puzzles - just put the right plates in the right order, if you know it.

In the eastern room, you need to solve a different type of puzzle. Its essence is that you need to turn all the plates over so as to completely fold the portrait depicted on their reverse side. When you click on a slab, it flips over, as well as the slabs that have common edges with it - that is, those adjacent to it horizontally and vertically. If something went wrong, you can reset the accumulated by using the lever under the picture. The general clue algorithm is shown in the figure. This algorithm is not the only one, but the simplest. If you wish, you can try to fold the mosaic yourself.

After the puzzle is completed, lay out the output tiles in the same pattern as the faces in the second picture. The second hurdle has been overcome.

On the west side, wonderful doors await you again. Take the black symbol and unlock both black doors straight ahead. Change the symbol to white and open the white door behind the left black door. Take the blue symbol from the apparatus in the room and add it to the stirrer. Go through the right black door and open the blue one - golem again! Deal with him and get the third painting of the masked men. If Isabella is in the party, don't forget to pick up the Cursed Ruby. Take also the symbol from the red apparatus and take it to the stirrer. After receiving the purple symbol, unlock the door to the treasury. The chests contain money, all sorts of rubbish and a little mediocre things. Don't forget to look around for the cursed sapphire for Isabella. Having placed the tiles at the exit, as in the third picture, remove the last barrier - congratulations, you have received the "Production" achievement.

In addition to money and all sorts of trinkets, in the chest and in piles of treasures you will find a set of things for Hawke. The type of set depends on the class, and the increase it gives depends on the level of the hero. In addition, here you can find a rusty dagger - the last item on Isabella's quest.

There is nothing else to do here, run south along the stairs. If Aveline is in the party, then in front of the door to the next room there will be a battered book - an item that starts a personal task for her - "Du Lac's Seal". After talking to her, go through the door to be ambushed again. The duke will decide not to let you leave and set his hasinda on the hero with two jesters and a pack of ordinary soldiers. Hasind will immediately run away, so there will be one less strong enemy - already good. The battle will not be difficult, the main thing is to quickly take out the jesters. These are rather fat robbers who fight painfully, but there are only two of them and they jump out in turn.

After Hawk deals with the local punks, Tallis will offer to leave through the caves in the dungeon. To get there, you do not need to go back (however, this is impossible) - just go through the passage to the dungeons leading from this hall.

Armor sets
  • Enchantress Illana (mage). Items provide bonuses to health, defense, mana/stamina regeneration, and have 1 rune slot each. Set Bonus: +10% Physical, Fire, Cold, Shock, Nature, and Spirit Damage.
  • Orlesian spearman (warrior). Items give bonuses to attack, attack speed, bonus to healing received by the character, and have 1 rune slot in each. Set Bonus: Health Recovery Speed ​​+50, Damage Resistance +10%.
  • Messenger (robber). Items provide bonuses to health regeneration, mana/stamina regeneration, damage resistance, durability, and have 1 rune slot each. Set Bonus: 100% Stun Resistance.

Cellars

Dungeon

If you decide to go through the dungeon first, then guards will come across here: the first battle will take place in a large hall in the northwestern part of the map, and the second in a hall in the southeastern part. If the battle with the guards of de Montfort took place, it will be quiet and calm here.

After getting out of the casemate with Tallis, you will find yourself in the northern part of the dungeon. Nearby is a passage to the cellar, and directly - a corridor with cameras. There are only four cells, two of them contain prisoners who can be released by breaking the locks.

In the southern part of the dungeon there are two exits: to the cellar (to the room with an ambush) and to the shelter.

Note: having gone through the crack into the caves, you will not be able to go back.

Before leaving, it is worth rummaging around in the cells. From the quest items here is a loose brick on the instructions of Aveline "Seal du Lac". In the southwestern corridor there are three stone statues on the quest "Pirates and Curses", in the large hall in the west of the location there is a book on the quest for Varrik. In the remaining chambers, you can pick up items for other companions: a chevalier banner for Carver, a painting for Bethany, and an amulet for Fenris.

After you collect all the necessary items and complete other things in this location, you can go through the passage to the old shelter of the Gray Wardens.

Dungeon

du Lac's seal

This task becomes available only if you took Aveline with you. Read the book at the door in the southern corridor of the cellars. Aveline will say that there are records in the book about some arrested person who had a tattoo of the seal of her father's family - du Lac.

