Passage - Act II: Storyline. Walkthrough - Act II: Dragon age 2 storyline explosive service eng


Three years after your return from the Deep Roads, the prey found has brought you wealth, and this, in turn, respect in high society. Even the viceroy noticed you - in fact, the second act begins precisely with the fact that he calls you to him on some business.

Demands of the Qun

You receive this quest immediately after talking with the governor, but its immediate execution will begin at the end of the second act.

Explosive Service/Blackpowder Curtesy

The viceroy is less concerned about the growing tension between the Templars and the Circle than about the fact that the Qunari have not left the city. He informs us that we must report to the Arishok. Why - is unknown, but the leader of the Qunari requires us. By name.

Go to the Port during the daytime and talk to the Arishok. He reveals that someone stole a recipe that was supposed to be their special explosive, gaatog, but is actually a recipe for a poisonous gas planted as a distraction for would-be kidnappers. If you inhale it for a long time, then everything ends in madness and death.
Suspicions fell on the dwarf Javaris, who had previously hunted for a recipe for an explosive. You probably remember him from before the Deep Roads expedition.

Varric tells us that the Society is now selling Javaris' belongings in the Underbelly, which means that he most likely managed to escape from the city. We go to the cesspool (Varrik's tip is optional - you will find everyone you need there anyway) - and next to the entrance to the Society's dungeons we talk with their representative, who sells things. You can choose any dialogues - we will still be told that Javaris left the city in a hurry, leaving a lot of debts. And he could leave it bypassing the guards only in one way - using an underground passage with the poetic name "Pit of Smugglers".

We turn the corner and run up to the "Pit", dive into the dungeon and go to its opposite exit. Beware - the dungeons are full of dark personalities of various kinds, including the Assassins, who are very fond of going into stealth and backstab. Keep a close eye on all your allies who are low on health. In the side tunnels, in addition to the bandits, poisonous spiders are found.
Before leaving the "Pit" do not miss the chest, which contains a gift for Isabella - a ship in a bottle.

We leave the dungeon and almost immediately enter into a fight with the guards of the dwarf. Also watch the backs of your companions!
After the guard is dead, we talk with the gnome.
After lamenting about his difficult fate, Javaris will tell us that the culprit of the theft is currently in one of the alleys of Kirkwall.

We release or kill the gnome - your choice. Killing will not approve of Varric and Aveline (will give points to Rivalry).
We run to the dungeon and, when a map of Kirkwall opens in front of us, we see a new image - a fallen bottle, indicating the alley of the city where the elf is now.
We go there and meet with a detachment of city guards under the command of Sir Macon. We find out that something happened in the alley - apparently, someone used the stolen qunari recipe, and the guards are currently blocking this part of the streets.
After convincing Macon that we will deal with everything, we go to the scene.
If your team has Aveline, she will talk to the guards, after which you will have a dialogue with her. If you answer her with a joke, we get Rivalry points, if you choose other options, then Friendship.

After descending into the alley, our team begins to lose health from the poisonous fog that spreads throughout the area. Our task is to quickly find four levers on the ground and use them to lock four open gas barrels. But not everything is so simple: after each locked barrel, we will repel the attacks of enemies. The first is the weakest, the rest will be stronger. You can run into one of the side cul-de-sacs and keep the defense there to deal with the running up opponents in turn, but this already depends on your group and your favorite tactics.
The sequence of closing the barrels is not critical. Levers will spawn on the ground under enemy corpses after every fight - except for the first one, which is right there. With each closed barrel, the damage that you constantly take while in a cloud of gas will weaken. Keep in mind that you cannot close the barrels while the fight is going on, even if you pick up the lever before it ends.
As soon as you close the fourth barrel of gas and it will not pose a danger to you, a fanatical elf will appear.
A conversation with her always ends in a battle. There is no alternative to resolve the issue peacefully.

After defeating her, we return to the Qunari Camp, where we tell the Arishok what really happened.
We listen to the subsequent speech of the chief qunari and go with a report to the Viceroy.
This will complete the current quest and automatically give you the next one.

Profit and Loss/Profit and Loss

You will only receive this quest if you accepted Dougal's cash aid in the first act when equipping an expedition to the Deep Roads. Dougal will appear in your house and demand additional payment (although you have already returned the debt to him with the required interest a long time ago). If you refuse, he will attack you when traveling from one part of Kirwall to another.

