Passage - Act I: Storyline (continued). Walkthrough - Act II: Side Quests Dragon age 2 long way home

Prologue.

Having chosen a class (mage, warrior, robber), as well as the gender of your character, we watch an introductory video in which a church seeker interrogates a rude gnome. The story that he decided to tell the girl begins with the battle for the village of Lothering. Garret Hawke (any name can be entered, but the surname cannot be changed) or the "Defender" along with his sister was ambushed by "creatures of darkness". When the relatives finish talking, we destroy the "Hurlocks" and at the same time get used to the controls. We agree to help Betoni (Hawk's sister), who will instantly deal with another group of opponents. The battle with the ogre shouldn't be too much trouble for you either, as Hawke has a couple of abilities that allow you to knock the thug to the ground. Once on the ground, the brute turns into easy prey for our blade. After the appearance of the dragon, the girl will interrupt the story of the dwarf, stating that she has never heard more nonsense in her life. Laughing, he will continue only this time the story will be true.

The Hawk family is assembled, but surrounded by darkspawn. We kill them and run further. After meeting with Aveline and Wesley, help them deal with a bunch of hurlocks, after which they will join our squad. A few dozen more opponents are next in line, though with a skilled warrior in the detachment (Aveline) it will not be difficult to deal with them. Having done this, we go to the clearing, where we again have to knock down a huge ogre, although this time it will be much more difficult to kill him, because in the “true” story, Hawk does not have those useful abilities. But you have a mage in your squad. Take Betony away from the monster and order them to throw fireballs at him, send Aveline with her sword to storm the giant, and act according to the situation yourself (depending on the class chosen at the beginning). When the mangled carcass of the enemy falls to the ground with a roar, join the mother mourning her child. It is worth noting here that your sister may also appear in the place of the murdered brother, if at first you chose a magician as a class. Next, the passage for the Warrior - a man will be described.

There is no time for a funeral, as there are “creatures of darkness” on all sides. Destroy squad after squad until a cutscene starts, in which a terrible dragon incinerates your enemies. This dragon will be Flemeth, a witch from the wilds. She will demand a favor from us as payment for saving her life. It is necessary to deliver the amulet to the elder of the elves who settled in the Dalish forests. Agree. When she points to Wesley and asks to kill him, Aveline will get involved in the conversation. Convince her that the "filth" will one way or another destroy her husband, but only that she will do it for a long time and painfully. Offer Aveline your help or just watch how the girl kills her husband. A long road awaits you to Kirkvel - the city of slaves.

Upon arrival, talk to the guard who will send you to the templar. No one will let you into the city for no reason. You have to pay. Your mother was not in vain so eager to go to this city. According to her, her brother lives here - a very rich man. Tell the templar about it. He, in turn, will mention that a person with that name really lives in Kirkvel, only he is not a nobleman, but an ordinary rogue with a hole in his pocket. At this point, a group of armed men will decide to fight their way with a sword. Teach them a lesson. In gratitude for the help, the templar will promise to find your uncle. When the relative finally shows up, he will explain the situation to you.

You need to complete an assignment for one of the two local gangs. Choose for yourself, it will not affect the plot in any way (only weapons in the future). When you make a choice, take the quest and go to complete it. In one case, you are required to kill an evil traitor, and in the other, to expel a dishonest merchant from the city. If everything goes smoothly...

One year has passed.

Over the past year, Hawke has found fame in the "Lower City". Some fear him, others respect him, and still others lined up to hire him. Somewhere far away, a handful of "gray guards" defeated the "Pestilence", and Alistair, a friend of the gray guard who killed the "Archidemon", sat on the Fereldan throne. And right now, at a time when the creatures of darkness are especially weak, many treasure hunters went to the deep paths in search of treasures, relics, or adventures to the fifth point. One of these "adventurers" was a gnome who was gathering an expedition. Guess who wants to get into it ... that's right, Garrett Hawke. That's just the gnome in no way agrees to take it with him. The brother of that same dwarf, Varrik, comes to the rescue. He will tell us that his brother does not need protection, he needs a partner who will invest his money in the expedition. Collecting 50 gold coins is your first and main task. By the way, Varrik himself will join your squad.

Friend on guard.

Aveline didn't waste any time either. Having settled down in the service, after only a few months she received a promotion. You can find it in the Governor's Fortress. Talk to her, remember the old days and offer help. She will inform you that several patrols were ambushed and she urgently needs a man who wields a sword well. Accept the offer and head to the "ambush site" on Shattered Mountain. There you will be met by a bunch of well-armed pirates, among whom there will be a dozen archers. Varric and Betony will help you with archers, but you will have to deal with ordinary pirates yourself. Don't forget to search the corpses.

Returning to the fortress, Aveline will go with a report to the governor who will overlay it with a three-story building and threaten with imprisonment. Something is wrong here. Look at the duty schedule and talk to the girl who ran up to thank Aveline. The bag that she delivered this time turned out to be heavier than usual, and even the young guard was sent to certain death. Wait for the night (you can do this in the location selection menu) and run through the night city. And again the pirates. Deal with them and run to save the guy. The bandits who attacked you were in the "thieves' guild", and the documents that the local guards transported turned out to be very useful for them (thieves, tobish) reading.

The captain needs to be punished. Get to the "Governor's Fortress" and watch the cutscene. Aveline is now the captain of the guard, but you will receive a small fee for your help.

Long way home.

Time to pay back Flemeth. Step on the "shattered mountain" and go to the camp of the Dolly elves, where the Elder will meet you. After a short dialogue, she will indicate where to take the amulet and ask, take the “First” with her. "First" - Merrill will be waiting for us near the entrance to the caves. After talking with her, you will find out that she needs to go to Elfinage, but we will not know the reasons. Come into the dungeon. Here you will meet several spiders, among which there will be a poisonous spider that deals twice as much damage. After dealing with them, open the chest (I think Varric can help you with this) and go outside. Merrill will open the way to the cemetery with the help of blood magic. Scold her if you want to get a plus to the reputation with Aveline. After breaking through the crowds of skeletons, put the amulet on the altar and watch the cutscene. It turns out that all this time we carried in our pocket a piece of Flemeth, who, having foreseen the act of her daughter, enclosed a part of herself in a jewel. Talk to her and get 5 gold coins as a reward. It remains only to get to the city. Congratulations, you now have a real blood mage in your squad.

Prodigal son.

Walking through the elfinage, you can overhear the conversation between the elven girl and the guard. She asks to find her son. Talk to her and promise to help, then she will reveal the whole truth to you. Her son is an apostate magician, who, at the insistence of his mother, did not surrender to the templars, and when they came for him, he fled without leaving any news to his mother. She will tell you that you can ask about your son from his father, a merchant who has just arrived in the city. Feinrenel's father (boy's name) can be found in the market square, but before you go there, take Betoni to your squad. After talking with dad, ask him about his son, and then give a sign to Betoni, she will prove to the unfortunate father that she herself is hiding from the templars. Your path lies to Samson - a retired former templar.

Wait for the night and go to the marker on the map. Samson is a lyrium addict. Offer him silver or threaten to kill him, and when he starts talking, it turns out that he helps the children solely for his own benefit, and he sold Feinrenel to a certain guard who, according to rumors, locked him in some kind of warehouse. Immediately go to the port. Do not run straight to the goal, as here you can get rich quite well. True, pirates will stubbornly interfere with this, but when did it stop us. After climbing into the warehouse, defeat a handful of bandits, and then run to the marker on the minimap. A cornered mage will turn into a possessed one. Kill her, and when she collapses dead, take the note out of her pocket. After opening the chest located nearby, read the letter. It turns out that Feinrenel was sold into slavery. We are looking for the slave trader Danzik.

Upon arrival at the "cloaca" you will be met by a small detachment of mercenaries. Deal with them and follow to Danzik, who in fact turns out to be a very vile type. In a dialogue with him, you can choose any replica, since the outcome will still be the same (click on the second one, so you will look cooler). In the battle with the slave trader, beware of magic and as soon as you notice the ball glowing with blue light, run as fast as you can. When the villain is defeated, search his corpse and take the map of Ragged Shores, where we actually go.

Look for the boy in the caves of the slavers. When the cutscene starts, you will have a small choice. It is best if you ask for help from Varrik, who, with the help of a suspended tongue, will tell the bandit that Feinrenel is the illegitimate son of the governor. The frightened criminal will let the guy go and, in addition, will give you all his money. However, it is not necessary to let the reptile go, just keep in mind that he is an excellent warrior and will not let himself be offended just like that. In any case, after releasing the guy, talk to him. He definitely does not want to go to his mother and asks to be taken to the Dollars. You can send him into the circle, but then you will lose Betony's favor. If the boy goes unharmed to the wild elves, you will get a good increase in reputation with all members of the squad, the quest is completed, it remains only to inform the mother about her son's decision.

Powdery hopes.

On the way to the caves of the slavers from the previous quest, you can stumble upon the dwarf Jarvis in the company of several mercenaries. Help them get rid of the spiders and talk to Jarvis himself. He will tell you about an explosive powder, a recipe that only the Qunari, who have recently landed in Kirkwell, have a recipe for. No one is going to give him the recipe just like that, but if the dwarf destroys the hostile "tal-vogots", then the leader of the Qunari will think about his proposal. We are going to exterminate the "outcastes". When all the "tal-vogots" objectionable to the leader are dead, go to the port, where the dwarf will be waiting for you. Unfortunately, all of Jarvis' tales were lies. There was no agreement between him and the Qunari. After listening to the Arishok, claim your reward. In response to this, he will drive the dwarf away and pay you back.

Wolves in sheep's clothing.

According to Varrick, a certain church sister is waiting for help in the lower part of the city. After waiting for the night, we go there. The gullible girl was attacked by bandits. Help her deal with them, and start a conversation. She refuses to talk outside and will point you to a house nearby. Come into it. Inside you will be met by an armed templar and the same church sister. She will ask to bring someone to the right place, but she will hint that the satellite is not ordinary.

An unusual companion would actually be a Qunari, wearing a special collar with chains and a sewn mouth. He was mutilated by his relatives because he once decided to go his own way. It will not be possible to take him out through the streets, since Pertis does not need extra witnesses. You have to go through the basement. Going down into the dungeon, you will stumble upon a flock of spiders, and after going a little forward, you will be ambushed by bandits. Joke it off and watch a scene in which Ketojan (a Qunari mage) scatters the attackers in the corners with a wave of his hand. With this thoughtless act, he will provoke the fury of the marauders. Deal with them and get out into the air.

At the exit from the cave, several dozen "tal-vogots" will be waiting for us, who will put forward their rights to Ketojan. The leader of this "gang" will offer us to give him the magician and then we will be forgiven for the crime. It turns out that these Qunari are some kind of templars who find renegade magicians, but unlike the church servants of the Qunari, such magicians are brutally killed. When the leader finds out that Hawke's sister is an apostate, he will order us to be killed. Get rid of the Qunari and watch the cutscene. Ketojan does not want to live, but refuses all kinds of offers. When the magician burns in flames, let out a bitter tear and return with a report to Pertis.

Family matters.

It's time to visit our beloved uncle. Entering the house, you will find a dispute between relatives. Your mother is not satisfied with the current state of affairs and she asks Gamelin to show her her father's will. Hesitating, the uncle tells about how he left the papers in the family estate when he lost it to the slave traders. An upset mother will go outside, and Betony will take you to a conversation. The brisk sister noticed how nervous Uncle Gamelin was when the conversation turned to the will. After conferring on the spot, the brother and sister decide to pay a visit to the current owner of the house and get him out of there, taking the will at the same time.

You can get inside through the basement in the "Cloaca". That's where we're heading. Once in the mansion, we kill the slave traders who came to the rescue and examine the rooms for money and other utensils useful in the household. In one of the chests you can find a worn portrait of your mother. Having stumbled upon the leader - slave traders, we kill him and remove a brand new armor from the corpse. When the cherished piece of paper is in your hands, talk to your sister and return to the "family house". Gamelin humiliates your mother again. This time he offered her to pay for accommodation or at least pay for food eaten. Fit in, waving your will in front of your uncle's nose. When he leaves, talk to your sister and give her the portrait found in the estate.

pacification.

Having been in the "Hangman" and learning that the "Gray Guard" is located in the city, we go to the shop to Liren, a local healer. She will deny the fact that she is in touch with one of the "Greys", but will quickly split. At the exit we will be met by a gang of Ferelden residents threatening to kill us. Explain to them that you yourself are from Ferelden and then they will leave. We leave for the Cloaca, where Anders' lair is located.

Anders is a magician and part-time "gray guardian" who escaped from the order. Now he is engaged in the fact that he heals people with the help of his magical abilities. After passing through the room, laugh it off (the choice of the phrase will not play much importance) and explain to Anders the essence of the problem. "Quit for a favor" he will say and ask to get his old friend Karl out of the "Circle". All that is required of you is to appear at night in the "Upper City" and, in which case, help Anders fight off the templars.

Having climbed into the church, we go up to the top floor and talk with Karl. The poor man was turned into a pacified man after they discovered the letters sent to him by Anders. At this moment, several templars will attack us, among which there will be a very strong Templar - Lieutenant. Having dealt with the ministers of the church, make a decision: Kill Karl (who, by the way, asks to do it himself) or still leave him alive. After completing the task, Anders will join your squad, who, by the way, is an excellent healer, and also has with him the cards of the Deep Roads that we will need for the expedition.

The madmen will not go around.

Looking into the "Hangman" you will witness a scene in which a girl, having finished off three guys, calmly continues to drink alcohol from a glass. Talk to her. Isabella will ask us to follow the duel, as she is sure that Hyder (her opponent) will play dirty. Agree and, after waiting for the night, go to the Upper City. After dealing with a gang of pirates, talk to Isabella. As she thought, instead of Hyder, more than a dozen armed mercenaries appeared for the duel. Kill them all and head towards the church. Once inside, listen to the conversation between Isabella and Hyder and join the fight. At the end of the quest, a lively girl will join your squad.

Enemies are among us.

Wandering around the upper city, you can stumble upon a girl who asks for help from a templar. After talking with her, you will learn that Keran - her brother has disappeared somewhere. She will point you to people who might be able to help. We leave for the Casemates where, after talking with other templars, we learn from the fact that not only Keran, but also many other templars have disappeared. However, recently one of the missing returned. Having learned the place, the location of the camp of this templar, we follow there. On the spot, you will find Captain Cullen beating Wilmod (the same “missing” church minister). Unfortunately, this educational process will end with the transformation of the templar into a "possessed". Help Cullen deal with him and talk.

The captain will tell you that many templars visited the local brothel before disappearing. It's time to visit there, but no one will be frank with Cullen, but with the next stranger who comes, he will relax, perhaps someone will speak. We follow there. After talking with Vivika, we learn that all the missing church ministers visited the "Wizard from the East". Having risen to the top floor, we try to talk to the girl, but she offers to spend time a little differently. Refuse (well, or agree, it doesn’t really matter), and when she asks you to put a dagger to your throat and lightly slash your neck with it, ask Betony for help. It turns out that the "curiosity" has the strongest gift of suggestion, and it was she who sent the templars to the "ritual". Decide on the fate of the girl (kill or send to the Circle) and head to the Cloaca.

Having found a passage to the shelter of the "blood magicians", we go down there and deal with a handful of demons and the Possessed. When you find Keran, engage in a fight with the leader of the "blood mages" Terane. After the woman and all her minions are dead, take Keran to a safe place. It turns out that Terane, with the help of a "curiosity", took over the minds of the templars and turned them into vessels for demons. Keran also served as fuel for the dark magicians. Promise him not to reveal the whole truth to Captain Cullen and head to the Casemates, where you will receive a reward.

Merciful act.

To receive this task, you must go to your uncle's house and read the letter on the table. Some "friend" asks us to come to the specified place. Another will be the templar Trask, who could be met in the quest "Prodigal Son". From his words it will become known that the nearby cave is inhabited by magicians - apostates behind whom the templars are about to appear. You need to convince people that they are in danger.

Come into the cave. Seeing the approaching magician, get ready for battle. Turns out Trask didn't tell us everything. The people hiding in this cave practice blood magic. After cutting your way through the hordes of skeletons, talk to the fleeing magician. Decimus - their leader convinced the others that only blood magic would save them from the templars, but the young magician did not want to participate in this and decided to return to the Circle. Advise him to contact Trask and continue on your way.

When you get to Decimus, talk to him, and then join the fight. When he is defeated, his student will ask you for help. She does not want to return to the Circle, and the templars are about to descend here, but there is an easy way out. Kill Trask and get out of here while there's still time. You can agree, refuse, or offer something in between - to convince the templar that the magicians killed each other. We get to the surface. If you currently have Varric in your squad, ask him to hang noodles on the templar's ears. If not, try doing it yourself. When the church servants run away to explore the shore, accept thanks from the happy magicians.

What fell from the cart.

Talk to Isabella, when she is drinking alcohol in the Hanged Man, she will ask you to help one of her good friends. You can find him in the hangman's room. He will ask you to find a sample of the goods stolen from him, and you can determine whether it is cargo by the Orlesian seal. When you get to the port, talk to the workers who will send you to the main one. He will indicate in which warehouse the goods are located, but you will have to pay (there is another option, but the money will be returned anyway). Pay and go to the desired warehouse. The passage will be blocked by mercenaries. Reassure them that there is a fire in a neighboring warehouse, and they will rush to save their belongings. After making your way inside, kill the pirates and take a sample of the goods. Returning to the Hanged Man, inform Martin of your success. As a reward, you will receive a plus to reputation with Isabella and the money that you spent on bribery.

Free cheese.

Another letter. This time from your former employer, who recommended you as an excellent mercenary. After waiting for the night, go to the Lower City, where you start a conversation with the dwarf Anso, who is clearly nervous. It turns out that he secretly sells "lyrium" to the templars, but the last batch of goods was stolen from him by a gang of smugglers. The goods must be returned, and the harmful smugglers must be killed. We leave for the lair of bandits, which is located in the abandoned house of Elfinage. Strange, but the chest with what seemed to be such a valuable commodity was guarded by only a few mercenaries. We check the chest. Empty. We'll have to return with this news to Anso.

At the exit, about two dozen slave traders will be waiting for you. Having spoken a couple of words, they rush to the attack. Kill everyone and return to the dwarf. Along the way, you will come across a couple more bandits. Luckily, you won't have to fight them. The elf, for whom they actually hunted, will do this for you. Fenris - an elf who escaped from the slavers will ask you for help. It is necessary to get rid of Denerius - the head of this vile organization. We leave for the estate of the master, which is located in the upper district of the city.

Having made our way into the building, we proceed to search for Denerius. In the first room, we will be attacked by hostile spirits. After entering the hall, go up to the second floor and try to open the door. Locked up! Explore all the rooms on the first floor until you run into spirits again. One of them will have the key we need. Open the door and repel the demon attack. Denerius escaped. Listen to Fenris and search the chests in the room. After going outside, talk heart to heart with Fenris and invite him to join your squad.

Expedition to the deep trails.

Before you go on an expedition, complete all active quests and stock up on equipment. After completing all your business, talk to Bartrond. In the middle of the conversation, Hawke's mother will appear and ask if we are taking Betony with us on the deep paths. Here you need to understand that you will lose your brother / sister in any case, but leaving a relative in the city, you thereby save his life. Having formed a detachment (Varric cannot be changed), inform Bartrond that all preparations are completed and you are ready to go.

Upon arrival at the place, it turns out that the entrance is blocked. Varric will promise his brother that he will find a workaround. This is exactly what we will do. Turn right and run to the pointer on the map, destroying small groups of creatures of darkness along the way. Destroying the golem will be quite problematic. Good team play and brute force are required to win. When the bully collapses, we continue the path. Having met Sendel (the gnome boy from the first part), send him to his father, and make your way to the doors getting rid of the creatures of darkness. In the next room we have to fight the Ogre. Not only is the room quite small, but the floor is also covered with traps. After killing the giant, go to the next room. Before we had even moved away from the ogre, we were already being forced to fight the dragon. If some miracle happened and you survived, return with a report to Bartrond.

When the gnome's team sets up camp, Bodan will speak to you and thank you for saving his son. We continue to search for treasures. In one of the many rooms you will again have to defeat the golem, and at the same time several evil spirits. Entering the room with the artifact, we watch a scene in which the greedy Bartrund will leave us to die in captivity. After listening to Varric, we begin to look for another way out. Surprisingly, the exit is behind the next door, although it is locked, and only the ancient spirit has the key, which of course will not give it to us just like that. In return, we will have to destroy another spirit that bothers ours. Having run into the vault, get ready for a fight with the spirit. Killing him is not so easy (even on easy mode). When he shrinks into a ball, run back and hide behind the columns. After this procedure, he will not be able to resist a good 20-30 seconds, use this time wisely.

Having reached the treasure, order Varric to kill the spirit, but in the meantime fill your pockets with the contents of the chests. One of them contains the key to the surface. After opening the door, return to Kirkvel, where unpleasant news awaits you. Betony was taken to the Circle.

It's been 3 years...