After examining the cache in the southwestern chamber of the northern wing of the casemates, Aveline will find a strange vessel with smoke inside. A scroll and a ring will be found in the vessel, as well as the spirit of the Resurrected from the dead. The monster is not new, everyone knows how to deal with it. Who does not know, let him keep in mind that it is better to hit him from a distance: a powerful aura around the dead man deals damage to everyone who is near him. In addition, he can pull the target towards him, knocking him down.

After killing the monster, the conversation will continue, and Aveline will tell you that she doesn't know how it all has to do with her father, but she is going to ask someone. This will complete the mission, Hawke will receive 200 XP (plus an additional 230 XP for fighting the monster), and our iron lady will get a useful trinket - a ring Seal Red (100% Basic Attack Damage against Melee Enemies).

Pirates and curses

If Isabella is with you, collect four gems and a rusty dagger in the cellars:

  • Cursed emerald - in the room with the first picture, north wing;
  • Cursed Diamond - room behind the green door, north wing;
  • Cursed Ruby - room behind the blue door, west wing;
  • Cursed Sapphire - room behind the purple door, west wing;
  • Rusty dagger - in the central hall near the chest.

In the corridor in the southwestern part of the dungeons, there are three stone statues - pirates who were struck by a curse. If you approach them with Isabella, they will call her and tell her about how they stole the dagger that was cursed from their maleficar captain. Only another captain can remove the curse if he finds this dagger and shows his generosity by giving it to them. We are talking about the same dagger, parts of which you collected in different places in the basement. If you haven't done it yet, you'll have to go to the basement. If the dagger is already ready, then it is necessary to decide: to save the pirates from the curse or not.

  • Given the choice of Isabella herself, she decides to keep the dagger. As a reward you will receive Dagger of the Four Winds (lightning damage, 4 rune slots) and 150 XP.
  • Or you can persuade her to do a good deed - the pirates will be released from stone captivity, swear allegiance to Isabella and run away. Subsequently, they will help you in a fight in the caves. You will receive 300 XP as a reward.

asylum

This location is fairly linear, with a few exceptions. Conventionally, it can be divided into two ring parts and three corridors. In the first tunnel you will find a magic feather for Anders. In the ring cave you can find a stash for Sebastian, a stash for Bethany or Carver, and a medallion for Isabella. In addition, you will encounter a tribe of ghouls led by Velgastrial.

On the bridge, a more serious fight awaits you - with the very Hasind that haunts Hawk from the very beginning of the adventure. With him will be a few soldiers and a bunch of mages. At the very beginning of the battle, Tallis will be cut off from the team, and if you want to return her as soon as possible, then beat the Hasinda and quickly. When he has about a third of his health left, Tallis will rejoin the team. After the battle, search the corpses: Kahir will "share" the key to the gate and the two-handed battle ax Dragon breath (fire damage, fire damage bonus), and remove the staff from the magician Sting (Nature Damage, 1 Rune Slot, Nature Damage Bonus, Enemies Cannot Dodge Attack, Chance to Regenerate Health). If Isabella is with you and freed the three losers from the curse, they will help you in this battle. In addition, you can enjoy views of the lake from the viewpoint from the bridge.

On the second ring you will find poems for Aveline, a cache for Varric and another pack of ghouls. After the hero deals with the savages, Tallis will tell you that you are already at the exit, and will convince you to follow her to help her.

asylum

Here you are free to either refuse or agree. It depends only on which road you go and what kind of enemies you meet there. Here you can also collect rewards for the tasks of those companions who have not yet acquired personal trinkets: Anders, Fenris, Aveline and Isabella.

Without Tallis

If you refuse to help, then take a shorter path, and only guards and wyverns with ... wyvern will come across from the enemies. The exit into the ruins will take you to the meeting place between Prosper and the Qunari.

with Tallis

If you still decide to go with Tallis, then you will have to run more. Almost immediately at the exit from the caves, Baron Arlange will lie in wait for Hawke, if our hero has not killed him yet, of course. With him will be archers, soldiers and a jester. As a reward for a fight, you will get a good sword and shield, and all sorts of junk, little by little. In addition, you will meet every little thing like ghouls and wyverns - they should not be big problems.

But the next enemies will be more powerful - Tal-Vasgots. First, a small group will appear led by an officer, then a smaller detachment, but led by the leader of the Tal-Vagoths, who will lure you further and further after he is thoroughly beaten. Having finally dealt with the leader, Tallis will find out where the meeting with Prosper will take place - go back and go to the ruins.

final battle

After a short cutscene in which the duke will receive a certain scroll from the Tal-Vashoth, regardless of whether you agreed to help the elf or refused, she will join the party, and Prosper will order his soldiers to attack you.