Find and Lost Again/Offered and Lost

This quest is automatically given to you by Viceroy Dumars upon completion of the Explosive Service quest.
The viceroy is worried about the disappearance of the Qunari ambassadorial group that came to his fortress. Talk to Seneschal Bran and go to the Hanged Man at night, where you can ask the tipsy guard Orvald about what happened (best of all, if Aveline does this, she will easily shake out the information and give Friendship points). If Aveline is not in the group, the case will end in a fight between Orvald - along with several tavern patrons - and your group, even if you choose the most "peaceful" answers.
In the end, the guard admits that the templar gave him the order about the Qunari, and besides, he showed the seal of the High Priestess Eltina herself.
In the afternoon, go to the church to talk about it with Eltina. In the central hall you will be met by your old friend Petris, who has already been promoted to "mother". She will quite easily betray her former accomplice - the fanatical templar Varnell, who holds meetings of the townspeople who are aggressively disposed against the Qunari - he is somewhere in the Underbelly area.
Go to the specified location. Whatever you say, it will not affect the outcome of the conversation (but with aggressive remarks, Aveline will give Friendship points), and everything will end in a battle. There will be many enemies, but the strongest opponent there is Varnell himself, the rest of the fanatics themselves are not particularly strong and take mainly due to the number.
After you kill them all, the Viceroy himself will appear on the scene - talk to him, and this will complete this quest. You will receive Friendship points with Aveline if you advise not to hide what happened.
Note: Although it doesn't appear in the log, you can talk to the Arishok about what happened after completing the quest and hear his opinion about the Steward and about you.

Prime Suspect

The quest is given at the very beginning of Act 2 of the game: Aveline comes to your mansion, dissatisfied with the importunity of the templar Emeric, who has been investigating the case of the disappearance of women for several years in a row (continuation of the story with Ninette's ring). At the request of the captain of the guard, go to the casemates and talk with Emeric - he will tell you that he seems to have set off on the trail of a killer who sends white lilies to his future victims, but the knight-commander of the templars forbade him to continue the investigation. Now Emeric hopes to entrust this matter to you.
The main suspect in the murders was a certain Orlesian Gascar Dupuy, who had recently arrived in the city and made inquiries about the missing women. You are required to infiltrate Dupuy's mansion (Upper City) and find evidence of his guilt - or vice versa, innocence. Go there.
As soon as you enter Dupuis Manor, you are attacked by several ghosts led by the Demon of Wrath. Climb the stairs and enter the central hall, where you will be met by several more ghosts. Further in front of you there will be two doors: in the room to the right on the table you will see bottles of blood, indicating the knowledge of the owner of the mansion of Blood Magic; behind the door to the left there will be stairs. Climb up it and read the note of apology to Meredith, the head of the templars. This site also has two active doors. In the room to the right you can find a suspicious chest with women's clothes, and in the room to the left is Dupuis himself next to a woman who will immediately accuse him of assault and kidnapping. Gaskar Dupuy himself admits that he detained this woman, and also used MK to search for a maniac who recently killed his own sister. You have two options:
    A) Do not believe Dupuis and attack him. Demons and ghosts will immediately come to the aid of the magician, and even after you kill them all, Dupuis will be able to slip out of the bedroom. You will have to chase him from hall to hall, fighting demons, and in the end, having overtaken him, kill him.

    B) Believe Dupuis and let him go. Before leaving, he will ask you to keep him informed of events and, if necessary, find him in the Underbelly, where he intends to hide.

In one case or another, you will have to return to the Casemates during the day to tell about your findings. But instead of Emeric, you will be met by the templar Moira, who will state that Emeric himself went recently to a meeting appointed by you in one of the alleys not far from the Cloaca. Go there - the killed templar will lie on the ground, and around him you will see ghosts, after the massacre of which the Demon of Desire will appear. After you deal with them, Moira will come running and ask what happened and if Dupuis is to blame for the death of the templar. Answer her as you see fit. This will complete the current quest and automatically give you the next one.

All That Remains

This quest is automatically given after completing Prime Suspect. Arriving at your mansion, you will learn that Leandra Hawke left the house under suspicious circumstances and did not return.