…Thanks to the treasures found on the deep paths, Garrett Hawk turned from a poor mercenary into a nobleman. His sister Betony was taken away for a long training in the Circle of Magicians, and old friends fled to different corners of the city. But everything is as smooth as it might seem at first glance. The Qunari who arrived in Kirkwal three years ago never sailed home, and instead began to make various demands. One of these requirements was Hawk. The viceroy suspects that a war is coming and asks us to talk to the Arishok if possible to settle the dispute amicably...

Finding a home.

When you leave the governor's fortress, Bodan will appear to you. He will once again thank you for saving his son, give you 50 gold coins earned for the expedition and inform you that someone is waiting for you at the Hawke estate. We'll go there. On the estate, you will often be visited by friends, as well as people who need help.

Prime suspect.

Aveline visited Hawke. She asks to shut up the "detective" bothering her with his investigations. Moreover, all the accusations that he makes against citizens, in fact, turn out to be false. So this time, Emeric allegedly stumbled upon a serial killer cracking down on defenseless girls. That's just the captain, after no sane evidence was presented, he had to apologize to the "suspect" for a long time. Aveline begs us to silence the templar. How we do it, she does not care.

We leave for the Casemates, where Emerik is already waiting for us. He will tell the same as Aveline and will name the main suspect - Gascar Dupy. His estate is in the Upper City, but it's worth going there at night. After waiting for the sunset, we head straight to the house of the alleged killer. Emeric's words will become more like the truth when evil demons attack us.

After dealing with them, go up to the top floor. We will witness a scene in which a young girl begs for mercy on her. After talking with Dupy, it becomes clear that he is not a murderer, but an ordinary blood magician who wants to avenge his sister. The thing is that before her death, Gascar's sister received a bouquet of white lilies from someone, and a few days later she was found dead. From that day on, any girl who received the same "gift" would soon die. The woman begging to save her was supposed to be next, but Gascar kidnapped her just in time, intending to lead his sister's killer into a trap. But instead of him, Hawk came to the estate. Release the poor fellow and promise to look into this matter.

Time to report back to Emeric. Only a woman will stand in his place, assuring that Emeric received a letter and went to meet us. Step into the "dark alley" (a suitable meeting place) where the corpse of a curious templar and dozens of demons are waiting for us. When they all go back into the shadows, that same templar girl will arrive in time. Deceive her by telling her that you don't know where Dupyi is hiding.

Family matters.

While in the Hanged Man, talk to Varric. His sources say that Bartrund has returned to Kirkwell. It's time to take revenge on the vile traitor. When the sun sets, we go to the upper part of the city. The house we need looks abandoned, but we still climb inside. Control passes to Varric, who is forced to fight alone against a huge crowd of archers. True, this battle should not deliver any particular difficulties, since the “Bianca” kills with one shot, and the dwarf is almost immortal at all. Something is wrong here.

Apparently this seemed suspicious not only to us, but also to the church sister, who, having scolded the dwarf, forced him to tell a true story.

Ahead of you are waiting for tedious battles with hundreds of crazy soldiers. When the reserves of warriors run out, a servant of Bartrund will jump out of the corner and tell about how his master went crazy because of the idol brought from the expedition. Open the door behind which Varrik's brother has taken refuge and, properly, hit him. The exhausted dwarf will collapse to the ground and tell how the idol took possession of his soul, how he forced him to kill, betray. At the moment, he sold the relic to some woman and does not know where she is doing him. Decide the fate of the gnome and go outside. If you leave Bartrund alive, you will get a new best friend in the person of Varrik.

Explosive service.

It's time to visit the Arishok. He will tell you about the stolen recipe for explosives, which actually turned out to be a recipe for a deadly poison. If this poison falls into the wrong hands, thousands of people in Kirkwall will die. The first suspect will be the dwarf Jarvis, who has been dreaming of getting the recipe for the famous "saar-kamek" for three years now. But this gnome disappeared without a trace a few months ago. We leave for the Underbelly where, after talking with a merchant from the guild, we learn that Jarvis may be hiding from smugglers. We jump into the hatch and break through the crowds of armed dwarf bodyguards. When you get to Jarvis, ask him about the poison, and he will lay out the whole truth for you. It turns out that he did not steal anything, but simply ended up in the wrong place at the wrong time. Release the gnome (or kill) and head to the alley where tragedy is about to happen.

We are late. Poison is already walking around one of the districts of the city. Examine the area and take the steel lock from the floor with the help of which it will be possible to close the poison barrel. Having done this, beat off the attack of the mercenaries. One of them will drop another lock. Fight off wave after wave until you clog all the gas barrels. When the last container is closed, the elf who framed Jarvis will come to us. Her motives may be noble, but the means she resorted to ruined too many lives. Time to teach her a lesson. After the death of the elf, go with a report to the Arishok.

Disagreement.

Go to Anders' hospital and talk to him. He is worried that there are too many subdued magicians in the city. Moreover, he is sure that one of the templars started a "universal pacification." Crowds of zombie mages, what could be worse. Agree to help Anders get the papers confirming the plot and go to the tunnel under the casemates. Here a couple of smugglers will try to give us a warm welcome, but Hawk has no time, so we just kill them. Having reached the room where the templars are mocking the young mages, try to solve the matter peacefully. Nothing good will come of this, as the spirit of justice will take over Anders and he will rush into battle. Let's help the "grey guard". After killing Sir Alrik (a templar who wants to pacify all magicians), take the documents from his corpse. When "justice" rushes to the poor girl, calm the magician and rise to the surface for a serious conversation with Anders.

Reflection in the mirror.

Visit Merrill in Elvenage. She will talk heart to heart with you and show you a mirror that she has been collecting piece by piece for many years. Unfortunately, despite the many efforts of the young elf, the mirror does not work as it should, and in order to fix it, you need to get a magic tool. The whole problem is that this tool is in the hands of the Keeper, whom Merrill is afraid of like fire. Keep a girl company, and she will thank you properly. Let's go to the dollars.

The keeper will gladly give us the relic, but first we have to complete a small assignment. In the cave, which is located nearby, a terrible creature called Wertherall settled and, as you probably already guessed, you need to kill it. Having reached the cave, go inside and deal with the local fauna. When you stumble upon an elf, try talking to him. Nothing good will come of this, because at the sight of Merill he will rush away. Unfortunately, the place he ran to turned out to be Venterall's lair and the monster killed the boy. Attack the creature. After the stone spirit, this fight should seem no more difficult than a walk along the lake. After defeating, console Merill crying over the body of a dead elf.

Returning to the guardian, accept the instrument from her and decide whether to give it to Merill or keep it for yourself. Following the first path, you will gain a new friend, and possibly a lover, but this is still far away.

Bitter pill.

Take Fenris on your team and head to the Shattered Mountain. On the way you will be stopped by slave traders and demanded to give them a slave. An enraged elf will rush into battle. When all opponents are killed, Fenris will untie the tongue of their leader. Having learned the name of the customer, go to the pit in the "cave pens" where Adriana's lair is located. Inside you will have to destroy a dozen mercenaries. Both simple and lying in the ground for decades. When you meet a young elf, listen to a heartbreaking story about her father and share money with her. Having made a "contribution to the liberation of slaves" continue to move towards the goal. In the battle with Adrianna, deal with her servants, and when she is left alone, attack her with the whole team. Before she dies, she will tell Fenris about his sister. After the elf kills the villainess, talk to him in his house.

Long way home.

I warn you, this quest is the most boring way to waste your time.

After talking with Aveline, promise to complete a small task for her, namely to deliver a package to one of the guards. Having received the package, Donnik will look at us as idiots and put the “gift” on the far shelf. We return to Aveline. Again, without explaining anything, she will ask you to hang a fresh duty schedule on the wall. We do. To everyone's surprise, Donnik was assigned to be on duty at the "warmest" place - the Upper City. Some have been added to favorites. Let's go see Aveline. The Iron Lady has fallen in love, but is afraid to admit it to the guard. We'll have to intervene.

We go to Donnik and inform him about the "party" organized for all the guards, after which we wait for the sunset and head straight to the "gallows house". Aveline will never come, and you will have to drink purely in the company of men. When Donnik gets tired of all this, he will pack up and leave. Scold Aveline and come up with a new plan. What could be more romantic than "Ragged Shore"? Smugglers, huge spiders and, of course, half-decomposed corpses. So Hawke thinks so, so he organized a patrol, to participate in which, as you probably already guessed, Aveline and Donnik

Our task is to destroy enemies and ignite signal beacons. After each hastily lit beacon, a scene is activated in which Aveline clumsily tries to court the guard. How did this couple bore me. Once again, Aveline was unable to confess her love to Donnik. Trying to explain everything to him will only confuse the guard more. Return to the barracks where, after talking with Aveline, you will finally complete this quest.

Find and lose again.

Arishok is not going to leave the city, but the war is not planned yet. Only this calms the governor, but recently something happened that could easily provoke that very war, exposing the race of people in an impartial light. Two Qunari envoys arrived at the governor's stronghold, but never returned to the port, and moreover, they did not even leave the fortress. The viceroy asks us to sort things out without making a fuss. Go to the Seneschal and find out the details. The city guard may be involved in this matter and the only place where traitors can spend their time is the Hanged Man. We'll go there.

In the Hanged Man, talk to Orvald, who accidentally let slip about the three "horned barbarians", ask who the employer is, and then calm down the drunken guard. The exhausted Orvald will give you the name of the customer, which surprisingly turns out to be a certain templar. We go to church. Having met an old friend Pertis, we learn that the same templar is her former bodyguard - Varnell. Having received the coordinates of his shelter, we go to visit. On the spot you will be met by a handful of fanatics led by a distraught templar. The Qunari have been slain, and it's up to you to defeat Sir Varnell and his minions. This is not easy to do in the first place because fanatics are armed with bows. In any case, you should first deal with the "small", and only then take on the templar. When Varnell dies, the Steward will come and ask what to do next. Offer to burn the corpses in order to hide the traces of beatings.

All that remains.

Returning to the Hawke estate, talk to Uncle Gamelin. He is dismayed because Liandra (your mother) didn't show up to meet him as promised. Having intervened in the conversation, the dwarf Bodan will report that in the morning a bouquet of white lilies was delivered to the woman. Doesn't it remind you of anything? We leave for Dupy (if you left him alive) the house, which is located in the Cloaca. Using blood magic, Gaskar will go on the trail of the girl Alesa, whom you saved in the Main Suspect quest. The blood stains on the floor should lead you to a hatch leading to the basement.

Below you will meet a flock of demons. Having dealt with them, inspect the corpse on the couch. Fortunately, this is not Hawk's mother, but the same Alessa. We continue the path. And again we deal with the demons. Before leaving, do not forget to search all the chests in the room. Finding ourselves face to face with a necromancer, we learn that Dupy is not a grieving brother, and all attempts to find the killer were only to learn the secrets of necromancy. Fortunately, Varrik, who realized in time, fired an arrow into his throat, saving us from the fight with the bastard. The necromancer did not kill for fun, he wanted to collect his dead wife ... piece by piece. It so happened that our mother was very similar to his late wife, and the bastard cut off her head.

When the battle starts, repel the attacks of the dead. Wave after wave until it's the magician's turn. After killing him, talk to the dying mother. It remains to inform the uncle of this tragic news.

Nightmares.

Check the mail at Hawke Manor. Feinriel's mother asks to help her son again. She will be waiting for you at Elfinage. After talking with her, we learn that Feinriel is increasingly having nightmares. The keeper sent the boy into the shade so that he could overcome his demons, but he has not come to his senses for two days now. Let's help the young magician. Moreover, if you do not help him, the world will become one more "obsessed dreamwalker", and this will have a bad effect on the real world. Very bad. And if it happens that the boy is still curbed by demons, you will have to kill him.

Having formed a squad, we move forward. Having stumbled upon a demon, drive it away and go into the room on the left side. The demon in the guise of Feinriel's father is trying to take possession of the boy, scare the boy by saying that it is a demon, and when he runs away, talk to the demon. She will set one of the squad members on you. The fight will be easy, but now you have only two comrades.

Enter the second door (Feinriel's Pride). Another attempt to deceive the young magician failed. The evil demon will turn the second member of the squad against us, and he will also take part in the battle. Like last time, after the defeat, your partner will disappear. We continue on our way. Having met the spirit of Feinriel, talk to him. The guy wants to die so that he will never hear the whisper of demons again. Of course, you can take the easy way out and just stick a knife in his heart, but is that really what real heroes do? After you refuse the magician (well, or kill him), he will come out of the Shadow, pulling you out at the same time. It remains only to report this to the boy's mother and talk to those two comrades who betrayed you.

Following Kun.

The viceroy is again dissatisfied with the behavior of the Arishok. The fact is that his son (a big fan of the Qunari) went to the camp of the "horned barbarians" for the initiation of "Kun". Dumar asks us to take a walk to the port and ask the Qunari leader for details. The Arishok assures us that the son of the governor follows the path of the Kun voluntarily, and all the old connections after the initiation will no longer mean anything to him. Today, however, Cymus was called to church to say goodbye to everyone. Suspicious. We go to church after sunset.

The viceroy's son was killed and who would you think - Petris. Having set her fanatics on you, she will go after the Reverend Mother. Having dealt with the “coon-haters”, we watch a scene in which Petris tries to denigrate Hawke, assuring the reverend mother that he supposedly killed the governor’s son, following the order of the Arishok. Having failed, Petris will receive an arrow in the forehead from the arriving Qunari. The viceroy weeps over his dead son, but we are off to carry out the penultimate task of this chapter.

Catch the thief.

Go to the estate of Hawke, where you will see the scene of a quarrel between Aveline and Isabella. The captain of the guard asks to urgently go to the Arishok, and the robber begs to help her get the relic that was stolen from her many years ago. A thief in the city, and if you don't catch him now, Isabella won't live long enough to see the humans defeat the Qunari. Agree to the robber's request and go to the foundry district of the lower city. On the way to the desired house, we will be stopped by a small detachment of Qunari led by Stan and will demand the return of the relic. And since we do not have it, we will have to kill these Qunari. Opening up, Isabella admits that this relic was previously owned by the Qunari. After stealing it, Isabella traveled to Kirkwell, bringing a huge ship full of Kuhn's followers with her. And until the relic is in their hands, they will not leave the city. The robber will ask if you will give her the book as soon as you take it from the thief. Choose an answer and enter the cave.

Inside, a real battle will unfold. Mages on one side and Qunari on the other. You also have to kill the participants of both sides. Seeing a thief, Isabella will rush after him, but you. TO BATTLE! Having dealt with the warriors, go outside and search the dead Qunari. One of them will have a farewell note from Isabella, in which she asks her to excuse her, since she decided to give the relic to Castillen. It's time to go to the Qunari, but before that, finish all active tasks.

As Kuhn requires.

We leave for an audience with the Arishok. Aveline asks the head of the Qunari to give her two elves involved in the murder of the guard, but the Arishok refuses, stating that they accepted the "Kun", which means they are now under his protection. After a brief argument between him and Aveline, the Qunari chief will order us killed. Only Hawk and Aveline will survive. The Qunari have launched an offensive against the city. Having chosen companions, we move to the city center, where the main battle takes place. Having run into a pack of Qunari, help the "Grey Guardian" deal with them and get a ring that increases the chance of a critical strike as a reward. Once you reach the Upper City, you will encounter Qunari warriors. After defeating them, watch a cutscene in which you will be rescued by Templar Commander Meredith. She will report that the Qunari are gathering people in the fortress and leave, but we continue on our way. After cutting your way to the tower, you should meet Archmage Orsino in the company of your sister. After exchanging a couple of dry phrases with her, talk to the arrived Meredith. Informing that you will lead the offensive, lead the detachment to the doors of the tower. Here you have to make a choice: kill a dozen "karashoks" or ask the magician Orsino to distract them.

Once inside the tower, deal with the Qunari, among whom there will be several mages, and then go through the large doors. The viceroy was executed, and all those who were dissatisfied were killed on the spot. Noticing us, Arishok offers to show himself in battle. After killing his strongest warriors, talk to the leader again. He is impressed and asks a reasonable question - "How to solve his problem without bloodshed." Isabella appeared to answer him, in whose hands is the book Arishok needed. The leader is definitely pleased and is going to get out of Kirkwall right there, but along with the book, he wants to take the thief as well. Having been refused, the Arishok will challenge you to a duel. Agree and get ready for a tough fight. I hope you stocked up on "red bottles".

After defeating the Arishok, the rest of the Qunari will leave, and you will be proclaimed "Defender of Kirkwall". At this point, Varric will be interrupted by a church sister. After a little chat, she promises to let the gnome go if he finishes his story.

It's been three years...

Along with the title of "Defender", Hawk received the respect of the entire city, as well as the word. The word weight, which is equivalent to the word of any ruler. But not only Hawk was affected by the changes. The Viceroy is dead, and the Templar Commander-in-Chief, Meredith, has taken his place. The magicians finally began to fight for their freedom, which caused the indignation of the templars. Once fighting shoulder to shoulder, Orsino and Meredith have now become bitter enemies, ready to plunge a knife into the heart of another at any moment.

And as it happened many times before, Orsino gathered people in order to arrange a riot. When Meredith arrives, reassure her by telling her that they are both wrong. After these words, the templar will poke your nose into the fact that it was the magician who killed your mother. The reverend mother will come to the noise and "pull the enemies to the corners." She thanked you and left.

Killing ravens.

Not far from the square where Orsino started a riot, you can find a man named Nunzio. Nunzio arrived from Antiva itself in order to catch the elf killer. According to his information, the elf took refuge where he would least stand out, namely in the Dolly camp. We'll go there. In the camp, find a girl named Varrel and ask about the killer. She will point to the cave, explaining that the elf did not intend to hide. It's weird, but worth checking out.

The cave is inhabited by spiders. We deal with them and follow the mark on the map. And Venterall again and again he must be killed. When a huge carcass of an insect falls to the ground, old acquaintance Zevran will come out from around the corner. Talk to him. It turns out that Nunzio is not a lawyer from Antiva, but a real bounty hunter. You can try to take Zevran to Nunzio, but then you cannot avoid a fight. It's best to let the elf go, because the "Crows" are after him because he refused to be a "hitman".

We return to Nunzio. When the killer finds out that we let the elf go, he will be very upset. True, this disorder will not be long, since Zevran himself will come to him, killing one of the "Crows" with a well-aimed knife in the eye. Once all Antian Crows have been defeated, talk to Zevran. In gratitude, he will give you one of his blades.

Alone.

Go to Fenris's house where, after talking with him, we learn that, despite all his doubts, he contacted his sister, and she even agreed to meet him at the Hanged Man bar. The whole problem is that the elf is not entirely sure of the veracity of the information and asks to go with him in case of a trap. We need to help a friend. In The Hanged Man you will indeed meet the sister of Fenris, only she brought Danarius with her, who wants to get her slave back. Tell him that the elf does not belong to anyone, and join the fight. Once defeated, stop Fenris from killing his sister. When he releases the girl, she will tell how Fenris traded his life for the freedom of his mother and sister. After getting out of the Hanged Man, talk to the elf.

Justice.

After "Justice" almost killed the girl in the caves, Anders decided to part with him forever. He wants to perform the ritual, but for this he will need two very rare ingredients. The first is "Dragon Stone". You can find it in the "Bone Pit", and the second - "saltpeter" (a mixture of concentrated urine and manure). "Saltpeter" can be obtained in the sewers under the Cloaca. After descending into the sewers, collect six samples of saltpeter, dealing with smugglers from time to time. After filling the flasks with this smelly slurry, we go to the "Bone Pit" for the "dragon stone". The pit is inhabited by poisonous spiders, which are looked after by the "Monstrous Spider" - I think a more detailed description is not needed. We kill the giant and collect several samples of the desired stone. Then we return to Anders' hospital.

The magician will again ask us for help. He needs to get into the church, but so that no one sees him. Hawk will have to distract the church mother. After entering the church, split up with Anders and go in search of the mistress of the church. You can find it on the second floor next to two golden statues. Chat with her about "Why don't you help the magicians?" until Anders arrives and takes you aside. The deed is done, it remains only to talk with the "gray guard" in his hospital.

No rest for sinners.

Castillon is in the city and wants to plant Isabella ... a knife in the belly. Naturally, the robber does not want to die, and therefore she asks us for help. She offers to find Castillon's right hand, Velasco. It's pointless to torture the guy, since he won't tell you anything anyway, so offer Bella to pull off a little scam. Let Velasco grab her, and then follow where the bandit goes. You can find Velasco in a brothel, where he spends the whole day. In the "Blossoming Rose" go into the room to Velasco, where he caresses some elf. Say all the "evil" lines and watch as Isabella is led away.

Once outside, follow Bella's illuminated footprints until you reach the Lower City. After descending into the lower city, continue to follow the marks until you reach the port warehouse. Breaking inside, deal with Velasco and remove the room key from his corpse. After talking with Isabella, open the room and look into the chest. Castillon decided to legalize the slave trade. After leaving the room, you will meet Castillon in person. Isabella is stupid again and offers him to exchange documents for freedom and a ship in the port. Agree with her or kill the bastard. One way or another, after getting rid of the slaver, talk to the girl in the Hanged Man.

On the loose.