Conventionally, the battle can be divided into three stages: Prosper, Leopold and Prosper riding Leopold.

During the first stage, the duke will fight from below, and the wyverns will spit poison from above. Don't stand under the stream! Hit the Orlesian and dodge the creature's spit. When the duke has lost almost all of his lives, he will jump up and Leopold will engage in more melee combat.

If you have poisoned the wyvern's food, it will move rather slowly at this stage. Prosper will place a mark on one of the characters (usually the one the player controls), and Leopold will purposefully pursue that character until the mark is gone. The tactic is simple: you beat the wyvern, the one with the mark - the locomotive.

When Leopold is thoroughly battered, the duke will call him to him and place traps exploding in a chain on the field. Try to stand in a free area - then almost no one will be hurt. After that, de Montfort, riding a wyvern, will descend to the battlefield, and the final stage of the battle will begin. Just like in the second stage, the duke will throw a mark. But Leo is already frisky and zealous, so he won’t be able to train. But it can be thrown off a cliff: when the wyvern is already rushing towards the “marked” one, standing at the edge of the abyss, run away to the side - the creature will carry by inertia beyond the platform, and it will hold on for some time, clinging and being unable to do anything else.

Finish off the duke, watch a beautiful video and get ready to say goodbye to Tallis. If you refused her, then there will be an option to demand a reward from her. In any case, she will hand Hawk what was planned to be planted under the guise of a stone - Heart of the Many, a very good amulet that gives an increase in strength, agility and magic, depending on the level. In addition, if there is no passion next to the hero, and you flirted with an elf, then you can get a romantic kiss from her, but you won’t wait for more.

This will end the adventure, and Hawke will be transported back to his home in Kirkwall.

Amulets for companions

Suspicious Flags (Carver)
  • On the stairs behind the castle kitchen;
  • On the balcony of the maid's room;
  • Chamber in the southern part of the dungeon;
  • Stash: Caverns of Refuge.

Reward: Enthusiast's amulet. Critical Strike Chance Bonus, Critical Damage Bonus, Health Regeneration Speed ​​Bonus, and Damage Resistance Bonus.

Symbols (Bethany)
  • In the chamber in the southern part of the dungeon;
  • Stash: In the caves of the hideout.

Reward: Miniature family portrait. Bonus to fire damage and cold damage, bonus to mana/stamina regeneration rate.

Map?... (Isabella)
  • In the room opposite the kitchen in the castle;
  • On the right chest in front of the duke's treasury;
  • In the caves of refuge;

Reward: Good Luck Armada badge. Defense bonus, critical damage bonus, chance to go invisible when attacked.

Secret composition (Sebastian)
  • In the castle courtyard before the hunt, at the quartermaster's chest;
  • In the kitchen of the castle;
  • Stash: In the caves of the hideout.

Reward: Epicurean gift. Defense bonus, critical damage bonus, and damage resistance bonus.

Plagiarism (Varrick)
  • In the hall behind the kitchen in the castle;
  • In the castle library;
  • In the northwest hall of the dungeon;
  • Stash: Caverns of Refuge.
Magic Feathers (Anders)
  • On the hunter's trail, western hunting grounds;
  • On the left chest in front of the treasury;
  • In the caves of refuge;
  • Cache: a path on a mountain slope.

Reward: Birds of the same flight. Health bonus, mana/stamina bonus, health regeneration bonus.

Warrior's Legacy (Fenris)
  • In the hall behind the kitchen in the castle;
  • On the right chest in front of the treasury;
  • In the caves of refuge;
  • Cache: a path on a mountain slope.

Reward: Gift of the Mist Warrior. Defense Bonus, Spirit Damage Bonus, Damage Resistance Bonus.

Romantic gift (Aveline)
  • In the room in front of the guard room in the castle;
  • On the left chest in front of the duke's treasury;
  • In the caves of refuge;
  • Cache: a path on a mountain slope.

Reward: The path of true love. Health bonus, defense bonus, mana/stamina regeneration bonus.

Achievements

Name How to reach Pictogram
New day Meet Tallis in the High City
Chasing game Lure and kill the Wyvern Leader near Castle En
quiet glanders Get past the guards in the cellar of the Castle of Ain
Mining Disarm the fire traps in the cellar of En castle
Assassin's Mark You killed Duke Prosper with or without Tallis

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