There are two ways to find out the location of Liandra:

    1) Meet Gamelin in the evening in the Lower City and ask the street boy about where Liandra has gone. He will tell you about the man who asked Mrs. Hawk for help, and you will have to follow the bloody spots on the ground to the old foundry.
    2) If you spared Gascar Dupuis and didn't tell Moira that he is a murderer, you can find him in the Underbelly in its southern part, and he, using Blood Magic, will automatically lead you to the foundry in the footsteps of the previously missing Alessa. (If you spared Dupuis, you can still question the boy, Dupuis is optional to complete the quest in this case.)
In the foundry, follow the traces of blood to the hatch and go down into it. Almost immediately, you will be attacked by several ghosts, led by the Demon of Wrath. Once you've dealt with them, move on. At the entrance to the next room you will find the dropped amulet of Leandra. Climb down to the killer's makeshift library and fight the Wrath Demon, possessed, ghosts, and reanimated corpses. After the battle, you will pay attention to the portrait over the fireplace - the woman depicted on it is very similar to Leandra (in fact, this is not a very successful copy from the painting of one of the Pre-Raphaelites - Beata Beatrix).

Go further and go down the stairs. There, the true killer, whom the late Emeric has been tracking for so long, is already waiting for you. If Gascar Dupuy came with you, the assassin will talk to him and you will find out what exactly Dupuy was after. By choosing the star option, you can convince Gascar to abandon his intentions, in which case he will fight at your side using Blood Magic. Otherwise, the young man will take Quentin's side and attack you. Also, if Varric is in your party, Dupuis won't fight on either side for some reason.
The battle will consist of several stages associated with the appearance of the Demons of Desire ("Incarnation of Ninette", "Incarnation of Alessa", "Incarnation of Liandra") and their "retinue" of ghosts and the walking dead. After interrupting them, end Quentin and talk to Liandra. After that, you will automatically find yourself at home.

Uncle Gamelin will talk to you at home, and after that - one of the party members with whom your GG is in a romantic relationship (if he is, of course). This will complete this quest.

Following the Qun

You receive this quest automatically upon completion of the All That Remains quest.
After receiving the letter from Viceroy Dumar, meet him at the Fortress and talk about his son Seimus.
After that, go to talk with the Arishok. On the way you will be ambushed by mercenaries. Kill them and continue on your way.
Arishok during the conversation will inform you that Seimus is currently probably in the church, where he went to meet his father.
Go to the church at night and see what exactly is happening there, then talk to Petris. Together with her, fanatical townspeople will come to the church - at the end of the conversation, you will not escape the fight with them (fortunately, fanatics are disgusting fighters).
Eltina herself will come out to the noise of the battle, and after that you will only have to watch how this whole sad story will end. You cannot influence its outcome.

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

Death of Lothering.

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

Long way home.

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

Friend on guard.

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

New house?

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

Business conversation.

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

pacification.

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

Long way home.

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

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

Expedition to the Deep Roads.

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

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

Prime suspect.

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

Explosive service.

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

Find and lose again.

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

All that remains.

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

Following Kun.

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

Kuhn requirements.

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

Three years later.

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

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

On the loose.

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

Serve cold.

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

Last straw.

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

Death of Lothering

If you played the demo, then the beginning of the game is no longer a surprise to you.

So, your first acquaintance with the game begins. On the Diablo II-shaped screen, select the class and gender. Unlike the first part, you cannot choose a race - as in Mass Effect, only little people are available.

Getting familiar with the combat system. For this purpose, a legion of Darkspawn will fall upon you. We show them a goat, and also press the number keys, testing combat techniques. Later, a huge battle ogre will attack. You can't die in this episode. After the victory, you will be given to choose the appearance of the character. Epic Fail! It's supposed to be done BEFORE the game starts! It turns out that at first we play for one character, and then BAM! Already for another. However, this misunderstanding is brightened up by a wide variety of appearance settings. You can sculpt anyone you want, even characters from the first part. You can also import a save from Dragon Age Origins here.

Finally, you receive your creation. We examine the area, search the corpses, kill the creatures of darkness. Along the way, we grow in level. Soon we meet a married couple of templars. A very unpleasant company, considering that we have an apostate sister. Unfortunately, you can't kill them. We move on, we meet the pt-mage and the company. You have to kill in that order. We collect loot and do not forget to increase the level.