After checking your mail, you will find that Meredith wants to talk to you. We leave for the Casemates, after which we go to visit the Templars. The templar will tell us that as a result of the rebellion of several of her employees, three magicians broke free. They need to be brought back before they mess up. For details, you should contact her assistant Elsa. Find out from her information about the magicians and head to the indicated points. For starters, it's worth visiting the Elfinage and asking your wife about her runaway husband. Nysa will tell how, after the visit of the templars, Khion appeared to her and asked to hide him. She refused, but he promised to return at sunset. After waiting for the night, we return to the Elfinage and find Khion conjuring over the corpse of poor Nysa. Khion is a blood mage, and therefore he must be killed. Having dealt with the elf, we proceed to the search for the next magician.

Our next stop will be the Cloaca. Ask the kids at Evelina's house. They will tell how a kind mage from Ferelden saved them when the Blight came. Upon arrival in Kirkwall, she immediately went to the local "Circle", but they locked her up, declaring her an "apostate." They will also mention that after the escape, the girl has changed a lot and has become aggressive. Pointing you to the sewers, the guys will run away. We go down. After dealing with a dozen ghosts and overcoming several traps, you will come face to face with Evelina. The girl is possessed by a demon and will also have to be killed. After talking with the children, console them and go to catch the last magician. Why do I think that he will not survive?

Having reached the Upper City, go to the estate "de Cogny" where the parents of that same runaway magician live. After talking with Emil's mother, you will hear another lie that she has not seen her son since she was six, but her husband will interrupt her, bursting into the room. Without noticing Hawke, he will begin to reprimand his wife for giving her son money. Promise your parents that you will not touch their son, and they will tell you that Emil, as if nothing had happened, gets drunk in the Hanged Man. I run there. After talking with Emil, you will find out that he is not a blood magician, but just a boy spreading rumors in order to please the girls. The guy is not dangerous, so you can let him go, thereby earning a good reputation with the magicians. The deed is done, so we return to Meredith with a report.

Haunted house.

Remember the house where we fought Varric's possessed brother? So the cunning dwarf wanted to sell the mansion, but not many people want to take a house in which everything is covered in blood and the smell of decaying flesh. But Varrick still found a man who agreed to buy a house without a preliminary inspection, but the trouble is that ghosts have appeared in this house, which do not allow buyers to live in peace in it. Varric suspects that the relic that Bartrund brought from the Deep Roads is to blame. It is necessary to destroy the problematic trinket.

Climbing into the house, we observe the pitiful attempts of ghosts to scare us. Having reached Bartrund's room, examine it and exit. Do not pay attention to the spirits that run past, as they are harmless. Finding the maid, try to find out where the idol is, but this will not bring results. Moreover, a stone golem will appear out of nowhere in the estate. After losing a certain amount of vital energy, he will disappear, and several ghosts will appear in his place. After destroying them, once again begin to "handle the pebble."

A defeated golem will leave behind a shard of an idol. Dissuade Varric from leaving him and take Sendel's artifact. As a reward for this, he will fry you a very useful rune. Go to the Hanged Man to speak with Varric.

New way.

Merrill is still trying to fix her mirror, but this time she wants to ask for help from the spirit "thanks" to which she became a bloodbender. Trying to convince her is pointless, so just agree. The spirit is contained in a relic, which can be found somewhere on the Shattered Mountain. Having formed a detachment, we head there. Having reached the idol, we learn that the Keeper wanted to save Merrill, realizing that as soon as she fixes the mirror, the demon will break out into the real world and devour the young elf. Therefore, she allowed the spirit to settle in herself, and it can only be destroyed by killing the vessel. After her speech, the Keeper will turn into a huge and rather strong monster.

When the demon's life is gone, the Keeper will reappear in its place, begging to be taken back to the clan. Realizing that this is a demon's trap, Merrill will pierce it with his sword. Comfort the girl and return to the Dollars. Well, then the messenger, bad news and severed heads, however, you will have to chop off your heads, since the Dollars, having heard about the death of Maratari, will rush into battle. You will have to massacre the entire elven camp while listening to Merrill lament about "what have I done". Genocide can be avoided by vilifying Merrill in front of the elves, but then there will be one less friend in the ranks of your friends. In any case, after you deal with the problems, talk to the elf in her shack.

service and error.

We check mail. We are approached by a certain Cullen who assures us that Aveline has received many complaints, that she exceeds her authority, gets pets and does not fulfill her duties as a captain of the guard at all. We go to Aveline, she will react very negatively to such accusations and offer to take a walk with her and her husband Donnik tonight. We agree and wait for the sunset, after which we head to the port area of ​​Kirkvol, having previously taken the page to our squad. After running around the area, you will stumble upon Donnik, famously cracking down on pirates. Hating ask him about work. The rumors about Aveline turned out to be false. It's time to talk to Cullen in the Casemates.

The templar will report that he did not doubt the captain, but as long as there are complaints, he is obliged to report this to the top. He will also tell you that most of the complaints come from the Lower City. You probably guessed where we are going now. On the spot, talk to guard Brenen. She will tell about another guard who joined the society "against the tyranny of guards and strangers." The meeting of this society will be held in the Underbelly, so we are heading there.

Jiven is already making a speech to his henchmen with might and main. Ask Aveline to speak up and get ready to fight. The former guard, although he looks rather weak, however, has an incredibly huge supply of vital energy, so the fight will be hot. After finishing with him, return to the Barracks. Aveline is a little worried, but her husband will calm her down.

Serve cold.

Archmage Orsino is looking to meet you. Go to him in the Casemates and talk. Orsino suspects several magicians of treason and asks to get into some kind of secret meeting that will be held today in the Upper City. He himself cannot go to it, because, having left the Circle, he will automatically be enrolled in those who will be at the meeting. Wait for the night and go to this gathering. There you will be met by a bunch of templars and a couple of mages. When they see you, they will attack. After killing everyone, search their bodies, one of them you will find a note that says about their secret headquarters in a warehouse. Guess where we're going now?

Arriving at the warehouse, we deal with a crowd of templars. When the fighting subsides, Keran will appear and tell about the plot to remove Meredith from her post. He will also mention that the conspirators kidnapped your sister. Having received the coordinates of their shelter, we go there. Having burst into a gathering of rebellious magicians, try to solve the matter peacefully. Nothing good will come of this, and the apostate whose life you once saved will order you to be killed. There were many who wanted to. When only cooling corpses remain of the mages and templars, talk to the rescued Betony. At the end of the conversation, Meredith's warriors will arrive. Explain to them what happened in this clearing and return to Orsino with a report.

Last straw.

There will be a war. The war between the templars and magicians, and you need to make a choice - which side will you be on. Choosing for whom, you will fight, kill opponents and then decide the fate of Anders, because of which all the unrest in Kirkvel began. It is possible to describe what will happen next in a few words: Templars kill magicians, magicians become possessed. We kill everyone who meets on the way, and when we get to Orsino, we try to settle the matter peacefully. Meredith wants to kill every magician, every last one. She gives us time to prepare for battle and leaves. Talk to all your associates and then get ready for a fight. After destroying the first wave of templars, we watch a scene of how Orsino, using blood magic, turned himself into something terrible, but it is worth noting that it is quite strong.

Having defeated the monster, we hasten to get out of the Casemates. A distraught Meredith orders the templars to attack the Protector, but they refuse, and then she herself rushes into battle. It turns out that all this time she was driven crazy by the idol (the one we found on the deep paths) from which her sword was forged. Having lost one quarter of her life energy, the girl will use the power of the idol and revive the huge statues at the entrance. When Meredith falls, the Guardian's story will be interrupted. And even Varric doesn't know what happened to him next.

Flight from Ferelden

So, after watching the introductory video, you are finally given the opportunity to take control of your hero or heroine. For now, you'll be doing a little tutorial so your enemies won't be too hard, and all your health/mana/stamina will regenerate quickly.

If you have chosen your hero as a magician, then your brother named Carver (a warrior with a two-handed sword) will move with you. If you chose the class of a robber or a warrior, then your sister named Bethany (mage) will be with you. You take control of both your hero and your relatives.

After you fight off the first wave of enemies, the second will immediately arrive. It does not matter who will fight with this bunch of enemies, the difference will be only in the video. After you destroy the adventures of darkness, an ogre will come to you. You should not be afraid of him, as he just looks intimidating, but in fact he is quite harmless.

The first thing you will immediately notice in the game is that the enemies will be much stronger than on the training field. In the new part, try to keep track of all your party members more, and especially keep an eye on those who are at a distance. Try to defend the mages, because if a melee opponent approaches them, they will immediately overwhelm him.

After a small fight takes place, then go ahead and talk with your relatives. After a small meeting, another batch of adventures of darkness will arrive and after a couple of steps you will see a couple of templars. Help them in battle. And after that, the templar Sir Wesley will not be very happy with the presence of your sister, since she is an apostate magician (and if you play as a magician, then you will not be too happy). But soon everything will be resolved.

It turns out that Sir Wesley is very badly injured and he can’t help you in any way, so his wife, Aveline, will join you. Aveline is a very good warrior who specializes more in sword and shield. Wesley, along with your mother, will simply move behind you to keep out of all sorts of skirmishes.

So, move along the path. Soon you will have to fight about two times with the next groups of adventures of darkness. After fighting a little further, you will meet your first opponent, the Mage-Emissary, who is accompanied in a group of ten archers. We recommend that you first kill the Emissary, as he can easily shower you with his fireballs. After you deal with this group, a new one will arrive and after all these battles, move to a small dead end. Here you will find the corpse of a refugee, you can find two healing potions from him, which will be very useful to you soon. In addition, there will be a chest here that only a robber can open, so if you are not a robber, then you will not be able to open it in any way.

Before you go any further, make sure that you didn't miss anything and that you were able to collect everything that was there. So, how to get ready, then go to a very large clearing. Here you will have a battle with an ogre, which is much stronger than the previous one. As support, he will have improvised creatures of darkness. A little later, more reinforcements will arrive.

After a short scene passes, then join the battle with this ogre. This ogre is more difficult than the previous enemies, but it should not be critical for you, so when the battle is over, watch another video in which a huge group of darkness adventures will come to you. The only thing we advise you is to save a couple of cans of healing for the next battle.

Now the darkspawn are numerous. Luckily, you will only have to kill a couple of these monsters, as a new character will soon appear, after the arrival of which you can relax.

When the witch arrives to you, you can chat with her as you please. In general, you will have only one result - she asks you to give the amulet to the Keeper Maretari, whose clan lives somewhere in the region of the city of Kirkwall. After you give it back, you will have to do everything that Maretari tells you. When you hand over this amulet, you will have to make a very difficult decision about your associates (note that any decision you make will affect Aveline). Now watch the video in which you arrive in Kirkwall.

Kirkwall - Arrival

When you arrive at this place, you will immediately be struck by a crowd of refugees from Ferelden, who are standing near the gate. It turns out that at the moment getting inside is not too easy. Talk to the guard named Wright as soon as possible and he will advise you to talk to Captain Yuld. You will see that it has also been besieged by a crowd of local refugees who really want to get inside. If in a conversation with him you mention the name of your uncle (Hamlen), then he agrees to help you with your problem. The people standing here will be angry, because they think that you got permission to get into the city out of turn, so they attack you and the captain. There is no way to convince them, so you have to kill everyone. When the battle is over, the captain will agree to help you find his uncle Gamelin. In a couple of days, he really will appear. But it turns out that your uncle's status is not entirely valid, and therefore he cannot help you, respectively. But here he can point to those who will help you with this.

So, you can get into this city only through two people offered to you: the mercenary Miiran and the smuggler Atenril. You can take the task from both of them, but you can only join one group. In general, there is not much difference, since smugglers go against the laws, and mercenaries do not always follow the rules and rights. Depending on who you choose, there will be different achievements. Even after a year of your work for the selected group has passed, you will be able to continue to carry out their tasks.

Meeran will want you to kill a target named Friedrich. He once betrayed the plans of the mercenaries, as a result of which several people died, so the leader of the mercenaries wants to take revenge or justice, as you prefer. When you talk to Friedrich about this, then of course he will deny everything and say that this is just a business. You can attack him first, or ask for help infiltrating the city, after which Friedrich will attack you personally. In addition, you can accept a bribe in the amount of two gold moments, but then Miiran will no longer accept you as a mercenary and you will have to complete the task of the smuggler Athenril. In addition, if you take a bribe from Friedrich, his bodyguards will want to kill you, as they believe that this is their money for services rendered. While the battle is going on, Friedrich will run away at this time.

Atenril will want you to speak to a merchant named Cavril and he will pay his due bribe. It turns out that the smugglers supply him with goods in exchange for a part of the profits, but now the moment has come when he no longer wants to share his income. You can solve the quest peacefully if you also take a bribe from him in the amount of two gold pieces, but in this case Atenril will not give you the opportunity to get into the city and you will have to return back to Miirn. In addition, you will receive an increase in rivalry with Aveline. If you still continue to beat out the due fee from him, then soon you will be attacked by the merchant's guards. There are city guards nearby, so they will immediately help you in the battle. After this fight, the merchant will still give you the money and you will also get additional experience. You will not be able to get additional experience if you want to resolve everything peacefully.

There is also an alternative approach. You can give Aveline the opportunity to talk to this merchant. He will be intimidated by her warlike appearance and will give you the full amount without any resistance, in this case you will receive friendship with Aveline.

You will not be able to get bribes from both. If you were bribed once, then the second time there will simply not be such an opportunity. If you offer, then you will simply be attacked by those from whom you ask for a bribe. In any case, go back to your employer from whom you went to get money, then go back to Gamelin and your conversation with your uncle will finally complete the Prologue.

Act - 1

Finally, exactly one year has passed since the moment you entered the service of mercenaries or smugglers, so you are now a "free bird" and can do whatever you want. From the opening cutscene of the first act, you learn that a certain person named Bartrand is trying to organize an expedition to the Deep Roads in which you need to take part. But unfortunately, Bartrand will not share your ideas and desires. After watching the next video, you are joined by a dwarf named Varrik - an archer or crossbowman who never parted with his beloved crossbow named Bianca. He is also the younger brother of Bartrand. He has his own plan for how to arrange his expedition to the Deep Roads. After talking with Varric, you will receive the quest "Business Talk" and "Campaign to the Deep Roads".

Hike to the Deep Roads

Well, based on the conversation with Varric, in order to get the rights to partner in the expedition, you first need to complete two main tasks: the first is that you will have to collect as many as 50 gold coins to finance this expedition, and the second is to find maps where the entrance will be indicated into these Deep Roads. If everything is clear with financing (you will have to deal with tasks), then there may be problems with the map. First you have to complete the quest called "Pacify", which you will receive immediately after talking with Varric in the tavern called "The Hangman".

business conversation

So, talk with Varric at the Hangman Tavern. This conversation is the beginning for receiving many tasks. In general, during this short conversation, you will receive a task called "Pacify".

appeasement

You will receive the task from a dwarf named Varrik after you complete the "Business Talk" task. You have to establish the location of an unknown Gray Warden, who, according to Varric, arrived here along with refugees from Ferelden.

Go to the Ferelden Lyrena Goods Shop (located in the Lower City). In general, no matter what you tell her, she will tell you that the mysterious Gray Warden named Anders arrived here and made a hospital in the Cloaca, where he tries to help all those who need treatment. And most importantly - completely free. That is where you should be going.

Attention: In Lyrena's shop there is a chest in which a donation is made to the Ferelden refugees. You can also make various donations and get experience in return. Experience is measured depending on the donated amount: 50 silver coins - 50 experience, 1 gold coin - 100 experience, 5 gold coins - 200 experience.

At the exit from this shop you will be met by a crowd of violent refugees. They thought you were supposedly trying to do something to their precious healer. You can reassure everyone by saying that you are also from Ferelden (in the dialogue "We are on the same side"). Thus, you will receive an increase in experience and an additional increase in friendship with Aveline for being able to solve everything peacefully. If you choose other answers, then all this ardent crowd will start attacking you. If you choose the aggressive response option for them, then you will get rivalry points with Aveline.

In general, move to that cloaca. Anders is located somewhere in the northeastern part of this map. At the moment he is treating his patients. But still, he will listen to you and decide to help you. But not for nothing. You will have to help him, or rather his friend named Karl (also a magician), escape and meet near the Church, at night. You can answer him any way you like. Just remember that Anders is required to help you progress further in the storyline, so you will not have the option to refuse.

So, move to the Church at night. You do not have to take Anders with you, so you can go there with any team. Talk to Anders and you will automatically go to the Church. Here you finally find Karl and with him a large detachment of templars. Ordinary templars will not be a problem for you. Another thing will be with Templar Lieutenant and Templar Hunter, who have large reserves of strength and health. Hunters are like killers, so they can go invisible and stab you in the back, it makes sense to keep track of all the members of your squad.

After the battle is over, listen to the conversation between Anders and Karl. Answer as you see fit, your decisions will not affect anything here. After that, you will return back to the Underbelly to Anders or with Anders. In general, you will receive the long-awaited cards. From now on, Anderson will become your comrade-in-arms. Anders is a healer, but he also has offensive spells. In addition, it can be associated with romantic relationships, but it all depends on the gender.

Long way home

Move to the camp of the Dalish elves, which is located on the Broken Mountain. Here you need to give the amulet (which Flemeth once gave you) to the Keeper Maretari. Soon she will ask you to take the amulet to the very top of this mountain in order to perform some kind of mysterious ritual. You will be helped in this matter by her ward named Merrill. She is waiting for you near the settlement of the Dalish elves. After a short conversation, she will follow you, but until she joins you as an ally.

After going a little further, a huge pile of undead rushes at you. In battle, you probably guessed that Merrill is a magician. You will have to advance in battle, as every time you will be ambushed by the dead. Soon a Dalish hunter will start a conversation with you. From the conversation, you can understand that your new companion is not in too close relations with the local Dalish. In general, move now inside the cave. Here a couple of spiders will attack you, which each time try to take their victims into the ring and you will not be an exception. In the southern part of this gloomy cave, near the closed chest, the undead will attack you again, but this time they will have a shadow warrior with them - an enemy that is much stronger than their rotten friends.

Soon you will finally find a way out of this cave. As you exit, then move on for the arrow to the task. Almost immediately you will come across a blue barrier. Merrill will be able to dispel it, so the path will be clear and you can continue to move. If in the next conversation you speak extremely negatively about Blood Magic, then you will receive friendship points from Anders, Aveline and Fenris. But Varric doesn't really care.

As you find yourself near the tombstone, then you will finally have to perform a ritual, after which the undead will attack you. The first wave will consist of ordinary corpses and Arcane Horror, the second is the same, only instead of Arcane Horror there will be a Shadow Warrior. Deal with them and put the amulet on the tombstone, what is there, then watch what came of it.

When the cutscene plays, go back to the cave. You will automatically be transferred to the very beginning, almost straight to the Keeper Maretari, and then straight to the Kirkwall Elvenage, where our friend Merrill will now live. If you promise her to visit her, then you can get a couple of points as a rivalry with Fenris. After you talk to Merrill in the local Elvenage, the current task will be completed and you can continue to take her to your group as your ally. As you already understood, Merrill is a blood mage and she cannot learn healing magic in any way, therefore she focuses more on attacking and damaging enemies. Merrill is also romantically interesting to either gender.

Friend in the City Watch

Chat with Aveline in the Viceroy's castle. After this conversation, you can take her again as a full-fledged ally.

New house?

Now it's time to visit Hamelin's house in the Lower City. Among other things, you can also find a chest there to store your things. Further, it all depends on the installed add-ons.

From time to time we recommend that you visit this house, as at times you will receive letters asking for help. All letters can be read at the writing table. Letters will not come all the time or at the same time, they usually come depending on the progress of the game.

Here you can even order runes, potions, poisons and bombs, without having to constantly run around Kirkwall looking for the things you need.

Act -1: Storyline

Prodigal son

At first, you will hear about Fainriel and his mother from your friend Varrik, but after some time you will meet an elf named Arianni in the Elvenage. Listen carefully to her conversation with a templar named Trask and after, talk to her. Ariannni has a son named Finriel, who has magical abilities, but only he is not a member of the Circle of Magicians, so Arianni, for fear of being left without a son, began to hide the truth about her son from others. But at the moment he is constantly tormented by terrible nightmares and his mother is very afraid for him, because she believes that demons are involved here. She decided to choose a lesser evil and turned to the magicians so that they, in turn, would help her.

But then a problem arose, namely, her son, scared to death, ran away to no one knows where and Arianni has no idea where he went. But still, there are some considerations. She offers you to find Trask and ask him, as he is also looking for her son. By the way, there is another option - the father. His father is an Antiva merchant named Vinchezo. He left his mother a long time ago when he found out he was having a baby. Since then, he has not communicated with her, but still Arianna believes that her son could turn to his father, who recently returned from Antiva. Talk to either of these two. The father will tell you about his son if there is a magician in your team or if your hero is a magician himself. According to him, the boy fled to a Templar named Samson, who now began helping some fugitive mages. You can find Samson in the port at midnight. If you talk to Trask and convince him that you are looking for a guy for a higher cause, then he will also direct you to Samson. If you didn't talk to Arianni in the Elfinage and didn't even witness how she talked to Trask, then Trask can give you this task if you talk to him near Casemtes. As a result, you can immediately go in search of the templar Samson.

So, from Samson you will learn that the boy did not have money, so he sent him to his friend named Rayner, who at times was engaged in the slave trade. According to Samson, you can find Rayner in Porto, where he has his own private marina. It's time to go to the marked building. Keep in mind that there will be a lot of robbers who will not be very happy with your arrival. In addition to enemies, you will also stumble upon traps there. As you clear your way by killing the first two packs of enemies, then move to the arrow of your quest. Here you will witness a rather sad scene where a cornered magician girl becomes instantly possessed, so you will have to fight not only with the robbers led by Rayner, but with this girl.

After the fight, in Rayner's chest you learn that the boy was sold to some Tevinter named Danzig. You can find this character in the Underbelly. Of course, he won’t tell you anything just like that, but if there is Fenris in your group, then he will lay everything out for you. Fenris will force this slaver to tell him everything he knows. If you talk peacefully with the slaver, then you will get ten points of rivalry with Fenris. If you decide to destroy all the slave traders, citing such words as "you condemn too many people to slavery", then in return you will receive ten friendship points from Fenris and Cover, in addition to this, Aveline will also have five friendship points. In the battle with them, you will have to be extremely careful due to the fact that almost at the end a magician appears, which can bring you a lot of problems. From the map you received from Danzig, you will find out the location of the slaver camp - a cave on the Ragged Shore. You need to go right there.

This cave is not too big and there will be no traps in it. The local slave traders won't be too dangerous, although there will be mages among them. Just clear your way to their leader. Soon you will witness the fact that the slave trader is holding a knife near the boy's throat. If Varric is in your group, then he can easily persuade him that he is supposedly the son of the governor. Otherwise, you will have to fight.

After you deal with all the enemies, then you have to decide what to do next with the boy. He does not really want to go to the local Circle, so you can send him to the local Dalish who are on the Broken Mountain (in this case, Anders and Merrill will approve of your actions). You can also send him to the Circle (this will be approved by Fenris along with Aveline). To complete the task, you need to report everything that happened to Arianny. She will give you a very nice ring as a reward.

You can either tell Trask everything or just keep silent, but no matter what you say, he will still find out the whole truth about what happened. After that, the quest "Act of Mercy" is activated.

act of mercy

After you have completed the task related to the missing boy, you will soon receive a letter in which a mysterious anonymous person will ask you to meet him outside the city. It's time to go to the approach to the Ragged Shore.

On the way, dragon kids will soon attack you - kill them. Soon, Trask, who was under the impression of what happened to the boy, will turn out to be the same anonymous person. He will tell you that Mages have settled in a nearby cave and kill everyone who goes to negotiate with them, but soon a huge detachment from Starkhaven will arrive here and they are not going to stand on ceremony, they will slaughter everyone and everything. If you refuse him, then Trask will go to this cave himself and you will get rivalry points with Merrill and Anders. You also have a great opportunity to stop the massacre and persuade the magicians to surrender. Go to the cave. Soon you will be attacked by the Blood Mage with his dead. After that, move on and soon you will encounter an even larger detachment of the dead. Soon, in one part of the cave, you will meet a very young apostate named Allen. He will tell you that a local leader named Decimus is forcibly holding magicians and studying Blood Magic, while motivating them that they still have nothing to lose.

Arranging with him would be completely unrealistic. He will attack you immediately after a short speech. You will have to kill not only him, but also a couple of apostate mages along with the wicked. The remaining magicians will ask you for help to get out of here. If you agree to help them, then you get rivalry points from Francis and friendship points from Anders. If, during the dialogue, you speak negatively about Decimus' Blood Magic, then you will receive friendship points from Anders and rivalry points from Merrill. If you just keep silent, then you will receive friendship points from Merrill. In addition, you can persuade Grace to return back to the Circle of Magicians completely voluntarily. In general, in the end, get out of this cave. Keep in mind that on the way to the exit you will still be ambushed more than once. So, when you get out, you can still cut the squad of templars or not. If you slaughter them, then you will get friendship points from Fenris and rivalry points from Merrill and Anders. In any case, Trask will always support you!

If you decide to help the mages escape and there is no Varric in your squad, then absolutely any dialogue without Varric will lead to a battle. If he is with you, then let him tell another tale again, which Trask will immediately support along with Alenn, and the templars will naturally believe him (this is Varric), so they will free the approaches to this cave. In this case, you will receive friendship points from Varric and Anders, and rivalry points from Fenris. After that, a conversation with Grace or the templars will complete this task.

Enemies Among Us

The mission begins with the fact that you have heard rumors about a certain girl named Masha, who is trying to find out about the templars in the Upper City. Soon you meet her in person. Mesha asks you to find her brother, who serves the templars. Her brother's name is Keran. Keran suddenly disappeared a few days ago and since then no one has heard from him. To find out anything, you will have to ask his friends who serve as novices. Talk to Hugh and Wilmond, who are located in the Casemates. It turns out that Wilmod is missing from the Casemates. Hugh will tell you that at the moment a fairly large number of novices have disappeared and they currently suspect their knight-commander named Meredith of dark rituals that are aimed at testing the new capabilities of the templars, which is why they die if they cannot withstand the initiation or the test . Suddenly, another novice, named Ruvina, will begin to contradict Hugh's words that there are supposedly no reasons for suspicion at all, since she recently personally, with her own eyes, saw the allegedly missing Wilmod. She claims that now he has returned back, as before - alive and unharmed. But at the moment he is resting "in nature." If you start digging and ask why she didn't tell you about this sooner, then she will refer to an order from Meredith herself and another Knight Commander Cullen, who was also looking for Wilmod. Cullen went out of town in search of the missing templar. Since this happened recently, you will still have time to catch up with him.

A new mark "Wilmod's Camp" will appear on your map, where you soon become a witness to the interrogation of the novice by the sought-after Cullen. You can choose absolutely any replica, but this will not affect what is happening in any way. Soon you will come to fight with the possessed and a couple of spirits. After this battle, you will finally be able to talk to Cullen. Cullen, in general, does not really understand what is happening here, so he will send you to a brothel called "Blossoming Rose", where Wilmod constantly visited a long time ago. In the brothel you will need to talk to a girl named Viveka (she was most often visited by our missing). After she looks at the record book, she will send you to Idunn. The found Idunn will generally deny that he has the slightest idea about a man named Wilmod. Further, with the help of his charms, he begins to charm all your party members. If you're playing a mage then you can dispel the spell, and if you're playing a different class then just ask another mage on your team to do it. Idunn will be shocked by what happened, so he will give you answers to all the questions asked. Any other lines of dialogue will result in Idunn's death and you will have to locate the Blood Mages yourself, based on the documents she has on her desk.

So, proceeding from the Words of Idunn or from the documents, it turns out that Tarone is in charge of everything. At the moment, she is in her secret hideout in the Underbelly. After the girl tells you everything, then at the same time she will ask for mercy. You can send her to the templars to redeem herself (earn rivalry points from Anders) or just kill her on the spot. Move now to the Cloaca and find Tarone's hideout. Try to be careful, because here, in addition to spirits with the undead, you will also find traps. After the entire hideout is practically cleared, you will finally find Keran and will be able to have a little chat with Tarone. There is no way to solve everything by peace, so get ready for battle. At the very end of the battle, the Desire Demon will come out and it is much more dangerous than Tarone, so watch the battlefield carefully.

After the fight, talk to the found Keran. If you have Anders or Merrill in your party, they will be able to check him for demons (If you ask Anders, you will get influence points). After that, Keran will return back to the Casemates. Move after him. The next scene can give you points towards friendship or rivalry with Anders, but it all depends on what decision you made before that. When you have to tell about the further fate of Keran, then you can agree with Cullen and report that the young man is dangerous (get friendship points from Fenris and rivalry from Aveline and Anders), or convince him that he is possessed (get your influence points) . In general, it does not matter whether you tested him for the presence of demons or not, but we advise you to tell him to be watched by the templars for a full ten years, after which he will receive the title of a full knight at the end of this period. Cullen would never agree to more. This completes your task.

Powder Hopes

While traveling around the world map, you will soon come across a dwarf named Javaris, he will be in the company of his guards, who are fighting off the attack of spiders. Rather help them. At the end of the battle, the dwarf, seeing your combat skills, will offer you a job: to get rid of the local Tal-Vashot group - these are the Qunari who rejected the Qun. They settled on the Ragged Shore. The dwarf needs this in order to impress the Qunari Arishok, thereby trying to bargain with him for a special explosive powder. Only the Qunari have the recipe for this powder. If you agree and help him get rid of said group, then you will receive friendship points from Aveline. If you say that you will do it only for money, then you will receive rivalry points from Aveline. In general, go to the Ragged Shore and take the southern path as the first fork. The camp of these Qunari will be located in the northern region of this map. As you approach this camp, you will be greeted by a very polite Qunari. He will warn you that if you go further, Tal-Vashot will immediately attack you as soon as he sees you. He himself will hide, since Tal-Vashot is not to his liking. You can try to ask him to hire you, but still nothing will come of it.

Clear your way by killing Qunari along the way. Among them will be Saarbas - in the translation Mag. As you find yourself in the cave, then be extremely careful, because here you will find several traps, in addition to packs of qunari, who want to tear you to pieces. But even though they overwhelm you with numbers, they don’t really represent anything serious. But when you run into their leader, certain problems will arise. In addition to the fact that their leader will be the most powerful hand-to-hand warrior, he will also be in the company of a very strong magician. It is highly recommended that you first fill up the magician. Stun, paralyze and poison him - in general, use all types of weapons. Try not to let him use his mass spells. After you defeat all your enemies, then collect all the loot and after that, return back to Kirkwall. You need to find Jarvis. He is in the port at the headquarters of the Qunari, during the daytime. A Qunari guard will let you in. Isabella will temporarily leave your group here, if she was in your team. Walk forward a little and soon you will meet the Arishok himself in person. If you have Fenris in your group, then you will get some additional dialogues, but they do not really affect anything. At the very end of the conversation, Jarvis will suddenly leave the Qunari headquarters and then Arishok will soon offer to do the same for you. But this is so far...

Wolves in sheep's clothing

This quest appears in your journal under Rumors. An unknown member of the Church roams the Lower City and searches for the Qunari for no apparent reason. After you complete a few story missions, you can go to the Lower City at night and find this lady there. She will try to hire several people who will soon try to kill her. Deal with these bandits and burn with this servant of the Church. She will introduce herself as Petris. Impressed by your military successes, she offers you a new job. For all additional details, meet her at one of the houses in the Lower City.

When you arrive at the rendezvous point, you will find out that her job is to escort the captured Qunari magician out of town. As Petris tells you, he will be killed if he gets back to the Qunari, and the authorities of this city will do so anyway if he gets to them. Therefore, it is required to remove him urgently from this city. You will have to move through secret underground tunnels. You can go down into them from this house (if you agree to help, then you get rivalry points from Fenris and Varrik, and friendship from Merrill and Anders). Traps and spiders await you in the tunnels. The most serious battle will take place near the exit already to the surface. Soon you will be interested in one bandit group, but of course more in your Qunari mage. During negotiations with the bandits, the leader of these bandits will try to stab our hero, but our new Qunari mage companion will prevent this attack and the battle will soon begin.

After the battle is over, talk to Ketojan. But you won't get anything from him, so keep moving on. After you leave here, you will meet a group of Qunari. Based on the conversation, you will find out that they were pointed at you on purpose. Now your decision will not change much here. If you agree with the Qunari, then they will perform their ceremonial act of killing on Ketojan, after which they will try to do the same to you. And all because of the fact that you communicated with them for too long, so it is likely that demons have moved into you. If you refuse them, then after the battle, Ketojan will follow the path of Kun and commit suicide. Unfortunately, you will not be able to dissuade him (if you refuse the Qunari, then you will receive points for friendship with Anders and Merrill). In the end, you will still get a beautiful amulet. If in a conversation with the Qunari you say that you are a magician or that there is one of the magicians in your family, then they will immediately attack you. In any case, go back to Petris, who will be surprised that you are alive. In general, the task will be completed on this and you will receive seven gold coins as a reward from her.

Friends in the Meager Lands

This quest will appear only if, upon completion of all other story quests, you have not collected 50 gold coins for the long-awaited expedition on the quest "Journey to the Deep Roads". In addition, there is such a bug that the task will appear when you have too much money.

A dwarf named Dougal Gavor will meet you at night in the Lower City (near Liren's Shop). He will offer you to finance your expedition. But in return, you will have to return his money to him twice. If you agree to this offer, then you get rivalry points from Aveline. And if, upon returning from the expedition, you do not pay him the required money, then he will immediately attack you! And keep in mind that before continuing, it is best to complete all remaining tasks in Kirkwall. Otherwise, after you tell Bartrand that you are ready to go to the Deep Roads, everything will be lost. This expedition is a kind of analogue of the end of the first act, after which unfinished tasks cannot be completed.

Companion Quests

Aveline - As It Should

Talk to Aveline after you've completed the "Friend in the City Guard" quest and ask about the job she wanted to give you. Aveline received information that an ambush was to take place on one trade caravan. The ambush will have to take place somewhere on the Broken Coast. You need to go as soon as possible and Avelina must be without fail with you. Find out on the spot whether she is right in her suspicions or not. Try to be careful, as there may be traps in some places. Two traps will be in any case in the camp of local bandits. As you destroy the entire ambush, then move to the governor's palace so that Aveline submits her report on the past operation. The report must be handed over to the Captain named Javen. He, in turn, will not react very well, so our friend will want to find out what is really the matter.

So, read the schedule of local patrols. Soon, a guard named Brennan will start talking to you, who was supposed to patrol alone in the area where the ambush was. She will tell about a certain package that she was supposed to convey to the captain, but she could not convey it - a new patrol came and she handed everything over to the guard Donnik. Aveline figures out that Donnik is to patrol Lower City at night. Move right there now. Soon you will see that they want to kill Donnik. Soon you will learn some very interesting information from the package for the captain. Note that you will be able to take a fine shield from the leader of these attacking thugs.

In the end, go back to the governor's palace and go to the captain's office. Here you will find out how everything will end between him and Aveline. This scene will be the final one in this task. After that, talk to Aveline in this office and get an increase in friendship with her.

Bethany/Carver - Family Matters

Talk to your mother in Uncle Hamelin's house. After that, ask your uncle about your grandfather's will. Next, you should talk to Bethany or Carver (depending on who you play). Bethany will be positive about her grandfather's will, but Carver will be too pessimistic, but in any case, when you agree, you will receive a key to the basement of the family house. The basement is located in the city sewer, so you have to go to the Cloaca. The Underbelly is inhabited by those who do not have enough to live in the Poor Quarter or just those who have some problems with the law. In general, go to the Cloaca. The entrance to the basement will be located in the northeastern part of this area. Nearby is a local hospital. As you find yourself inside, then be extremely careful, as there will be a lot of traps. In the room, which is located to the southwest - enemies led by one magician will attack you. When the battle subsides, then take the key to the family treasury from the magician's body. In the treasury you will find a family chest with a will. Somewhere in the center of this location is a room where you can find a gift for Bethany or Carver (depending on who you play). If Bethany is with you, then in the chest you will find a portrait of your mother in her youth, and if Carver is with you, then there you will find a letter from your father's friend, a magician named Tobrius. In any case, you will receive a new task.

After you find the chest with your grandfather's will, you can immediately go to Gamelin's house if you select the appropriate option when talking with Bethany or Carver. But you can also stay in the basement for a while to carefully examine everything and in the end, make sure that there is nothing more valuable left.

Sooner or later, you will show your mother's will and when this happens, she will decide to write a statement to the viscount that your family be restored to the right of inheritance and the return of your ancestral home to you. To complete this task, you just have to talk to Bethany or Carver.

Portrait from the past

Just give the portrait of your mother to Bethany.

family history

So, it's time to meet with a magician named Tobrius. The magician is located near the Casemates. At the meeting, he will finally tell you about your father's friend, who was mentioned in the found letter. Soon he will give you the correspondence of his father and this friend. In general, give this correspondence to your brother and this task will be completed.

Fenris - Free Cheese

The building will become available only after you talk to Varric and the "Business" task will be considered final. Upon arrival home, you will receive a letter from Miran or Athenril (depending on your choice in the past), where you will be offered a job with a certain dwarf named Anso. To clarify all the details of the work, you will have to meet with this dwarf Anso at the bazaar, which is located in the Lower City and keep in mind that the meeting is scheduled after sunset. Be alert and careful, because after sunset, the area is full of bad guys who are ready to cut someone's throat. If you betrayed Meeran in the past (in the Prologue) and took a bribe from Friedrich, then Meeran, along with his mercenary, can attack the UPU near the meeting point with Anso.

Anso is a very nervous dwarf who is generally discouraged from going out at night. In general, he will ask you for one favor: someone stole his goods, so he wants to get it back. If you start pressuring him about what kind of product, then he will whisper to you that this is lyrium for templars. If you agree to help him, then you will receive rivalry points from Aveline, who for the most obvious reasons is unhappy with this level of smuggling.

According to Anso, the thieves who stole his goods are in a house located in the Elfinage area, that is, the northeastern part of the Lower City. Go right there. The house you need to break into will be very small, but even here there is a place for traps, so be extremely careful. And by the way, an ambush is waiting for you right there. As you kill the enemies, then carefully inspect the chest, in which, in theory, the goods of the dwarf Naso should lie. After that, go outside. Outside, you will meet a fairly large group of slavers who definitely did not expect to see you here. In the end, they waste no time pouncing on you. In addition to archers and swordsmen, there is also a magician here, whom we recommend that you kill first.

After you deal with a group of bandits, then return to Anso and tell him about what happened there. On the way to Anso, you will meet another detachment of enemies, but the battle is not destined to come true, because suddenly a snow-white elf with heaps of tattoos will get into the conversation. The elf will report that his name is Fenris. He will tell you what is happening here and will soon ask you to help him deal with his own master named Danarius. To help the young elf, you will have to meet him at night near the entrance to one of the houses, which is located in the Upper City.

When you are near Danarius' house, Fenris will join your team and you will automatically go inside this house. In general, the house of a Tevinter mage will be simply filled with demons, among which there will be many shadows and several Demons of Rage. In addition to demons, there will also be traps, so be careful.

Danarius' room is located on the second floor of this house and is currently locked. To open the doors, you will need a key, which can only be obtained from the Demon of Fury. This Rage Demon will attack you like all the other enemies in the northeast part of the house. Once you get the treasured key, go back to the doors and open the room. After you open the doors, you are greeted by a squad of enemies led by the Secret Horror. It will not be difficult for you to deal with him.

After you destroy all the enemies, then Fenris will be with you about the result of your attack and leave your team for a while. The next time he talks to you is after you get out of here. In a conversation with him, you will have the opportunity to recruit him. Fenris, in turn, is perhaps the best fighter with a two-handed sword. And keep in mind that if you take him to you, then he will constantly swear with your magicians and constantly object against the decisions of the magicians. In addition, he is also a romantic hero for Hawke (regardless of gender). After talking with Fenris, the task will be completed and Fenris can join your squad if you wish.

Fenris Hired

Just talk to Fenris in your house.

Varric - Questions and Answers

The task will appear after you go through a certain part of the storyline (which part is not clear). In general, go to the tavern called "The Hangman" and talk with Varric.

Isabela - Only Fools Rush Forward

The moment you enter the Hanged Man Tavern again (usually when you go there on Varric's Q&A quest), you'll meet Isabela (you might have known her if you've played Inception) - she's a former ship captain. If you talk to her after she sorts out her problems, she will offer you a job. If you agree, then you will have to escort her to the place where a duel with a character named Heiderm will take place. The duel must take place in the Upper City. Isabela has suspicions that her opponent will go against the rules.

If you do what she asks, then at the indicated time and in the indicated place there will be not one enemy, but a whole detachment. When you kill everyone, then carefully examine the corpse of the leader of the people who attacked you. After searching, you find a letter with Hader's location. Isabela does not hesitate and soon goes to this very place. You need to follow her and fight off the attacking enemies along the way. As you clear your way, then go to the local Church. When there is a dialogue with Hader, then you can answer as you like, since your words will not affect anything.

If the subsequent battle is too difficult for you, then use this tactic: leave Hader on Isabela, and deal with small enemies yourself. And keep in mind that when Hader takes too much damage, she will be distracted from Isabela and pounce on the one who hurt him, so keep a close eye on your mages and archers. When you kill all of Hader's minions, then it will not be difficult for you to deal with him alone.

After the battle, Isabela will talk to you and at this stage the task will be completed. After that, she will become your new companion. Isabela - is a robber, has two daggers and besides this, she can become your romantic character regardless of Hawk's gender.

Isabela's connections

Talk with Isabela in the Hanged Man tavern and she will tell you there about her friend named Martin, who needs your help. After that, the task will be completed.

Welcome Home

Chat with Merrill in her new house. If you are very friendly with her, then you will definitely get friendship points with her.

Such Pretty Criminals

Talk to Merrill again.

Conversation with Anders

Talk to Anders in his clinic.

Act - 1: Non-story quests

Bone Pit

This quest is taken upon receiving a letter from Miiran or Athenril (depending on who you chose in the past). The letter will appear immediately after some time has elapsed in the first act of the game. In general, your former employer recommended you as an excellent guard for a character named Hubert. To find out more about Hubert's problems, you will need to meet him at the market square, which is located in the High City.