The next fight is quite difficult. A huge evil ogre opposes you. Depending on your class, either a brother (if your class is a rogue/warrior) or a sister (if your class is a mage) will die. First you need to deal with his retinue, try not to engage in battle with the ogre until you kill all the pt. Well, then just make sure that the team does not rest. Then there will be another wave of Fri, and, finally, salvation in the form of a long cut-scene.

This ends the duplication of the demo.

Welcome to Kirkwall, Free Marches. However, they are not allowed into the city, you will have to linger in its port. We must find our kinsman, Hamelin Amell. Walk through the crowd. The guard will stop you. Ask permission to speak to the commander. Climb up the stairs. There, the deserted warriors of Ferelden argue with a guard to let them in. Get involved in an argument. Kill the deserters. In gratitude, the guard will bring your relative. Alas, just like that, he cannot lead you into the city. You will have to work out by hiring in a criminal gang. Which one is up to you.

On the one hand, untidy-looking people are mercenaries, on the other, elf smugglers. The mercenaries will ask you to kill the merchant, and the smugglers will ask you to collect the debt. Your choices will determine some of the quests you receive in the future.

Three years later... We will find ourselves in the governor's office with information that the chief Qunari is summoning us. Well, why not go and visit, because this is the plot of the passage of Dragon Age 2. Finish the dialogue with the governor and it will be in the bag. Upon exiting the building, Bodan, your pet gnome merchant, will meet you and give us the rest of the profit. They amounted to exactly 50 gold. Well, very handy. Now go home and listen to Aveline. Agree to help her, of course. After that, you should inspect your desk for letters and quests. Take all assignments. Let's first complete all the tasks of the satellites, because this is an important round of the passage of Dragon Age 2, and it will not hurt to establish relations with them. To get started, mark the task "Plans for the Future" and go to Varrik in the Lower City. Moreover, you can chat with Isabella on the "Search for Isabella" task. Isabella will say that she has already found a trace of the very Relic that she was looking for in the past. Well, of course we'll help her when she needs help. In the meantime, go talk to Varric. He will not say anything specific, so you can just talk to him respectfully. Or you can send him away - the passage of Age of the Dragon 2 allows this.

We move further on the assignments of the satellites. Now mark the quest "Visit Anders". We are in the cloaca, if you have not forgotten. There will also be nothing concrete, so chat, but be careful - do you really need an affair with a man? But it's up to you. Next, we note the task "Words of Consolation" and go to Merrill in the Lower City. Did you chat? Now move on the task of "Calling the Captain" to Aveline. In case you forgot, she's in the governor's fortress. Talking again ... But it's not so difficult, but the task will be completed. Mark the task "Talk to Fenris" and go to his estate. Chat with him and go visit the elves outside the city. In general, the elves in Dragon Age 2 make the passage incredibly difficult for us, but this has its advantages.

When you come to the elves, you will be attacked by slave traders with a desire to kill your elf. Deal with them and go to the cave corrals for the quest "A Bitter Pill" that has appeared. And immediately at the fork in the location, move up - there the slave traders are already waiting for you. You will have to fight fairly, but there are just a lot of them - there will be no problems. After the death of all enemies, collect trophies, open chests, in general, equip yourself. Once you've searched everything, enter the Abandoned Slaver's Lair. The Dragon Age 2 walkthrough will take you through many of these abandoned places.

Inside, move east, as there is a closed passage in the north. In the first room you will see a bloody corpse - a victim of blood magicians. Don't be afraid - move on. And in the next corridor, fire traps and opponents await you. Dealing with them is not difficult, so turn north following the corridor. In the next room there will again be traps and a turn to the west. There are surprisingly few opponents in the big hall, but there will be a girl whose dad was killed. In general, I decided to take her to work - there is no one to wash the floors. All in all, it's time to move on. And since there is only one way, we are moving east. You didn't forget to pick up the gift amulet from the chest for Anders, did you? Indeed, in the game Dragon Age 2, the passage forces us to improve the equipment of your companions.