After talking with Hubert, it becomes clear that he needs to explore a place called "Bone Pit". At the moment, work in this place is no longer going on, and he needs to find out what happened to his workers (miners).

Go to these mines and along the way kill all the marauders that you meet. As you go inside, you will be met by a very large pack of small dragons along with a large female. As you defeat all the carnivores, then climb further up the stairs. Now you will meet small dragons from males - kill them all.

Moving on, you will soon meet a very frightened worker named Jansen. He will tell you that going further you will meet an even bigger dragon. You can fight a frightened worker, but we recommend that you just let him go. Go to the very edge of the Bone Pit and soon a dragon will descend to you. This is an adult dragon, but not the Supreme, that is, it will be slightly larger and slightly stronger than the rest of the cave dragons. The fight with this dragon is practically no different from the fight at the very beginning of the game with a large ogre. The battle will even be easy due to the fact that no one will support the dragon in battle. The only thing to remember is to dodge his fire attacks. In addition, his roar deafens nearby your characters. And if someone from your party is at a distance, then he can simply pull them towards him, but you can get away from all this by a warrior, if you constantly run around the dragon and constantly beat him, then he will not pay attention to the others and focus on only one enemy. So, as you kill this dragon, then remove from it an item called "Dragon Fang" (you will need this item to complete the "Herbalist's Tasks" quest).

After cleaning the mine, go back to Hubert, to whom Jansen already told everything about the dragons (although he did not believe him). In general, get your well-deserved reward - 3 gold. In addition, he will also offer you a partnership in the ownership of the mine. It is up to you to accept or not to accept, but in the end the task will be completed.

Back to Work

You will receive the task from the same Hubert after you complete the Bone Pit quest. You will have to persuade the frightened miners to return back to the mines. The workers will be located in the Lower City quarter, near the tavern called Hangman. You can talk to them however you like. If you choose to double their salary and the very ironic option when reporting to Hubert, then you will get friendship points from old Varric.

It was yours - it became ours

You can receive the task in the Hanged Man tavern from a friend of Isabela named Martin, but taking into account the fact that you spoke with Isabela on the assignment "Isabela's Connections". So Martin lost his cargo when he was attacked by pirates and he has a hunch that his lost cargo is somewhere in Kirkwall. If you start questioning him in more detail, then he will soon admit that he himself was engaged in robbery as a couple, but now he has repented and stopped, so he does not do it anymore. He now wants to start the life of a law-abiding man. If you agree to help him, then get friendship points from Isabela and Aveline.

During the day, head to the Port of Kirkwall. After talking with the loaders, they advise you to go to the head of the port. The harbormaster will send you to an assistant named Aden. Aden will require you to give him money and if you give him this bribe, then you will receive rivalry points with Aveline. You don't have to pay him if you don't want to. If you have not paid, then return back to the Port at night. At night, you can read the document on the Harbor Master's desk. From the document you read, you can find out the location of Martin's lost cargo.

Well, the cargo is in the eastern warehouse in Porto. Go right there. There are a couple of traps waiting for you inside, so be careful. In addition to traps, two more ambushes will be arranged for you: the first ambush will be located near the chest with the cargo, the second ambush will be waiting for you near the doors (as you go to the exit). Each attacking group of enemies will have an assassin with them, so be extremely careful.

In the end, you can go back to Martin with the report and the sample you found in the chest. After a short conversation with Martin, you will have a choice: refuse to reveal to Martin the location of the lost cargo (and in this case, get friendship points with Aveline, and rivalry with Isabela) and at the same time he will dump the Hanged Man from the tavern, or the second option is to tell him ( and Aveline will not react to this action) and a little later Martin will become one of the new merchants.In addition, you will receive friendship points with Varric and Isabela.

First Victim

Once you're in the market square in the Upper City, read the ad for a character named Ghislaine De Carrak, who is looking for his lost wife. The injured man will be standing in the same square, just a little higher up the stairs. You can catch him arguing with the guards, who felt that the disappearance of his wife was a family matter and the guards did not need to intervene here. Ghislaine will tell you that his beloved wife loves men's companies very much, so she most likely ran away with one of her lovers. But the thing is that the relatives of the missing woman began to suspect the husband himself, so he wants you to find his wife and drop all charges against him. If you agree to help him, then you get rivalry points from Isabela.

So, from the leads you are given only a tip on an elf named Jitann, who works at night in a brothel called "Blooming Rose" (located in the Upper City). Ninette (Ghislaine's wife) visited him often enough. If you ask him, then he will answer you that he has not seen her for several weeks and that a templar named Emeric asked about her just recently. In addition, Jitann will say that you can find the templar in the Underbelly, so head there.

Upon arrival at the indicated place, a group of robbers attacks you and Emeric. You need to protect the templar and he will automatically speak to you after the battle. Emeric will tell you that he is investigating the case due to the fact that not only Ghislaine's wife was missing, but also several other girls. But not only the girls disappeared, but also the mage from the Circle named Maren. In general, after talking with Emeric, you will receive all the notes that the templar made during the investigation.

Based on the investigation of Emeric, the traces of the magician Maren lead to an old foundry, which is located in the Lower City. You should go there at night. When you get there, you will see that some kind of magician is hiding in the door gap, on the second floor. Literally immediately you are attacked by ghosts and the Demon of Desire. As you defeat them, you will rise to the top and in a pile of human remains you will find Ninette's ring.

You can inform Emeric (he is in the Casemates) and Ninette's wife about the result of the investigation. If you say that the ring was removed from the wife's severed hand, then the ring will be your reward for this quest. If you remain silent and silently pass the ring, then you will receive coins. In addition, you can tell Jitann about everything, but you will not receive anything in return.

letter of instruction

On the body of a murdered sorceress girl named Olivia (whom you had to kill while following the "Prodigal Son" quest), you find a letter that was addressed to the old Trask (templar). You need to give the found letter to Trask, who is located near the Casemates. You can demand a bribe from him or simply promise not to tell about the secret. Isabela will absolutely not care about your choice, and the only one who will not mind a bribe is Fenris. For the rest, you will receive points for rivalry, but in any case, the task will be completed.

Unsolicited salvation

On the square of merchants, near a merchant named Jean Luc - read the announcement of a reward for the missing son of the Viceroy himself. In general, as you take this task, then go to the Governor's palace and talk to his seneschal named Bran. At the place of arrival, it turns out that a girl named Ginnis ahead of you. Ginis is the head of the Nevarra mercenaries, the gang is called "Winter". In short, you have competitors. After the lady falls down, then Bran will tell you that Seimus Marlowe is gone, but quite recently the Qunari were hanging around him. If Aveline is in your group, then you can ask why this case was not transferred to the city guard and in return you will receive friendship points with her. If you refuse this task, then you get rivalry points with Aveline.

So, if you agreed to this task, then Bran will send you to the Equal Shore. Go right there. When you get there, it turns out that Guinness is ahead of you again - you find her along with a very upset Seimus. The conversation with Guinness will end with the fact that you have to kill her. As you kill her, then you will be attacked by enemies, which consist of two waves. The first wave is the same mercenaries led by the Commander, who is very strong in close combat, so beware of him. The second wave will be almost the same as the first, but now instead of the Mercenary Commander there will be an Assassin (so a very strong fighter). After quite a long fight, take the boy to his father. If Aveline is in your company, then you are provided with rivalry points with her if you support your son or father in a conversation. But if you do not support anyone, while declaring equality, then you will receive friendship points.

Magistrate's Order

You can receive the task from the Magistrate named Vanarda (the Magistrate is located in the High City, near the Church). So, having heard about your past deeds, he gives you the task of returning the fugitive criminal back to him, but he has a mandatory condition - the criminal must be alive, not dead. If you ask what he did, the Magistrate will answer you with very confusing statements and at the end will say that escaping from prison is already a serious crime.

A new location will open on your map - go there. When you are talking to the soldiers of the magistrate, you will be suddenly interrupted by an elf named Elren. You will recognize him, for which they imprisoned a fugitive criminal. Elren wants you to kill this scoundrel, while arguing that the court supposedly will let him go anyway, since the criminal did not touch people, only elves. It's your choice to promise or not. Your decision will not bind you to anything. In general, as you decide, then go inside. Undead, spiders and bandits will live in these ruins. From one of the spiders you can get an ingredient called Silk Gland, which is needed by Solivitus on the "Herbalist's Quest" quest.

As you clear part of this area, you will soon find a girl named Leah, who is Elren's daughter and despite all her fears, she is wonderful, although she is very scared. She will tell you a little about the kidnapper and ask you to be more lenient towards him. The promise of this girl will not oblige you to anything.

Going a little further, traps will follow, and a little further - the undead. Kill everyone and move deeper. In the central room there will be a very difficult ambush to overcome, which consists of undead and spiders, while the Secret Horror will command the entire pack. As you deal with everyone, then go further and soon you will find Kelder - the same fugitive criminal. Kelder will tell you very interesting information about the Magistrate and ask you to fill him up. If you decide not to do this, you will get an increase in rivalry with almost all of your associates. If you decide to leave the fugitive criminal alive, then he will run even further down the corridor and in order to catch up with him, you have to overcome a huge and strong group of undead, which will be led by a revenant.

If you kill Kelder, then the Elren elf will give you one gold, and the Magistrate, for unknown reasons, will be extremely unhappy with this and will soon leave, saying something under his breath about negative consequences for the player, although there will be nothing in the future. If you spared the criminal, then the Magistrate will give you the same amount. In addition, you can blackmail, allegedly revealing the secrets of the Magistrate, if he does not give you more gold, but this action will earn you rivalry points with Aveline.

Herbalist Quests

This quest is given by a herbalist named Solivitus. There is a herbalist in the Casemates. The quest can also be accepted if you find one of the important ingredients for the herbalist (you can get two ingredients long before the conversation with Solivitus). So, the herbalist will need: Dragon Fang - you can remove it from the Adult Dragon on the instructions "Bone Pit"; Spider Silk Tongue - You can remove it from a poisonous spider that you kill in the quest "Magistrate's Order" and Ironbark.

The last ingredient can only be found if you have spoken to Solivius. Go to the Dalish elf camp and talk to the master named Aylen. After the conversation, a new location will appear on your map. In this location, you will stumble upon a small group of darkspawn. A huge Ogre will lead the enemies, so be careful. The ogre will come to you in the last raid on you, so you will still have time to deal with the rest of the opponents. The Ogre is not too difficult to defeat, just try to fire at him with your mages and archers. Long-range party members must be placed on some hill. As you clear the area of ​​enemies, then take the Iron Bark as soon as possible and take it to the herbalist. Ha completed the task, he will give you three gold coins.

Unfinished Business

So, the task depends on who you chose in the Prologue of the game. You will receive a letter with the task from Athenril or Miiran, depending on who you hired at the beginning of the game.

If you chose Athenril, then go to the quarter called the Red Light District of the Upper City and, as soon as you get there, talk to the elf. When you meet her, she will tell you that an ambush is being prepared for her messenger named Price, which is planned by competitors. If you agree to this case, while you have Carver or Aveline in the group, then you will get a plus for rivalry points with them.

In Porto, at night, you will first come across a squad of enemies that are chasing Price. The fight with them will be quite serious, as there are three waves of enemies, in which there will be many warriors and an archer, while the most serious enemy will be the killer who will attack during the second wave. But as you deal with these enemies, then talk with the guy and you can offer him to pick up all the values ​​​​of Atenril (what he carries) and build a new life for himself with his sisters. In general, if you hand over everything to Atenril, then you will receive a reward, but if you then let Price go and tell the truth to Atenril, then you will receive rivalry points with Varrik and Carver. But if you cheat by saying that supposedly things were stolen, then you will receive friendship points from Varric, Aveline and Carver. But in any case, if you let the guy go, you don’t get rewards, but in the last situation, she will at least promise you to adjust the work in the future. If you return all goods to Athenril, then you will receive rivalry points from Aveline.

If you chose Meeran in the Prologue, then you will need to meet him in the Lower City. Meeran receives an order to kill a lord named Harriman, but things don't go according to plan and he fears that his people might die.

Go to the Port when the sun goes down and soon you will come across Gustav (Meeran's subordinate). The guards will attack him. As you deal with him, a conversation with Lord Harriman will automatically begin. Now you have to choose - to kill him or just let him go in peace.

If you ask why they want to kill the lord, then you will hear the desired answer, but you still have to kill him, while you will receive rivalry points with Varrik, Carver Aveline, but if you just kill him without any question, then you will receive rivalry points only with Aveline.

After that, you can go to Miiran along with your report. If you decide to spare Lord Harriman, then you will have a choice - lie or tell the truth. If you tell the truth, then you will no longer have any common business with Miiran, and if you lie, then you will be given a reward for the saved Gustav, while he will not reveal your secret. If you killed Lord Harriman, then you will receive a large enough reward, which is much larger than saving Gustav, in addition to this, you will be provided with a job in the future.

miracle workers

In the area of ​​the Lower City, near the entrance, you will soon stumble upon a very suspicious group of characters who are trying to give people the "healing ashes of Andraste". When they finish breeding people, a sergeant named Melrinda will appear. Talk to the sergeant and soon you will receive the task of stopping the front organization of "miracle workers", who actually stand in the ranks of the Charter.

Liars will sit in the Residential part of the Lower City. As soon as you approach them, they will immediately attack you. Kill them all and return back to Sergeant Melrinda to receive your reward and complete the quest.

Secret Meetings

When you visit the Hanged Man Tavern again, you will soon notice a very strange lady. The lady will have a task for you: she will go to the Port at night, where the pirate captains live and deal with everyone there. If you also carefully listen to what they will discuss there, you will also receive additional rewards.

In general, go to the marked place. It is not necessary to work stealthily to eavesdrop on a pirate conversation - if you move forward very carefully and stop in time, you can listen to the entire conversation to the very end. Well, when you are already noticed - kill everyone and return for your reward.

Change Your Nature

The task will appear only if the Gray Guardian you imported once took the side of the werewolves and did not remove the curse from him. If you did just that, then soon Clara - a representative of the werewolf clan (who you will find in the camp of the Dalish elves), will ask you to bring her some ingredients for the potion. There will be only four ingredients and all of them will be located on the Broken Mountain: the first is in a chest, in the camp of the Dalish elves (opposite Clara); the second - in the southern part from the entrance to the cave, behind a stone wall; the third - in the heated ruins, which is located in the western part of the Broken Mountain; the fourth is from the elven graveyard in the eastern part, on the opposite side of the Shattered Mountain, where you once performed the ritual for the Long Way Home quest. After you find all four ingredients, then return to Clara and she will give you a reward.

Dark Epitaph

The task will be available to you if you imported the hero from the first part and at the same time spared Avernus in the past at . If you did everything that way, then you will soon find a messenger on the corpse, which will be on the Ragged Shore - Avernus's experimental potion. If you drink this potion, then you will get an additional two points to the characteristics. In addition, there will be a letter from Avernus. The letter will be addressed to the Warden Commander of Ferelden from the Warden Commander in Weishaupt Fortress. The potion can be drunk immediately and it will not cause any side effects. You will have to put the found letters in a barrel, which is in the foundry. A little later, you will receive a reward from the Gray Wardens for sent messages.

conspirators

The task will be available if you imported a character who decided to burn Amaranthine during the Awakening walkthrough. The task will be given to you by a sister named Joanna, she will be in the Lower City. In general, you will have to find and kill four nobles who fled Ferelden after they tried to kill the Warden Commander. Location of the nobles: the first will be located in a brothel called "Blossoming Rose"; the second will be located in the High City; the third is located in the Port, but can only be found at night, and the fourth can be found on the Broken Mountain.

After you deal with all four traitors (along with their bodyguards), then return to the sergeant for your well-deserved reward. In addition, the sergeant can issue an award separately, that is, for each person killed separately.

The Last of the Kind

The task will be available if you imported the Gray Warden, who chose Orzammar Belen as king. In this case, in Porto you will stumble upon Renvil Harromont, who is attacked by a gang of bandits. You will need to help him fight off enemies. Harromont will ask you to help him get rid of the tail that was sent by the Charter. You can do as he asks you, but you can also talk to the leader of the bandits. The conversation with him is immediately at the first meeting with a group of enemies. In general, you can hand over Harromont to them, but after that you will have to fight along with him and his bodyguards. If you killed Harromont, then you will receive three gold coins from the Charter. If you helped Harromont, then you will first receive one gold, and then, at the very beginning of the second act, you will receive a letter where there will be an additional reward from Harromont: five gold coins and very good gloves for a warrior.

Street Cleanup

The quest chain is that you have to clear several streets of Kirkwall at night. So, you need to clear: Port, Lower City and Upper City from robbers. After you complete any of the above written tasks, then a lady will come to you and will be marked as "Friend". She will praise you for the work done and promise you a reward in the future. To get what the lady promised, you need to go to the tavern called Hangman (at night), and look for the lady in one of the rooms. As you deal with the remaining gangs, then talk to her again and get the rest of the reward.

sharp thorns

Explore the Lower City at night. Here you will be attacked from time to time by bandits from a certain gang called "Sharp". After you kill enough of the enemies, you will get a tip on the location of their base. Their headquarters is located in the same location in one of the houses, which can only be entered at night. As you go inside the house, you will meet a couple more bandits, but already under the leadership of the leader.

To get a tip on their hideout, you may have to exit and re-enter the location of the night Kirkwall. A couple have to clear the streets up to three times, perhaps this is a bug, and perhaps it is planned by the developers. In general, keep this in mind. As you deal with the enemies in their shelter, then return to a certain "Friend" and get your reward.

Riots at the Pier

The task is similar to the previous task, only this time you will have to defeat a pirate group called "Red Water". Pirates operate in the same way as the previous bandits - only at night. When you find their lair and are already fighting them inside, then try to bring out their leader - the mage Lich as soon as possible and you can greatly ease the difficulty of the battle.

Night Deception

So, the task is similar to the previous two. This time, you will need to deal with the false guards who have settled in the High City. You can usually find it only at night. This task is more difficult than the others in that the final battle will be not only with their leader named Perth, but also with a pack of minions. In addition to the fact that there will be more of them initially, waves with enemies will soon follow (of which there will be even more). And keep in mind that in this room there will be very little room for your maneuvers.

Lost and found

Most of these tasks is that you need to return the lost things. You can find these things in the course of exploring locations / terrain, or simply in other tasks. For items found, you will usually be given gold along with experience.

Home Accounting

You can get the task only if you imported the Gray Warden from the last part, who sided with Harromont. You can find these documents from the corpse, which will lie on the Ragged Shore, in a location called "Crossing the Dead". You can get there on the assignment "Powder Hopes". As you find the item, then return it to the gnome who lives in the High City.

Scar in a Bottle, Issue Year 5:34, Sacred Era - you can find this bottle in the west room of the Viceroy's castle. When you find it, you only need to give the bottle to the elf, who is located in the Lower City (southwestern part of the location).

Occupied Kirkwall Map - You can find another bottle, just like last time, in the western room of the governor's castle. You will also need to give it to the elf, who is located in the southwestern part of the Lower City.

Seal of House Talvayn - you can find the signet in the cave, which is located on the Broken Mountain. Through this cave you go on the assignment "Long Way Home". When you find this signet, then return it to the representative of the house Talvane, who is located in the Upper City location.

Toe of the Perfect One - you can find this relic in the box, which is located in the room of Jithanna on the "First Sacrifice" quest. You will have to go to a brothel called "Rose Bloom". As you find this relic, then return it to the dwarf, who is located in the Lower City.

Locks of the Golden Fool - you will find a book in the northern part of the Church, on one of the standing tables. As you find this book, then return it to the elf, who is in the Dark City.

Dalesdottir shawl - you will have to look for a shawl in the daytime, in a tavern called "The Hangman". Once you find the item, return it to Mais Daylsdottir, who will be located in a brothel called "Rose Bloom".

Grimaur of the Apprentice - you can find this grimoire in the secret hideout of the Blood Mages, on the assignment "Enemies Among Us" (near Keran). In general, as you find the grimaure, then return it to a character named Bonwald, who will be located in the Lower City location.

The remains of Sister Plint - you can take the remains of your sister in the location of the Cloaca, near Danzig, which you will meet on the assignment "Prodigal Son". As you find the remains, then return them to Brother Plint, who will be in the Church.

The tip of the Sword of Eustis - you can find this item in a bag, in a mine called "Bone Pit", which you will enter on the "Bone Pit" quest. As you find the little thing, then return it to the guard named Eustis (she is in the governor's palace).

Remains of the Rogue Silsam - you can find these remains on the floor in the location of the Underpass (a room in the north). You can get to this location at any time from the Port location. Once you find these remains, then return them to an elf named Ebu Silsam (who is in the camp of the Dalish elves).

The remains of the Rogue "Bearded Beast" - the remains are on the surface of the Bone Pit Mine. The location will appear on your map if you agreed to help on the "Bone Pit" task. The remains are in the northwest side of the location.

Red Bud - This flower is located in the Ragged Coast. Once you find it, return it to Dalien Shau, who lives in the Underbelly area.

Act - 1: Final

After you inform Bartrand that you are now ready to go on his expedition, then all your characters will automatically join you. Next, the dwarf will make an interesting speech that concerns your campaign. But before he finishes his speech, your mother interrupts everything. The mother asks you to leave your brother or sister (depending on who you play), because she is very afraid of losing all her children. If you agree to this, then you will get rivalry points from Carver, but if you take him, then you will get friendship points. If Bethany is with you, then you can leave her at home without any negative consequences, but on the condition that you have one hundred percent friendship with her. In general, if you are going to leave your sister or brother, then try not to answer too rudely, as the consequences are extremely negative.

When you are engaged in the selection of characters in the group, please note that during the expedition you will not be able to choose a new composition. In this part of the game, Varrick will be in your group in any scenario. After you figured out everything and go on a hike, you stumble upon your first serious obstacle - a collapse. The miners will argue that they will not be able to clear the path, but going to the side is also not an option, since there are a lot of darkspawn there.

So, having presented yourself as a volunteer for reconnaissance in the tunnels, you will receive an additional task from our familiar gnome named Bodan. It turns out that his adopted son, named Sandal, is lost somewhere in these tunnels and the worried dwarf begs you to find him. If you agree, you get friendship points from Aveline and Varric.

Either way, go explore. Darkspawn will soon be on your way - as it should be in the Deep Roads. In the end, you will come to a clearing, where there will be several "fat" chests that no one will even guard. At this point, anyone will have any doubts. In general, the enemies will not make you wait for their arrival. As you climb the stairs to the door, you will suddenly be attacked by a group of spiders led by just a huge spider. Keep in mind that its large size is its own weakness. Due to the very large dimensions, he will not be able to climb the stairs, so if you can stand on the steps higher, then you can just shoot him without any problems. As a result, the enemies will be defeated without any problems. After the battle, go a little further and destroy all the creatures of darkness that come across along the way. Eventually, you will arrive at a healthy Sandal. After you talk to him, he will return back to the camp, and you can continue your exploration of the tunnels.

Almost a few steps further, a new ambush awaits you. The new ambush differs from the old one in that there will now be an emmisar in the group of attackers, so we recommend that you be extremely careful. As you deal with the enemies, then continue to move on. Soon you will come across a ladder - go up it and find yourself in a room where there will be only one ogre. His loneliness is compensated by the fact that there are just a bunch of traps around him, they are scattered throughout the area of ​​\u200b\u200bthis room, so it's best to lure the ogre to some safer place or to a safe area. In general, it all depends on your game tactics and the composition of your group. After you kill the ogre, then move on and you will finally see a way out of this place. The exit will be guarded by an ordinary dragon (not the Highest). The dragon will start the battle with you all alone, but after a few minutes he will start calling his cubs to help him, so keep this in mind.

As you deal with the next monster, then move to the exit. As you exit, you will automatically find yourself near Bartrand. Report to him about the ongoing reconnaissance. After the report, you will find yourself in a place called Primary Thayg - which was your main goal on this expedition.

As you talk to Baratrand, you can sell or buy something in Bodan's shop (unless of course you have an urgent need for this). As you dress up, then go ahead and carefully examine this teig. At some point, Shadows attack you along with a golem (and keep in mind that golems are more powerful enemies, not like in Inception, they are more like golems from).

As you deal with a new batch of enemies, then go to the Ancient Crypt. Here you will soon stumble upon a strange idol, which is made of the purest lyrium. A video will appear at this place, with the consequences of the find - watch and after, continue to move on. Inside the Crypt, you will be attacked by Shadows along with another golem. In addition, there will also be new enemies that no one has seen before. The new enemies are called "Pagans" - they look like a mixture of stone and spirit.

You will be attacked by more than one group of Pagans, so get ready. In the end, an unknown creature will start talking to you, who will offer you help in finding a way out of this place. The essence of this creature can be explained to you by Anders, but taking into account the fact that you took it. And in general, here and so it should be clear what it is. If you agree to the creature's offer, then you gain rivalry points from Fenris, Anderson, and Aveline. If you refuse, then you will have to fight him. The enemy will call on the help of the Gentiles (and in no small number). In addition, it has several forms. And as you overcome the first (which is very weak), the second (more powerful) will appear. As you defeat your enemies or accept the terms of the agreement, then move on.

So, now get ready for the toughest fight in the whole of Act 1 (some even claim it's the toughest fight in the entire game). Let's start with the fact that you are attacked without any negotiations and dialogues. The Stone Spirit will have several unique and very powerful hits in stock, so ranged characters have a number of advantages due to the distance. It is important to keep your characters as far away as possible, as with his powerful blow, he can send your mage to the other world without any problems (even at full health). In general, if you correctly and correctly guide the actions of your heroes, you will be able to dodge almost all the attacks of this Boss. It is not possible to dodge only one attack - attacks with electricity (at a distance), which hits everyone, but pleases that it does little damage.

When you remove some of his health from him, he moves abruptly to the middle of this cave and begins to burn with red sparks. You will now have to react extremely quickly and hide your party members behind the standing columns, since he will now hit the entire cave with a very strong attack, and it will be possible to escape from it only behind these adjacent columns. After his attack, he remains motionless for a while, but even at this moment you will not be able to hit him, do not even try, as he will summon Pagans who will interfere with you. As soon as he wakes up again, then repeat the above tactics a couple more times (if necessary). When you defeat him, you will notice that behind him is a very decent treasury. The key that will take you out of this Crypt will lie in one of these chests.

If you previously accepted the demon's offer and agreed to have him accompany you, then now he will only require you to take the key and leave the Crypt, but here you can give Varik the opportunity to talk with him.

So, the exit from this dungeon will end Act - 1, but keep in mind that events diverge in the future from the one who went with you to the Deep Roads. It takes into account whether Bethany or Kavera were with you.

In the event that you took Carver or Bethany in the past, then after you leave this crypt and talk with Varric, your relative will ask you to go a little slower. After you look closely at him, you see that he is infected with filth.

If Anders is in your group, then he offers you an alternative option - to become a Gray Warden. He will tell you about where he got the maps of these Deep Roads in the Free Marches, and about the fact that at the moment there is a group that consists of Gray Wardens nearby, so if you hurry now, you can save Carver or Bethany .

Moving forward, Anders soon reports that there is a danger ahead that comes from the creatures of darkness - he feels them like the Gray Wardens. Do not be afraid to see the crowd ahead, they will be weak, there will not be any particularly dangerous threat from them. As you lay down the whole crowd of creatures of darkness, then at the last stage a group consisting of Gray Guardians joins you.

Watch a very interesting conversation between Anderson and the Gray Wardens, and then persuade them to take and perform a ritual for your sister or brother. The Guardians will kindly agree and take either Bethany or Cover with them. Anderson will comfort you, after which you continue on your way again.

In the second act, you will receive a letter describing your brother or sister's new life as part of the Gray Wardens. A little later, you will be able to meet with a relative, but as permanent associates you will not be together.

If you did not take Carver or Bethan with you then, then a very unpleasant surprise awaits you when you return home. If Kaver is with you, then he will join the ranks of the templars. Well, if you had Bethany, then Knight-Captain Cullen would somehow sniff out that she was a mage and take her to the Kirkwall Circle of Mages. Of course, you will be able to meet with them in the future, but in the future you will no longer be associates.

Act - 2: Storyline

So, after the events that took place in the first act, the treasures found from the Deep Roads brought you a very good fortune, and it, in turn, will bring you great respect in a higher society. What can I say if even the governor noticed you. In general, the events of the second act begin exactly from the moment when the governor calls you to him.

Kuhn requirements

You will receive this task immediately after you talk to the governor, but the full completion of this task will not be until the end of the second act, so there is nothing to worry about yet.

Explosive Service

The Viceroy is very worried, not only because of the even more growing confrontation between the Circle of Magi and the Templars, but also because the Qunari have not left the city. He will tell you that you should go to the Arishok, but why is still unknown. All that is known is that he demands that you come to him. Even called you by your first name.

Travel to the Port during the daytime and speak with the Arishok there. He will tell you that someone stole his recipe, according to which you can create a special explosive - gaatoga. What is more shocking, it turns out that the recipe is not explosive at all, but poisonous gas, which was specially planted for the kidnappers. If this gas is inhaled for a very long time, then everything will end up with the fact that the inhaler simply goes crazy and, in the end, death comes. Naturally, all suspicions fell on a familiar dwarf named Javaris (if you remember, he used to hunt for this recipe).

Here Varrik will tell you that at the moment in the Underbelly the Society is starting to sell Javaris' things, so apparently he has already fled the city. Go to the Underbelly (note that the tip of the dwarf Varrik is not required, in any case you will find the necessary characters there). Near the entrance to the dungeon, talk to the Society, or rather, to the representative who is just selling things. You can choose absolutely any dialogue, but the answer will be the same - Jovaris left the city in a hurry, while leaving a bunch of debts. There is only one way to leave the city bypassing the guards - using an underground tunnel with the interesting name "Smuggler's Pit".

So, turn the corner and head towards the Smuggler's Pit. Go to this dungeon and move to the opposite exit. Keep in mind that there will be a lot of different bad people in this dungeon. Here you will meet many enemies, including the Assassins, who are very fond of attacking in the back. Keep a close eye on your characters, who have very little health. In the tunnels on the side, in addition to the bandits, you will meet more spiders (poisonous). Before entering the "Smuggler's Pit" try not to miss the chest, where you can find a gift for your Isabela - a ship in a bottle.

As you exit this dungeon, you immediately meet the guards of the dwarf. Here you also need to watch the back of your comrades-in-arms, as enemies can strike from the rear. After you kill all the guards, then burn with the fleeing dwarf. Javaris will tell you about his difficult life, after which he will inform you that the culprit of all that is happening is not him at all, but another character who is currently on one of the streets of Kirkwall.

You can either let go or kill the gnome - the choice is yours. Note that Aveline and Varric will not approve of killing a dwarf (you will get sp = rivalry points with them). Go to the dungeon, where the map of Kirkwall will open for you with a new location - a fallen bottle. Go to this street, where the elf will be located. As you arrive there, you will immediately meet with a group of city guards, who will be commanded by Sir Macon. From him you learn that something happened in the alley - apparently someone tried to use the Kunar recipe. As a result, the guards try to block off some streets. You will need to convince Macon that you can deal with everything. If Aveline is in your group, then she will speak with the guards, after which the conversation will take place between you and her. If you answer with a joke, you will get a few points towards the rivalry with Aveline, if you choose any others, then you will get friendship points.

As you go down into the alley, your group will suddenly begin to lose health due to the poisonous fog that is located throughout the area. You need to quickly find the levers that are located on the ground and use these levers to block the gas barrels. But everything will not be so simple: after each blocked barrel, you will need to fight off the attacking enemies. The first attack will be weak, the rest will be stronger. We recommend that you run up to one of the side dead ends and stay there, since the position is very convenient in the sense that enemies will run up to you in turn and you can deal with him one by one. In general, everything, as always, depends on what tactics you use and what tactics you have.

The sequence of overlapping barrels is not a fundamental option. After each massacre, a lever will appear under the corpse of the enemy (the first option is an exception). Each time you cover a barrel, the damage you take from the poisonous gas will decrease. And keep in mind that you will not be able to block the barrel until you defeat all the enemies, even if you have a lever.

As soon as you close the last barrel, then the poisonous gas will no longer be dangerous for you. Soon a sick elf will appear. And the conversation with her will end in a battle. Solving problems peacefully simply does not exist, so kill her with a clear conscience.

After defeating her, then return back to the Qunari Camp and tell the Arishok about what happened. Tell him the real story of what's going on. Next, you must listen to his speech and go along with your report to the Viceroy. On this task will be completed and you will automatically receive the next one.

Profit and Loss

You will receive the task only if you accepted money (as help) from Dougal in the first act, when you equipped the expedition to the Deep Roads. Dougal will suddenly appear in your house and will demand to give him an additional payment (despite the fact that you returned his debt to him with interest). If you refuse him, then she will attack you when you move from one part of the city to another.

Find and Lose Again

You will receive the task automatically from Viceroy Dumar after you have completed the task "Explosive Service". So, the governor is very much concerned that a group of Qunari ambassadors who once came to his fortress are gone. Go and talk to Senschal Bran about it and go to a tavern called Hangman at night. In the tavern, you will need to ask a very drunk guard named Orvald about what happened. We recommend that Aveline talk to the drunken guard, as she will quickly get the information you need and at the same time you will receive friendship points with her. If Aveline is not in the group, then everything will end up fighting along with Orwald. In addition, several more visitors to the tavern will side with the guard, despite the fact that, even if you try to choose the most peaceful solutions. In general, in the end, the guard admits to you that one of the templars issued a decree about the Qunari, while he even showed the seal of the High Priestess Eltina.

Head to the church during the daytime to speak with High Priestess Eltina. In one of the central halls, you will soon be met by the already familiar girl Petris. It turns out that Petris has already been promoted right up to "Mother". On the spot, she will very easily hand over her former accomplice - he will be a very fanatical templar named Vernell. Vernell has held citizen meetings that are extremely negative against the people of the Qunari. So Varnell is somewhere in the Cloaca area.

Rather, go to the place indicated to you. Upon arrival. a conversation will start and so that you do not say nothing good will come of it. If you follow aggressive lines, then you will earn a few friendship points from Aveline. In the end, everything will end with another skirmish. There will be a lot of enemies, but Varnell will be the strongest of them all, while the rest of the fanatical personalities will not be too strong, but will take their toll due to the fact that their number is huge.

After the end of the battle, as soon as you kill all the rebels, the Viceroy himself will arrive at the place of the skirmish and after talking with him the task will be completed. Upon completion of this task, you will receive friendship points from Aveline, but on the condition that you advised not to talk about what happened.

Note: Although the journal will not say anything, you can easily talk to the Arishok about what happened here (after you finish the task), in return you will listen to the Arishok's personal opinion about you and about the Viceroy.

Prime suspect

You will receive this task at the very beginning of the second act of the game. Aveline will unexpectedly come to your house, while she will be very unhappy with the importunity of a templar named Emeric, who has been investigating the case of the mysterious disappearance of girls for several years (this is a continuation of the story that concerns Ninette's ring). At the request of the captain of the guards, go to the casemates and talk with Emeric - he will tell you that he allegedly attacked the trail of a mysterious killer who sends white lines to his future victims. The Knight Commander forbade Emerieu from this investigation and therefore, Emeric hopes that you will complete his case.

The prime suspect at the moment is an Orlesian named Gascar Dupuy, who has recently arrived in the city. It turns out that he made inquiries about the girls. You will need to get into his house, which is located in the Upper City and find evidence confirming his involvement in the girls - or vice versa, innocence. In general, go to Dupuy's house.

As soon as you enter his house, you will be attacked by ghosts, which will be led by the Demon of Wrath. As you defeat him, then go up the stairs and go into the hall in the center, where you will be attacked by a couple more ghosts. Further in front of you there will be two doors: in the room on the right side you will find a jar of blood, which will indicate that the owner of the jar knows Blood Magic; behind the left door there will be a ladder. Climb up this ladder and soon you will find a note where Meredith (Head of the Templars) will apologize. In addition, there are two more doors nearby. In the room on the right side you will find a chest with women's things, and in the left room there will finally be Dupuy himself in the company of some girl who will scream about the attack and kidnapping. Dupuis will begin to excuse himself by allegedly detaining this girl and using Blood Magic in order to find the real maniac who killed his sister. There are two options for you to choose from:

If you don’t believe him and attack him, then demons along with ghosts will immediately come to his aid, and even after you kill everyone, he will still be able to dump you. You will have to chase him through the rooms for a long time, but in the end you will kill him.

If you believe him and let him go, then he will ask you to keep him informed of all events and, if necessary, find him in the Cloaca (where he is going to hide). Then you will have to return back to the Casemates during the day and tell Emeric about everything, but unexpectedly, along with the usual templar, you will be met by a templar named Moira, who will tell you that Emeric recently went to a meeting that was scheduled in one of the lanes of the Cloaca. Going after him, it turns out that he was killed and lies on the ground. There will be ghosts around him and how to deal with them, the Demon of Desire will appear. After the massacre, Moira will appear and ask what happened (is Dupuy guilty?). Answer her as you see fit and this task will be completed.

All that's left

You will automatically receive the task after completing the previous task "Prime Suspect". Upon arrival at your home, you learn that Leandra Hawke left your house under strange circumstances and never returned. You can find out where it is in two ways:

Method one. Go to a meeting with Gamelin, who will be in the Lower City location. There you will meet a boy who will need to be asked about where Leandra has gone. The boy will tell you about the fact that some gentleman asked Leandra Hawk for help. Next, you will have to follow the bloody footprints that will be in the foundry on the ground.

Method two. If you once spared Gascar Dupuis and did not tell Moira about everything, you can find him (as he said) in the Cloaca in the south of the location. By using Blood Magic, you will automatically be transported along the tracks.

As you find yourself in the foundry, then move along the bloody spots and soon find yourself at the hatch. Get down. After descending, you will immediately be attacked by a couple of ghosts and the Demon of Wrath. Once you kill him, move on. In the exit to the next room, you can find the lost amulet of your Leandra Hawke. Go down again and fight the Demon of Wrath. As support, the demon will have ghosts, possessed and resurrected corpses. After all the enemies are finished, then turn your attention to the portrait that hangs over the fireplace - the girl depicted in the portrait will be very similar to Liandra.

Go further and soon you will need to go down even lower. Here you are already waiting for the real killer, who was constantly tracked down by Emeric. If Gascar Dupuy arrives, the killer will speak with him, and you will finally find out what Dupuy wanted. If you choose the option with an asterisk, then you can convince Dupuy to give up his intentions and take your side. Otherwise, he may side with Quentin and attack you. Other than that, if Varric is with you, then Dupuis can give up everything and remain neutral.

The battle with the killer will consist of several stages, which will be associated with the summoning of the Desire Demon. The demons will be the embodiment of Ninette, Alessa and Leandra. In addition, among the enemies there will also be ghosts along with revived corpses. As you kill everyone, then talk with Quentin and Liandra. After the conversation, you will automatically find yourself in your mansion.

At home, Uncle Gamelin will already talk to you, and after that, a romantic character, if and of course you have one. After long conversations, the task will finally be completed.

Following Kun

The task will appear automatically for you immediately after you complete the task "All That Remains". You will receive a letter from Viceroy Dumar. You will need to meet him at the indicated Fortress and talk about his son Seimus.

After talking with the Viceroy, go to the Arishok and talk to him already. Mercenaries attack you along the way. Kill them and move on. Arishok informs you that the son of the Vicar is most likely now in the church where he went to meet his father.

Head to the Church at night and see what's going on there. After that, talk to Petris. Together with her, fanatics will arrive in this Church, and at the very end of the conversation, you can’t get out of the fight with them. But fanatics will be bad warriors, which naturally only plays into your hands.

Soon, Eltina will arrive at the noise of the battle, and after that, you just have to watch what will happen next. You will not be able to influence the outcome of this sad story in any way.

Act - 2: Non-plot quests

Herbalist Quests

Old Solivitus, who sits in the Casemates, is still looking for rare ingredients. This time he needs the following ingredients:

A flower called "The Courtesan's Blush" - it is located on the Ragged Shore, near the cave where you once destroyed Tal-Vashot at the beginning of the first act.

Dalish Tattoo Ink - You can find this item in the Dalish Elf camp.

Heart of Varterall - You can find this ingredient only during a personal task from Merrill. Merrill's quest is called Reflection in the Mirror.

In addition, you can find all three ingredients even before you receive a task from the Herbalist. After you bring him all the indicated ingredients, then the task will be completed.

Pirates on the Cliffs

When you walk along the Ragged Coast, a little lower, where you found the missing Qunari squad, you will automatically receive a building to deal with a bunch of pirates. Going a little lower, you will notice a detachment of guards, which will be commanded by a lieutenant named Harley. She will tell you that marauders have settled on the cliffs, who serve the very famous pirate Ivets. But at the moment there will be no leader of the pirates, there will be his deputy - the Blood Mage Fell Order. The guards are unable to deal with these marauders, in addition to this, they are very much afraid of the Blood Mage. The lieutenant is waiting for reinforcements to arrive, but they are not there, and then only you appeared.

If Aveline is on your team, then you will have the opportunity to earn friendship points from her (for this you will need to select the "Let's fight together" option, and then raise the morale of the guards with your speech). In addition, you can also get her rivalry points if you decide to settle everything yourself.

Varric, along with Isabella, will not take this at all. Be careful, as there will be traps that stand on every path and on the outskirts of the pirates. If you yourself cannot neutralize them, then we recommend that you take Isabela or Varric to the team and quickly run through all the traps. There will be three types of traps here: poisonous evaporation, fiery explosions and those that will slow your movement.

When the battle with the enemies begins, we recommend that you immediately rush with all your might to the Blood Mage of the Fell Order, since when the marauders are left without his support, they will immediately become sheep, which you can easily defeat. Once you have killed all the enemies, then listen to the thanks of the guards and take into account that you will receive a corresponding reward that you can receive in the Steward's Fortress from a captain named Jalen.

Don't forget to search the corpse of the magician, as we will start with such a thing as "Flexible Chain" - this is a guard pattern that is an upgrade for Aveline's armor. The item is like a single cell for runes. In addition, take a piece of sail from the corpse, from which you will receive a new task. As you finish with all the cases, then go to Jalen for a worthy reward.