In the next room there will again be a portion of people who want you dead. I think it's worth stopping them from doing what they want. And from the chest standing right there, an excellent bow is extracted - "Poke-in-the-peritoneum". Now it's time to move on - to the north. True, the corridor will turn east and lead us to the last hall in the dungeon. Adrian would have to kill because Fenris wouldn't let her go, one way or another. True, she will tell us something about the sister of Fenris. And he will run away in a rage. The quest "Bitter Pill" in the passage of Dragon Age 2 will force us to go to his home to find out the details...

So, we go to our house at night. And there you will listen to the confession of Fenris, which will end this quest. Now go to visit Anders in order to give him the amulet of the Tevinter Church. Now activate the side quest "Underground Road" and go to the port. And immediately at the entrance to the port, take the task from the Qunari. There you will receive the task "The Lost Watch", but we will do it later. In the meantime, we go to Mrs. Selby. Turn in the task there and look at the board that lies behind it. Accept two more tasks, it won't hurt us. Do you want to earn money and experience in the passage of Dragon Age 2?

Let's continue with the side quests. Mark the quest "The Lost Watch" in your journal and move to the Ragged Shore. Moreover, there is another task "Find and save". What is nice is the update of the map, i.e. we can re-explore everything, but at the same time profit from something new. Therefore, immediately upon entering the map, go west - there is a dead end, if you remember. And from there go down to the south, to a kind of crossroads. We are even further south, so move towards the ghosts that have appeared along the road to the south. Killing the Possessed will update the quest "The Lost Watch". But we're going further south. There you will encounter guards subordinate to our Aveline. Well, cheer up the guards and move down - marauders have settled there! Yes, and Aveline will praise us later for completing the task "Pirates on the Cliffs" in the passage of Dragon Age 2. I immediately ran directly to the boss and killed him with one hit "Assassination". Next, I had to cut out another crowd of people. But this will complete the task, it will be possible to collect trophies and explore the rest of the territory in the south.

When the reconnaissance is over, you can already go to the north, because it is there that the "Search and Rescue" task is carried out. In order to get there, turn to the west at our miracle fork, and from there - to the northwest. The road will smoothly turn to the north, and now we are almost at the goal, when we will meet the sorcerer Tavarin Hall, who sells wonderful things. True, they are expensive, but it's up to you to buy them or not. When you deal with the purchases - enter the cave. By the way, during the passage of Dragon Age 2 at that moment I did not have enough money to buy the best ring...

There, for a start - to the west, and then - to the east, because the only way is there. Enemies are there, but they fall from one hit. And in the next large hall - the end of your task. You will have to kill two waves of hunters, including their commander, in order to reach the apostate, who must be saved. Talk to her and get out of there. We're heading back to port...

To begin with, we hand over the task "Missing Watch" to the Qunari. Then move south and give a piece of canvas on the assignment "Jackyard's Canvas". From there, head west and turn in the Find and Rescue quest. Now head to the Governor's Keep to turn in the Pirates on the Cliffs quest. Get the well deserved 3 gold. Now we go to the lower city on the assignment "Nightmares". There we need to go to Elfinage and talk to Arianni. She asks for help to return her son from the Fade, since there is no one else to help Feinriel. Remember how much fun it was during the passage of Dragon Age Origins in the shadows? Therefore, agree to the ritual and wait for the Guardian to arrive. She will tell us that Feinriel's obsession must not be allowed, otherwise troubles cannot be avoided. And one must carefully choose a detachment, since everyone there will face temptation. Well, I have confidence in my companions.

Go east first, there is a large interweaving of rooms. Immediately outside the door you will see several barrels. Make it so that there are two small barrels on top, then emptiness and one large barrel. This will summon the Demon of Wrath. Kill him, get some experience and move on. In the next room to the north, there are again several barrels. However, this is one of the few tasks in the passage of Dragon Age 2, which can be completed simply by clicking on the barrels. Move them - another Demon of Wrath will appear. Further reconnoiter the room in the east and iditol to the west, into the big hall. Here you will meet the demon of idleness - I refused to cooperate with him and had to be killed. Well, okay, go east, into a smaller room. There in front of you will be the door to Feinriel's Desire. You will have to talk to the boy in the role of his mother, which will not be problematic. Only then will have to kill Isabella, as she succumbed to the temptation. Well, let's move on? Then go west, scouting the rooms on the sides. There you will meet another demon in the role of the Guardian. Kill him and go to the center, where you need to talk with Feinriel himself. Convince him to deal with the problem, not to die. He, of course, will be able to overcome the temptation, but decides to leave the Elves in order to find a teacher. Logical decision. Now everything is over, you will need to talk to the keeper and get a reward for completing the task in the passage of Dragon Age 2.