Nightmares

So, Arianni, the mother of that rescued mage boy named Feinriel, has sent you a letter asking you to meet her at the Elvenage. It doesn’t matter where you sent the boy in the past (to the Circle or to the Dalish elves). In general, when you meet, the mother will tell you that her son has fallen into a dream and cannot get out of it, so she will ask you follow him to the Fade through the ritual of the Keeper Maretari.

Keeper Maretari will tell you that there is a possibility that you will have to kill the boy, while making him pacified. You will have to kill in the Shadow. If you agree to this, then you will receive rivalry points from Anderson and Merrill.

After you choose three companions for yourself, then go to the Shadow. If at the time of the conversation with Meretari Merrill was among your characters, but you didn’t take her to the Shadow at some point, then you will get rivalry points from her, and if you take it, you will get a little less rivalry points. If Anders is in your group, then upon arrival in the Fade, he will take the form of Vengeance and you can talk with him a little about this.

The shadow will depict a part of the Casemates, which you did not have access to before. In general, go to the courtyard and meet the Demon of Idleness, with whom you will need to talk. After that, there are two options for the development of events:

If you immediately refuse to cooperate with this demon, you earn friendship points with Anders, Aveline, and Fenris, but you gain rivalry points with Merrill. After you kill this demon, you go to the Demon of Desire. At this point, you temporarily get the appearance of Feinriel's mother and see how the boy is supposedly promised along with his father. You need to convince or mention the demons so that he understands that the father is just an illusion. If Aveline or Isabella is on your team, then the demon will be able to lure them to his side. Kill this demon along with his assistants. The unfaithful companion will also have to be killed. After that, you can go back to the courtyard, where the Demon of Wrath will also attack you. Once you kill him, then return to the demon of Pride, which is located in the opposite entrance from the habitat of the Demon of Desire. Along the way, be sure to look into the rooms on the right and left sides, as there you will be able to replenish your stocks in the codex. When you arrive at the place, then talk with the Demon. You can tell the boy that it all comes from demons, or you can simply convince him that all this is just an illusion, not to mention demons (since he himself will guess everything). If you have Merrill, Varric, or Fenris in your group, then he will lure one of them to his side and you will have to kill them all. After that, go to the courtyard and soon you will see Feinriel there. If in previous conversations you told him that demons were talking to him, then he will ask you to kill him, you can fulfill his request and after that, you will return back, but the boy will become pacified. But there is a second option - to convince that you need to go to Tevinter and continue your studies.

If, when talking with the demons of Desire and Pride, the boy did not say anything about demons, then he himself will offer the option of going to study in Tevinter. In general, in this variant, after returning from the Shadow, Maretari will give you one book that can be sold as a thank you (albeit for a little).

If you agree to a deal with the Demons of Idleness (defeat the rest of the demons and hand over the boy to him, receiving in return power as six stat points), then Anders will attack you and you will receive rivalry points from Fenris, and Merrill has several friendship points. After, go to the Demon of Desire and persuade the boy not to listen to his words. Next, you just have to defeat the demon (who will also be able to lure one of the companions to their side), now kill the demon of Pride. Finally, you can go out into the yard, where the Demon of Idleness is already persuading the boy not to wake up, and you just have to play along with the demon and let him move into this young man.

If one of your associates betrays you, then after you return with everyone from the Shadow, you will receive a small task in which you will have to talk with him about what happened. After that, you will receive a few friendship points or a couple of rivalry points.

In addition, there will be one very interesting book in the shadows, which will add 1 point to the characteristics and some experience (550 op) to any character who reads it. The book is located in the same room in which you appear at the very beginning of the Shadow. You will only need to wait for the moment when it becomes available to you, and then activate it. She will constantly appear in the same place, so you only need to catch the moment.

Also in the shadows, you can also meet two more puzzles that are directly related to the barrels. In the same room where there are small and large barrels, you will need to line up the smaller barrels in one row on top of the larger barrels. In addition, you will also have a limited number of attempts before the demons attack you. After killing demons, you will gain experience, but you will no longer be able to manipulate barrels (you will receive 1 stat point as a reward). The next puzzle is that you will need among the white, red and yellow barrels to move all the red barrels to the center (two down, two up). It does not matter how the rest of the barrels that are on the side will be located further. Just like in the previous puzzle, your number of attempts will be limited (you will receive 2 attribute points as a reward).

Some of their

Somewhere in the middle of the second act, you will suddenly receive a letter from a merchant named Hubert with whom you shared the mines of the Bone Pit (if you agreed to co-ownership back in the first act, of course). In general, the problem is that attacks on your caravans have become more frequent lately. But that's not all, because Hubert assures you that you have got a "rat". Okay, now it's time to talk to old Hubert personally, so go to the Upper City.

After talking with him in the Upper City, it turns out that he has already managed to figure out the one who, in turn, sold you. This scoundrel turned out to be a character named Sabin, in addition, he, like you, escaped from Lothering. Time to talk to him in person. If you agree to immediately talk to him, then you are transferred to the interrogation room.

You will have the life of your countryman in your hands. You can knock out all the information from him: stories, stories, dialogues (thus getting rivalry points from Varric, Anders, Avellina and Sabastian). But there is an option to calmly talk to him.

In any case, Sabin will tell you about his sad story, after which you will have the option to kill him. Naturally, the option of killing most of your party members will not approve. Therefore, for this there is another option - to hand it over to the authorities. You can also let him go, thereby raising the confidence of those who work in your mines. In addition to all this, in a conversation with Sabin, you can promise to help him, from which he will be very grateful to you (in this option, you will receive much more money and experience). You can also say in the dialogue: "I will sweeten the pill" and then he will tell you about his cache, in which the earned money will lie (even if there is not much of it, but at least something).

As soon as you agree with Sabin, then old Hubert will come to you, but with a representative of the Society (Lilly). You just have to tell about the decision that you made and after that, you can already move to the place of the attack on the caravan.

As expected, the robbery has already been committed, but the robbers have not yet managed to dump, so we enter the battle. After the battles, carefully inspect the entire clearing. Lilly unexpectedly says that she knows one of the robbers who attacked the caravan. In general, this acquaintance is not in the Society, but in general under the leadership of a certain Brekker. At this stage of the game, the girl leaves you and tells you to find her already in the Underbelly. Lilly herself goes to deal with Brekker.

Well, let's go to the Cloaca. At the place of arrival, near the entrance is the corpse of Lilly. At the same place, guys who are also members of the Society come up to you. In general, as expected, the murder is blamed on you and requires an explanation. You can solve problems with the Society in two ways: you can attack them and kill everyone, or you can just settle everything peacefully by telling them the whole truth about what is happening here.

After you settle the problems with the Society, then finally go to Brekker. He will be located in the dungeon of the Society, which is also located in the Underbelly. And be extremely careful, because along the way you will meet a lot of traps. After carefully examining the dungeon, in the end you find Brekker. After a conversation with him, any dialogue leads to a fight. After the massacre, the task ends. You just have to go and tell everything to old Hubert, who subtly hints that it would be nice if you visited the people who work in the mine from time to time, so that in the future there would be no more such problems.

Crawling in the Cave

The task will begin after you have completed the quest "Someone from Your Own". When you arrive at the workers in the mine (to visit them), they will ask for your help. Talk to the miners' representative named Jansen. He will tell you that spiders have started up in one of the mines, so it became impossible to work there. Well, let's go to fulfill the request of the workers. Immediately at the entrance you will meet the Spider Queen along with a couple of her children. Kill all enemies and return back to Yasen, whose task will be completed.

Cave of the Dead

As soon as you return to the Bone Pit to the miners, Jansen again informs you about the problems. Now it is impossible to work in the mines due to the unexpected invasion of the dead. Go to rake up the next problems. Move to the mine that Jansen told you about and kill all the undead there that will only be. In the group of this undead there will be a revenant along with the Arcane Horror. As soon as you kill all the monsters, then go back to Jansen and hand over the task to him.

Search Kirok

The next time you visit the Bone Pit, you are informed that new problems have arisen. This time the workers broke all the tools for work. Hubert, who should be responsible for this, is greedy and in no hurry to send new equipment. Jansen tells you that he once saw a blacksmith in the Lower City, who could possibly make a large batch of picks to work in the mines.

Go to the Lower City and near the armor merchant you can find the very blacksmith who can probably forge a large batch of picks. The blacksmith will tell you that he will sell a large batch of picks for only fifteen gold pieces! Of course, there is no way to persuade him to drop the price, so you have to buy picks at that price. In general, after the purchase, go back to Jansen and hand over the task to him.

Fool's Gold

Please note that this task becomes available only when a certain part of the game is imported - it is not known for sure, but it is possible that it becomes available provided that Nathaniel Howe remained alive in Awakening. But it happens that the task simply does not appear, so based on this we can say that the task is buggy and anything can happen.

In general, in the High City, near the Trade Guild, you can meet a dwarf named Yevlen. It turns out that he has three sons and each of them, having heard enough stories about your adventures, decided to make the same foray into the Deep Roads like yours.

It's time to go back to the Deep Roads and find the children of Yevlen. At some point, in the Deep Roads, you meet one of the brothers, whose name is Emrys. In a conversation with this dwarf, you can decide which of the two remaining brothers you will go first. Keep in mind that the one you follow first will remain alive. You can't save two. In addition, in any case, you will be forced to fight off a large pack of darkspawn, a couple of which have emissaries in their ranks. And also keep in mind that at some points spiders will unexpectedly attack you.

In general, after talking with the found brother, go further. At some point, you will find the Golem Control Rod, which you can use on one of the golems that are not far from you. An animated gnome will be able to help you in a further battle in which you will have to push against the same golems.

Also keep in mind that even if you decide to follow Ivan (in the hope of finding a valuable sword), the weapon that you find will simply be irretrievably damaged. But instead of this weapon, you can find a very good club.

As soon as you get out of the Deep Roads, then on the surface you are met by a new group of darkspawn. In the group there will be not only ordinary creatures of darkness, but also an ogre along with an emissary. After you deal with all the enemies, then go back to the Yevlen dwarf and take a worthy reward.

Act - 2: Secondary tasks

The Lost Watch

The task is given to you by a Qunari warrior who will stand near the entrance to the port. He wants to find out where the patrolmen who were sent to the Ragged Shore have gone. You are suspected that it is you who are to blame for the murder of the patrol. In general, go to the place indicated to you by the Qunari warrior. The Qunari will indeed be dead, and among their remains will be a possessed wandering with a group of ghosts. Without thinking for a long time, they attack you. Once you've killed them all, then return quietly back to the port and tell the Qunari warrior about what happened there. As a reward, you get one gold coin and a nice two-handed sword called Binky's Solace.

Feeling the Fallen

In this quest, you will need to collect all the amulets of the killed hunters (there will be three in total) when you inspect the cave with the varterall on the assignment from Merrill called "Reflection in the Mirror". After that, you can return to the Keeper Maretari.

Midnight Meeting

You will receive the task only if sometime in the first act on the plot task "A Merciful Deed" the templars failed. After you receive the letter, then go to a meeting with one of the lieutenants of the templars, who wants to find out the truth about what happened to a whole squad of elite fighters. Any of your lines of dialogue leads to the fact that you start to fight with this templar. After killing this soldier, the task ends.

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

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

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

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

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

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

Act of Mercy

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

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

Enemies Among Us

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

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

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

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

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

This walkthrough provides complete information about each quest, including the location of components, unique items, companion equipment upgrades, and more. The passage includes a variety of plot options.

Everything - from the text itself to the screenshots - was made by me. Elementary tasks, such as talking with companions, I did not include in the passage, since their implementation does not require any special efforts.

Enjoy reading!

Walkthrough Dragon Age 2

So, first of all, we are invited to choose the class and gender of Hawke. Having made the very first decision in the game, we press the confirm button, and we plunge headlong into the fascinating world of Dragon Age. The opening cutscene begins, where we see a certain dwarf being taken in for questioning by Cassandra Pentaghast, the Church Seeker who is interested in the Defender of Kirkwall. After a series of lame excuses, the dwarf (named Varric) begins his story.

This is followed by a fight scene involving Hawke and her/his brother/sister. (It should be noted that who will help you in the battle, brother or sister, does not fall out by chance - if you play a magician, then your brother will be with you, if you are a warrior or a robber, then your sister.) During the battle, basic tips come up, with with which you can quickly master the specifics of combat specifically for your class.

So, the first battle behind and before us pops up one of the innovations of Dragon Age - a new dialogue system. For those who have played another BioWare masterpiece, Mass Effect, the dialog box will be familiar. Now our character is not a silent idol, Hawk is fully voiced and animated. We are presented with three options for answers in the dialogue - kind / flexible, witty and evil / decisive. It is up to you to decide what character Hawk will have. I will also digress a little from the topic, noting that at the moment Hawk has the standard appearance given to him by the developers of the game, but do not be alarmed, a little later you will be able to correct this unfortunate misunderstanding and experiment with different options for the appearance of your hero.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

So let's continue the fight. The combat system itself has also undergone a number of positive changes. The battle has become much livelier and more spectacular, and our character is faster and more deadly, we can see how the enemy literally shatters into pieces under the onslaught of Hawke and his companions. When the creatures of darkness are finished, a new enemy appears - the ogre we know well, which has also changed a lot in appearance. When the ogre's health reaches a critical point, we can enjoy a spectacular “finishing off” scene, where the rogue Hawk vindictively shreds the monster with daggers, the mage Hawk makes blood rain from the monster’s flesh, and the warrior Hawk heroically stabs the ogre with a sword.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

And now, when the creatures of darkness again surround the heroes, the dragon appears and ... disappears again, to the incredulous cries of Cassandra - the grandiose beginning of the story was only pure fiction of the interrogated dwarf. After listening to the Seeker's angry tirade, the dwarf nevertheless agrees to tell the whole story of his acquaintance with the Defender from beginning to end.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

And now, we can finally mold Hawk's appearance the way we want.

1) The settings options are the same as in Origins, so besides the new set of hairstyles, beards and eye shades, everything should be familiar to you.

2) The portrait, it seems to me, has been cut down a bit, to take at least the choice of facial expression of the protagonist, but in fact this is not so important.

4) You can import events from Origins-Awakening into the game. If you cannot or do not want to import your saves, then you can simply select a typical story from those offered. Personally, I imported my saves.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

Select the difficulty level, and you can start the game.

Escape from Lothering

Varric briefly recounts the events of Origins, after which we see Hawk fleeing with his sister, brother, and mother from the darkspawn. By the way, the appearance of a brother and sister directly depends on the appearance of the main character, so they can look different in different passages. After a short dialogue, we can finally move on. After a couple of seconds, we again see the creatures of darkness.

Note that Hawke is now level 1, instead of level 10 as he was when he first tried Varric's story. And yet, now, if you play a robber, you can only use bows and daggers, if a magician, then only staves, if a warrior, then a sword with a shield, or two-handed. And a few words about equipment - you will not be able to change the clothes of your companions, only Hawk. With companions, you can only buy or find improvements to existing armor.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

Well, time for the first level up. By double-clicking on a character's portrait, we go to the character record window, where we click on the "Characteristics" button. As you can see, the distribution of characteristics has not changed much. A few words about the "Cunning" parameter - if you play as a robber, then this parameter is directly responsible for Hawke's ability to break locks and neutralize traps. There are 4 types of castles and traps in the game: easy, medium, hard and master. Accordingly, Hawke can open simple locks with 10 cunning points, medium ones with 20 points, complex ones with 30 points, and master ones with 40 points. The same applies to disarming traps. So if you want to collect as many trophies as possible, then draw your own conclusions. Having scattered the points according to the selected parameters, we move on to the ability selection grid. Compared to Origins, the distribution of abilities has evolved a lot, it has become somehow simpler and more accessible, however, this is purely my opinion.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

Not forgetting to rob the dead creatures of darkness and the bodies of the unfortunate to the left and right of the path, we climb up the slope. The sister will ask where we intend to go, and by common decision we go to Kirkwall. As soon as we have time to attack the nearest creature of darkness, we see our future companions - the warrior Aveline and her husband, a wounded templar named Wesley. We help Aveline put an end to the creatures of darkness and then stumble upon her husband's outright hostility towards her sister (or also towards the main character, if he is a magician). We learn that they have also been on the run from the darkspawn since Ostagar itself, and that they were also in the army of the fallen King Cailan. Wesley is ready to do a favor by turning a blind eye to the renegade companions (he would have won a lot of interesting wounded), and the whole company we move on.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

Don't forget to level up your companions. If you don’t want to bother much, then just click on the “Auto. Level” in the character entry window, and the game will automatically allocate stat points and select abilities for your companions. I would like to mention the new relationship system: As you can see, now we have two scales “Friendship” and “Rivalry”, and here we need to draw a clear line between rivalry and enmity. If a person is more inclined to compete with you, this does not mean that he hates you with all the fibers of his soul, no, he also respects you, he is simply not friends and your views differ in many respects.

We kill the next creatures of darkness and go down the slope, where again an ambush awaits us. By the way, I advise you to first kill enemies capable of magic, and only then all the rest. To the left of the path, in a small ravine, the first locked chest awaits you. If your Hawk is a robber, then you can open the lock, but if not, don't be upset - there is nothing vital in it. Opposite the chest lies a corpse with a book in his hands. Be sure to read books, they not only have a lot of useful information, but reading them also adds experience points!

We go up the slope. An ogre is running towards us! If you play as a magician, then Bethany will heroically attack the ogre, if you play as a robber or warrior, then Carver. Therefore, either brother or sister will die. After a skirmish with an ogre, we calm the heartbroken mother and again into battle. When it seems to everyone that there is no hope for salvation, the dragon will help us out, and our old and moderately kind friend Flemeth will turn out to be the dragon. In gratitude for the help, Flemeth asks to give one little thing to Maretari, the Keeper of the clan of the Dolly elves. You can’t refuse, so you want, you don’t want, but you have to do it. Finally, it turns out that Wesley has become infected with filth and it would be more merciful to kill him. Both Aveline and Hawk can do this (but if Hawk does this, then you will receive -10 relations from Aveline, if you give Aveline a choice, your relations will improve by +10), leaving Wesley alive will not succeed.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

Arrival at Kirkwall

Then we listen to the bickering of Varric and Cassandra and continue the game already in Kirkwall. Due to the numerous influx of refugees, no one is allowed into the city, you need to approach the guard surrounded by a crowd for clarification. The guard sends us to talk with Captain Ewald, climb up the stairs and go along the corridor and to the right. Next to the captain is a group of disgruntled people with whom we have to fight as soon as they hear that the captain will make every effort to find our uncle.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

Three days later, our charming uncle finally arrives. It turns out that our family in Kirkwall is not at all as rich as we thought. To get into the city, we need to work for a year in payment of a debt either for hired killers or for a gang of smugglers. Depending on your choice, you will receive different side tasks throughout the game.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

If you are going to work for hired killers, then as a pilot task you need to kill a local aristocrat. You can take money from him and part with the world, (but if you do this, then the head of the assassins will find out about this, and with his help you will not be able to get into the city, and if you first went to complete the task of the smugglers, then the option to part with there will be no world at all) or kill him - everything is in your hands. If you choose money, then you still have to fight his mercenaries, so there is not much difference.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

If you are going to work for smugglers, then as a pilot task you need to deal with a local merchant who owes them money. If in a conversation with him you ask Aveline to figure it out, you will get +10 friendship, and you won’t have to fight with anyone. If you choose any of the answers on the right, then you will have to fight with the merchant's guards, and for the answer where you demand money for silence, you will receive -5 in relations with Aveline (if you first go to do the smugglers' task, then the answer where you demand money will be successful, but when you go to report to the smugglers, the guards will kick them out)

My advice is this. To get the most out of the situation, do this:

If you want to cooperate with smugglers, then first go to the assassins, get 2 gold from the aristocrat for mercy, and only then go to the smugglers and complete their task, but when talking with the merchant, ask Aveline to sort it out. Then you will have an extra 2 gold, a passage to the city, and +10 in relations with Aveline.

If you want to cooperate with hired killers, then first go to the smugglers, take money from the merchant, and only then go kill the aristocrat at the request of the hired killers, and the aristocrat has as many as 5 gold in his pockets, which you don’t need to give to anyone. So you get 7 extra gold, a pass to the city, but -5 to relations with Aveline.

Whatever decision you make, you now have access to the city. The doors of Kirkwall are open for you.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

ACT 1

If before this event the games ran in parallel with the events of Origins, now the Pestilence is over, and the events of Awakening are already behind us. Our/our Hawk is about 26 years old and has a whole life ahead of him. A promising trip to the Deep Roads is underway and Hawke and his siblings want to take part, but the organizer of the expedition, a dwarf named Bartland, refuses to take them with him. His brother Varrik (yes, yes, that Varrik on behalf of whom the story is being told) offers to become not just a member, but a partner of the expedition. All we have to do is get 50 gold and we're in business.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

Now we are not limited by any framework - we can first do one task, then another, in what sequence to act - it's up to you. I can only advise you to start by completing the tasks of the associates.

So, open the Diary in the Menu and go to the Current Tasks tab.

So far, only the tasks of the Main Plot are available to us - we will start with them.

First, I advise you to go home. But before moving on to the Lower City, it will be more convenient to collect tasks that the location in which you are now, that is, the Upper City, can provide you. On the map, an exclamation mark indicates the Initiators of the plot. Running straight ahead, we get to the Upper City Market, where we see a dwarf named Worthy, who makes bombs. We can buy bombs directly from him or order them at home. In general, the new system for making potions, bombs, poisons is much more convenient than in Origins. We only need to find components and buy recipes, and of course pay for production. The more components you have, the more effective the potion, poison or bomb will be. I find it more convenient in the sense that there is no need to run from one merchant to another, buying countless elven roots, roots of death, etc.

By the way, a useful tip - do not rush to spend all your savings on potions of health, stamina and mana, the less

You stock potions, the more often they will come across on the corpses of enemies.

As for health: it's best to keep about ten potions from the elven root in reserve and not spend money on health potions that you will often come across.

Often check the assortment of merchants anywhere in Kirkwall, they may have gifts, improvements to the equipment of satellites. And yet, I hasten to please you - you will no longer need to puzzle over who to give a silver ingot or an amulet of the Church to - all the gifts that you find initially refer to only one of the satellites.

So, since we are in the marketplace, it will not be superfluous to see what valuable merchants can offer us. In Robes of Jean Luc, you can purchase a backpack extension. Now, if you have the additional content Prince in Exile installed, go to the Church Square, where you will meet the future companion - Sebastian Val.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

Take the quest on the Preacher's Board - DUTY .

Travel to the Lower City. As you can see, the map is completely different from what we are used to in Origins - it displays Kirkwall and its surroundings, moreover, we can switch day and night, since most tasks depend on the time of day.

Arriving in the Lower City, say hello to Lady Elegant, you can order potions from her. In the clothing store, you can buy another backpack expansion, as well as an improvement for Varric's equipment. Going down the stairs, near the gunsmith, you can hear a man advertising a cure with Ashes of Andraste until he is kicked out by a stern-looking woman. Approach her. So, we get a new task - WONDERS .

Climb the stairs - Sergeant Joanna is standing to the right of the Hanged Man tavern, approach her. Getting a new job CONSPIRACERS . Go home. This is probably one of the best improvements in Dragon Age - there is always a place where you can come, where you can leave things, chat with family, in general, there is a house.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

If you have installed premium content, then in addition to the mother, uncle and sister / brother at home, you can also expect a dog that can be given a name. In addition, Hawke has the ability to summon a mabari on the hotbar, so that the dog can help you in battles. Talk to your mother. We receive a new task - FAMILY CASES

Go to the desk - all the letters received by Hawk will be stored here, these can be assignments, thanks and advertisements. There is a chest next to the desk - here you can put any things for storage, it is very convenient, you do not need to carry everything in your inventory. Opposite the desk are racks for ordering bombs, potions and poisons, I told you in detail about the manufacturing features earlier. Go into the large room on the right and open the chest with Special Packages - there are items from premium content, taking them you will receive 5 gold. In the room opposite the entrance to the house, there is nothing of interest, except for a note sent to the uncle. For fun, you can poke at some objects in the house to listen to Hawke's comments. You can also click on the dog and view the scene where you can give him a name. I'll call him Blackberry.

I advise you to first find all the companions, and then proceed to the rest of the tasks, such a strategy is useful in that by the time the other tasks are completed, you will be able to choose accompanying companions, start developing relations with them, because in this or that situation your companions have their own opinion on each question, and depending on your decisions, their opinion of you will be formed - whether the relationship scale will move towards rivalry or friendship. Also, by completing the tasks of the Main Plot and the tasks of companions, you will visit almost all locations of the act and collect most of the side and additional tasks.

Business Conversation

Go to the Hanged Man Tavern. A very picturesque place, isn't it? For me, this is the best location in the game. Just look at the bloodstains on the floor, at the haystack bar! The beauty! If you wish, you can go to the innkeeper and find out the latest rumors, you can also skip a mug at the bar. See that horn stand next to the entrance? By clicking on it, you can select the members of the squad - this is also one of the innovations. Let's go up to the second floor. In the chest in the second room on the right along the corridor is a shawl - a new task DOWN DAUGHTER SHAWL. But back to the current task. Talk to Varric. Now we need to find the Gray Warden, who has maps of the entrances to the Deep Roads, the shopkeeper Liren from the Lower City should know where he is hiding.

appeasement

Lyren's shop is located next to the Clothes Shop and is called Ferelden Lyren's Goods. Talk to the hostess. It turns out that this Gray Guardian has long been known to us by Anders. But do not rush to leave - there is a box for donations in the shop - the more you donate to the needs of refugees, the more experience points you get! For 50 silver - 50 experience points, for 1 gold - 100 points, for 5 gold - 200 points. You can only donate once! At the exit from the shop, we will be stopped by a company of armed refugees standing up for Anders. You can kill them, but if you want to settle the matter peacefully, then give the floor to Bethany / Carver or if you are playing a mage, you can choose the "We are for one" option and there will be no fight. We are going to the most green area of ​​the city - to the Cloaca.

The Underbelly is full of bandits regardless of the time of day, so keep your eyes peeled!

In the Underbelly, find a poison maker, his name is Tomwise. Now you have the opportunity to order any kind of manufactured goods.

Go to Anders' Asylum in the Northern Underbelly. Quid Favor - Anders asks for help in rescuing his mage friend. We switch the map to the night and go to the Upper City.

The night hides many secrets and dangers. Don't relax!

If you want to fully complete the game, try to explore each location every time you find yourself in it. Kirkwall is so changeable!

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

Anders is waiting for us at the entrance to the Church. Entering the Church, we go up the stairs to the right. Anders' friend was pacified, we have a battle with the templars, after which Anders kills Karl. Then we automatically find ourselves in a hospital, where we have a serious conversation with the magician. If you show understanding, you can start an affair with Anders.

The next time you visit the asylum, Anders will talk to you, if you continue flirting with him, he will say that he doesn't want to break Hawke's heart, so a relationship is impossible. But don't worry, it's only temporary.

Let's take care of family business. Let's complete the task FAMILY CASES .

After completing the task, check the desk. Letters with tasks came from your first employer, from Athenril / Miiran (depending on who you worked for initially). 3 new tasks available BONE PIT, UNFINISHED CASES, FREE CHEESE

Let's look into the Hanged Man, where we will meet a new companion - the pirate Isabella ...

Madmen won't take a detour

Isabella needs our help. At night we go to the Upper City, but first talk to Varric, since we were so lucky to be in the tavern. We meet with Isabella on the square near the stairs leading to the governor's castle. Dealing with a gang of pirates. From the body of one of the pirates we take away the letter and go to the Church. Ambush in the Church. Isabella's enemy - Hyder is quite a serious opponent. Think over your tactics well! I advise throwing the powers of the mage and one warrior/rogue on him, while the rest of the companions can deal with the rest of the pirates, this is convenient, since the mage can immobilize Hyder. And often use the firestorm ability of magicians, if there are several magicians in your party, then by using this ability you will get a fatal effect.

After the victory, we go to the "Hangman". If you joined the smugglers a year ago, you will see a suspicious woman in a hood in the tavern - talk to her and get the task SECRET MEETINGS.

Talk to Isabella. She will give a new task - WHAT DROPPED FROM THE WHO

Friend in Guard

Go to the governor's fortress. Barracks up the stairs and to the right. Talk to Aveline. You will receive a new task - AS IT SHOULD

Long Way Home

Promises must be kept, right? So I think it's time to take the amulet that Flemeth gave us to the Keeper of the Dalish elves Maretari. Choose companions who will go with you and go! Maretari will send you to perform the ritual associated with the amulet. Her student Merrill will go with you. The ritual must take place at the altar atop the Shattered Mountain. But stay a little longer at the camp. Take the MAP in the drawer next to Clan Artisan Master Ailen. OF OCCUPIED KIRKWALL.

On the Broken Mountain, always be ready to fight either the spiders or the undead!

Now we can go further. Climb up the slope - Merrill is waiting for you there, after talking with her, we move on. On the way to the top, we will be annoyed for the most part only by the undead. Apparently Merrill isn't the most popular elf in the clan, don't you think? Take at least the way her own tribesmen talk to her. But, to business! Hiding behind the rocks next to the fire is an Elven Root. We rise higher and step onto the path on the Broken Mountain. And the path is not a path at all - it is a whole cave leading to the top. And where there are caves, there are spiders!

Be careful! The caves and mines are full of narrow tunnels, where something is sure to be hidden.

In one of the narrow tunnels you will find a special item - Gauntlets of the Last Descent (by the way, read the story about this item in the Codex - there you will stumble upon a character with the surname Pentaghast, the Church Seeker interrogating Varric has exactly the same surname - is it really her distant ancestor ?)

After going down the stairs, don't miss the silverite next to the fire. Going out into a large hall full of huge stalactites and stalagmites, look into the box to the left of the entrance. There you will find an item related to the task - THE PRINT OF THALWEIN HOUSE. After leaving the cave, we stumble upon a magical barrier that Merrill copes with. Blimey! And the Dalish quiet one, it turns out, owns blood magic. As for me, this is not good!

Remember the Firestorm ability - it will help you avoid wasting precious health potions!

Take your time to approach the altar - first climb up the slope. Don't miss the Deep Mushroom. Climbing up, be careful, four traps are deftly placed along the path. At the top of the mountain there is another barrier, coming close to it, be prepared for the fact that a bunch of undead will attack you. After killing the creatures, return to the altar. Get ready, we have a hot battle with the undead!

Be sure to take the Ring of the Magister and 6 gold from the corpse of the Witch Horror. That kind of money is not lying on the road!

Finally, approach the altar. Merrill will initiate the call, and who is it? Wise, old Flemeth! Who would doubt that?! Having given us more questions than answers, and stuffed with wise phrases, Flemeth will disappear again. We return to the cave. It's nice that we don't have to overcome the way back - by clicking on the cave, we will immediately move to the Dalish camp. After talking with Maretari, we head straight to Kirkwall's Elfinage, where a disgruntled Merrill is considering her new home. Now, if you want to see Merrill in an informal setting, you can come to her new house in Elfinage. As you might have guessed by now, Merrill joins Hawke.

Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA


Passage of DA2. ACT 1 - ACT 3. Sponsored by the site, AMD and EA

Do you see an elf?

This quest is given to you by a Qunari warrior standing at the entrance to the port. He is trying to find out where the patrolmen sent to the Ragged Shore have gone. You, as an outstanding figure, were suspected of having killed them. Travel to the location indicated by the Qunari. You will find the Qunari dead, next to them there will be a possessed in the company of ghosts who will attack you as well. Return to the port and report what you saw to the Qunari. In exchange, you will receive 1 golden and two-handed sword Binky's Solace.

Honoring the Fallen

Collect all three amulets of the dead hunters when you explore the cave with the varterall on Merrill's Reflection in the Mirror quest, and return them to Keeper Maretari.

Midnight Meeting/Midnight Meeting

This quest will only appear if you killed the templars during the Act 1 story quest "An Act of Mercy". After receiving the letter, meet with the Templar lieutenant, who is trying to find out what happened to his missing brethren. Either dialogue option will result in a fight and this will complete the quest.

A Debt in the Family

(thanks to TiMac for adding)
This quest is issued by the templar novice Margit in the Casemates. She laments that Keran's family is deeply in debt to the Tevinter pawnbroker Senestra the Serpent and asks you to convince her to forgive her debts.
Senestra herself can be found at night in the port. When talking with her, she immediately throws a couple of phrases that it would be nice to kill Hawk, because. many will pay well for it. The battle is not difficult and after winning the quest will automatically end. Reward - 750 experience.

Problem Specialist/The Fixer

You can only get this quest if, during the story quest "Find and Lost Again", you decided to burn the bodies of the Qunari.
In this case, upon returning home, a letter will be waiting for you, where an unknown anonymous person offers you a job to destroy some corpses. They are not marked with markers and you have to find them yourself. There are four in total:
1. In the cesspool in the southern part, not far from Black Jack.
2. Lower City, night, Residential Quarter.
3. Port - night, office of the head of the port.
4. Ragged Shore, western part, slightly south of the western exit to the world map.

You can just get rid of the bodies, as you are offered - in this case, after you find each corpse, a quest marker will appear on the map - where exactly to get rid of it. In this case, you will have to fight the opposite bandit faction at the body in the Ragged Shore and later you will receive a reward from the letter (I only had experience - 1500 points).

You can kill the bandits guarding the corpses in the Port and the Low City without getting rid of the bodies. In this case, you will receive a reward from the faction on the Ragged Shore.

Forbidden Knowledge

Tarone's books on black magic are hidden in and around Kirkwall. We will either find out about this in a letter from Idunn (if you did not kill her during the first act quest "Enemies Among Us"), or after we find any of the books on our own.
We need to find all the books and either destroy them, or read and acquire forbidden knowledge (+2 stat points, but they are given only once, even if you read all the books). If you just take books without reading them, then they will turn into garbage and are only suitable for sale. True, they cost almost 90 silver coins.

Books are located:
1. In the Church, on the balcony to the right of the entrance. When destroyed, demons, ghosts, witchcraft horrors, possessed appear.
2. In the Governor's Fortress in the hall with the throne. When destroyed, demons, ghosts, possessed, and witchcraft horror also appear.
3. On the Ragged Coast. From the entrance to the shore we run along the upper path, at the intersection of the paths we see the opened passage to the Damp Cave. Let's go there. The cave is small, beautiful and sinister, a small dragon lives in front of the tome, after reading or destroying it, a revenant and other undead will appear.
4. In the Bone Pit after completing the "Cave of the Dead" quest there. The cave next to this cave will be reopened and will lead us to a small dungeon with a book. After reading, the Desire Demon and other spirits appear.
5. In the Forgotten Taig (new cave on the Broken Mountain). This is the most difficult place of the five, the fight before the destruction of the tome will be much more difficult than after. The book is guarded by different types of undead, possessed, demons of rage, golems, Demon of Desire, revenant and Arcane Horror to boot. After all this, a single revenant with a small detachment of undead, crawling out into the world after reading a book, seems like a trifle, hardly worthy of attention.
Note - in the room with the book there is a peaceful golem-seller with a good assortment of goods.

After you destroy all five tomes, go to the Underbelly. A passage to a new dungeon has opened there, it is marked with a quest arrow.
Buy bottles of potions, take the strongest and most well-equipped members of the squad with you, and only after that go to complete this quest. There are master class traps in the Forgotten Lair, so be careful. It is better to take a robber with you - some traps cannot be bypassed.
There will be a Black Grimoire in the dungeon - after we destroy it, quite strong opponents will appear - these are the demons of anger, the possessed, the undead and other equally cute comrades, including the Immortal Horror Zebenkek, for killing which you will receive a special achievement. All opponents are strong - there will be no "ordinary" enemies dying from one to three hits. You can run back to the beginning of the dungeon as soon as the fight starts - then only some opponents will follow you and it will be easier to deal with them in parts. One Sebenkek is not so dangerous.
Note: You can read the Black Grimoire and get stat points - the demons will spawn as they should, and the quest will be completed, and all the books will be listed as destroyed in the journal (probably a bug).

Miss Selby Quests:

(These quests only appear if, during the Act of Mercy quest in the first act, you set the mages free.)
A certain Lady Selby, whose sister was subdued by the templars, will be waiting for you in one of the back streets of the Port during the day. You can take several quests on her board:

Find and Rescue/Search and Rescue

Terry, one of the Starkhaven mages you saved in the last part, asks you to find her renegade friend, who is being held by bounty hunters somewhere on the Ragged Shore. Go to the indicated cave, kill the bounty hunters and free the mage girl. You will receive a reward from Mrs. Selby - 1 gold.

How to Frame a Templar

A group of mages asks you to relieve them of the pressure of the templar Konrad Wernhart, slandering him and exposing him as unreliable before the leadership of the order. To do this, go to the Hanged Man and talk to the tipsy templar Roderick. Whatever version of the accusation you choose, it will make the right impression on him.
Then go to the Casemates and observe the hassle of the assistant port chief with the official. To the right of them, behind the counter with weapons for sale, you will see a scroll with an order for the supply of confiscated lyrium. Enter Conrad's name on the document and give it to the port worker, who is right there, in the opposite corner of the courtyard from the entrance. Then return to Mrs. Selby, get 1 gold as a reward and read the letter of thanks from the magicians on the board, describing the punishment that befell Conrad Wernhart.

Church quests:

Elves at Large

(this announcement only appears if you persuaded Feinriel to go to the Circle in Act 1 during the Prodigal Son quest)
Deal with a group of Dalish elves who recently unsuccessfully attempted to free Faenriel from the Circle. To do this, go to the Ragged Shore. There you will find elves and a group of mercenaries who have already tracked them down. During the subsequent conversation, you can take the side of either the elves or the mercenaries and kill the opposite grouping.

Bounty Hunter

(These quests only appear if, during the Act of Mercy quest in Act 1, you persuaded the mages to return to the Circle. This quest and Mrs. Selby's quests are mutually exclusive.)
Find and deal with three fugitive mages. Unlike the previous quest, you cannot negotiate with them - they attack as soon as you try to start a conversation. Each mage will summon demons, the undead, and the Possessed as reinforcements.

Black Jack is located in the southern part of the Cloaca (where Danzig used to be).
Hebora de Soller hides in the western part of Ragged Shore.
Innley of Starkhaven is on Broken Mountain, in the part of it where the elven graveyard is located, at the very end of the path.

Sketchy on the Details

(This quest does not depend on whether you took the side of the templars or mages in the first act)
Deal with several gangs chasing Sketch for some reason (your old friend, if you played Leliana's Song DLC ​​in the Beginning).

Gangs that you have to eliminate:
Night Kirkwall, High City, on the way to the governor's palace - "Avengers of Denerim"
Night "Hangman", at the back rooms on the second floor - "Beards of Rivaini"
Lower City, Den, northern part, not far from Elfinage - Antiva Assassins
Casemates, Den, a dead end near the herbalist Solivitus - Tal-Vashot group.
The sewer, night, approximately in the center of the map, members of the Gnomish Charter.

After that, go to the Port at night and report to the Sketch that you saved him from his pursuers. In version 1.01, the quest is buggy and remains unfinished in the journal after that.

Street Cleanup


Quests similar to the first part - rid the Night Kirkwall of gangs and get a reward from a Friend in the night "Gallowsman"

Good Night Girls/Ladies Lights Out

After you defeat several groups of "Night Sisters" operating at night in the High City, a note will fall into your hands indicating the place where the head of this group, "Blessed" Gillian, and her closest assistants are hiding. Go into the building and destroy everyone who attacks you (there are a lot of them and they are strong, they attack in a rather cramped room, so it's better to take contact warriors and one healer mage into the party).

Low City/The Lowdowns

Clear the night Port of the Undercut gangs, after which you will be given an indication of the whereabouts of their leader. Go to the indicated place and kill everyone. Examine the alley well - not all opponents appear at once, sometimes for their appearance you need to go into some side dead end.

Urban Generation/Hometown Breed

Similar to the two previous quests, but you need to deal with the "Dog People", who are trying to take control of the night Lower City. There are quite a few archers among the members of this gang, including the leader himself. As in the previous quest, you may need to carefully examine the alley with the leader in order to get all the gang members to appear.

Lost and found:

- The Eyes of Azure Jamos
If you decide to visit the elven cemetery, then at the altar, where in the first part you performed the ritual with the amulet, a crazy magician will attack you. Two gems can be removed from his corpse. Give them to Azur Jaimos in the Casemates.
Be careful - in addition to the crazy magician in the cemetery, a group of undead led by the Shadow Assassin will attack you. A fight with her can be avoided completely if you lure the magician a little further from his starting point.
- Flawless Pants/The One True Pantaloons
You will pick up this item from the corpse of one of the opponents you killed during the Anders quest "Dissent". Give it to the owner in High City.
- Seal of Old God Dumat
Picked up from a box in the Underpass, which can be accessed from the Port at night. Give it to Bolund in High City.
- Wentworth's Sixth Finger
You will find this in one of the bags on the surface of the Bone Pit mine. Give it to Sister Philias in the Upper City.
- Waxler's Hat
Picked up from a bag in the Underpass, which can be accessed from the Port at night. Give it to the owner, who is found at night in the Hanged Man.
- Piece of Canvas/Swath of the Jackyard
You can pick up this item from the corpse of Fell Orden, the leader of the bandits you killed while following the quest "Pirates on the Cliffs". Give it to the Watcher in the Port.
- Body Gerralt "South Song" / "South-Song" Gerralt's Corpse
Found in the Forgotten Taig (a cave on the Shattered Mountain, where one of the volumes of Forbidden Knowledge is also located). Present it to Gerralt "Wisdom of the East" in the Lower City.
- Rusty Knife/Ream-Rot Knife
Picked up on the Shattered Mountain, not far from the exit of the cave to the elven graveyard. Give it to Fudge at the Lower City Mining Site.
- Lyrium Wine/Lyrium-Laced Bilge Hoop
Picked up in the Deep Roads if you went there on the quest "Fool's Gold". Give it to the Whiskey Master in Underbelly.
- Goosegirl Cameo
On the corpse of Hebor de Soller (quest "Headhunter") pick up a cameo and give it to Vors de Soller in the Lower City.
In version 1.01 this quest is buggy and the cameo is almost never on the body.

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