You will have two tasks for companions who succumbed to temptation. Go to both. For me it was Fenris and Isabella. Well, when you're done looking at satellites, go home and read the letters. There you will have the task "Meeting at Midnight", and from the category of side tasks. We need to go to the Upper City at night. There the Templar will be waiting for you, who will remind us of the long-dead brothers in the craft. Unfortunately, a collision cannot be avoided. Kill everyone around and pick up prey. There is one good dagger there that will brighten up your passage of Dragon Age 2. After completing the task, mark the task "Prime Suspect" and move to the casemates during the day. Talk to the Harbor Worker in the corner and your quest "How to Frame a Templar" will be updated. Actually, it remains only to receive the award, but we will deal with this later. Next, go to Solvitus, to whom you previously delivered the ingredients. He will again ask you to find him a couple of things. Well, agree. Hand over two ingredients to him, and only one remains to get - Varterraly.

Now approach Emeric, the templar. Remember that quest about the three dead women that you faced in your last playthrough of Dragon Age 2? So, the task "Prime Suspect" sends us to the upper city at night. Go to his house and go inside. In the first hall, enemies are waiting for you - possessed and ghosts. Go south first, scout out what's in the room, then go up the stairs and go south again. Since there is no way to the north, we go to the east. There is only one way - you can't go wrong. True, you will meet a person there who wants to justify himself - they say that it is not he who kills, but he is looking for the killer. Well, you can always kill him, so agree to help. True, he refuses to help. Well, okay, now on the quest "Prime Suspect" move to Emeric. True, Moira will stand in the place of Emeric. It turns out that we allegedly sent a letter to Emeric asking to meet at night. Amazing. We set off at night to the Dead End near the cloaca. There you will have to fight the Demon and ghosts. True, Emeric had already been killed, but nothing. Let's go to the sewer, to the guy who refused our help. In the game Dragon Age 2, the walkthrough takes us to a variety of places, however...

You will have a new task of satellites - "New Information". Travel to Hangman to speak with Varric. He has information about his brother. Well, let's visit him at his new house. Mark the task "Family Matters" and go to the Upper City at night. There, according to the mark on the map, you will find the estate of Bartrand. Well, go inside, only Varric should be with you. And when you enter, the entrance will close, so you have to fight with Varric alone. Well, there will be several waves and it is better to run into the room so that the enemies interfere with each other. But that's just Varric's lies! An excellent move in the passage of Dragon Age 2! Turns out we had to break in together...

Go into the first room to the west - there is no other way. There you will find crazy guards who will have to be killed. Well, collect trophies and move on. In the last room on the bottom row, the commander of the lunatics, who is a semi-boss, is waiting for you. After his death - to the room to the north. After going to the end and killing a few more enemies, you will reach the northernmost room. After it, go to the next one, also in the north. Then go to the northeast room, collect trophies there and go to the central hall. There will be a crowd of enemies, after the death of which you will have a conversation with Bartrand's servant. It is he who will tell us a lot of interesting things. But spoilers in the passage of Dragon Age 2 are inappropriate, so you will find out everything yourself. Before you enter the main door, go right and left to loot the chests. Done? Then inside. Get ready, Bartrand is a very strong robber. That's why it won't be easy to kill him. But after almost full HP is removed from him, you will have a conversation. It turns out that the statue he brought from the Deep Roads turned out to be magical and somehow influenced his brain. Unfortunately, even Anders couldn't do anything about it. Only temporarily weaken the effect of magic. On this, in fact, the task "Family Matters" will end. But this does not mean that in the game Dragon Age 2 the passage will not continue!

Head back to Hangman to talk to Varric. Well, he will not say anything new, but the attitude will grow a little. After that, gather a squad and mark the task "Herbalist's Tasks". We just have to find the last ingredient, remember? Then we go to the Shattered Mountain. After the elf village, go left and enter the newly opened passage. Go north first. From there, we will only have a way to the east, though after killing a few semi-bosses, which will not be difficult, given your experience in Dragon Age 2. But this is done quickly and without problems, so it's time to go east further. In the central round hall you will find many opponents, Tarone's book, which is better to take and destroy, and a golem ready to trade. Well, it's useful. Especially since he has great stuff.

Now go back to the very entrance, and go east. Actually, there is no further progress, so return to the Golem and exit to the split mountain. After that, go up the right path and enter the cave at the end of the path. In the very first cave, a monstrous spider awaits you, which is killed with two blows. True, in the passage of Dragon Age 2 it is provided that the robber inflicts colossal damage. But that's not the point - let's move on. Climb to the dais, kill the corpses, collect trophies, including the quest knife. Then exit to the Mountain Cemetery. Near the altar you will see a madman who will die from one hit, but who also has a quest eye. Come in handy! The trail continues eastward, curving northward. In the clearing, dragon cubs are waiting for us. Excellent. There will be an autosave before the sharp turn of the path to the south, so you should be on the lookout. And at the end of the trail, a big dragon is waiting for you. Well, killing him is interesting. After the death of the enemy, you can get out of there. And don't forget about the trophies, which in the game Dragon Age 2 the passage throws up regularly.

Return to the city and turn in all side quests. In addition, a letter has also arrived, so it’s worth going home and reading what has come. You will have the task "Someone from your own". Well, let's move to the Upper City in the afternoon. By the way, if you go to the square where Bartrand used to stand, you can take another task from Yeven. And he will tell us that his sons disappeared on the deep paths after our adventures. However, a hilarious accusation. Okay, let's help him, what's there ... After accepting the task, go to the marketplace for the previous task "Someone from Your Own" and talk to Hubert. He offers to bring you the leader of the gang who robbed you. Agree and you will be led to him. You should not punish him - better be lenient and you will have all the necessary information about the ambush, which is much more useful than the torment in the passage of Dragon Age 2. Then you will be immediately sent there. Rush in and kill everyone around.

True, after the murder, your unwitting companion will tell you that the corpse of one poor fellow is the corpse of a member of the Society who served Brekker. Well, ask more about Brekker and decide to look into it. True, they will leave us to collect trophies and offer to come to the Catacombs at night. Well, why not? Let's go. True, you will come to the corpse of Lilly. And the same people from the Society want to blame you for her death. Don't fight them, better explain yourself. Although, if you want experience... But this is not the case in the passage of Dragon Age 2, in which you should chase experience. And after that, the task "Someone from Your Own" will be updated for you, and you will have to go in search of Brekker's lair. Well, it's not far to go, and there is a mark on the map.

Get down. You will again have to wander along the long path that goes towards the mark. Nothing remarkable. At the end, there will be Brekker himself, who died from one good blow. Well, he's on his way there. On this task "Someone from the" passage of Dragon Age 2 will end, and you can return to Hubert. Then listen to my advice - go again to the Bone Pit, half of which belongs to you. There, in the camp, you will be given a new task "Crawling through the cave" - ​​to destroy the spiders in the cave. Well, search everything here and enter inside the cave. There, you will immediately have to kill a crowd of farts, and the task will be completed. Go back to Jansen and complete the task. Well, that's great. You can get out and go further along the path of passing Dragon Age 2.

Mark the task "Not everything is gold", in which we need to find the sons of Yeven on the deep paths. We need to immediately go to the east, where there will immediately be creatures of darkness. Well, kill them all, you don't need them. And at the crossroads you will meet the first brother, who will tell you that their middle one, Ivan, decided to find a masterpiece sword. Well, we need it too. You came to the crossroads from the west, so go down first to the north, kill the crowd of spiders, collect trophies and go north. There, after walking a little, you will see a crowd of creatures attacking the second brother. Help him, listen to what he has to say (in any case, the passage of Dragon Age 2 is designed so that you have to listen to him), and return to the fork to go east. In the large hall, which immediately comes across to you, is empty. But further ... Next, we are waiting for another mark on the map. This is the corpse of Ivan, the third brother. And from it you can pick up a golem control rod. Move on and use the wand on the highlighted golem. Now he fights by your side. Pro go ahead, killing the same golems. True, after that, the wand will no longer act on your golem, but these are the details ... For now, let's move on. And in the large hall you will meet with another pack of enemies, led by Ogre. From the large hall, turn north to the mark. There you will find hidden treasures. That's it, you can go out and return to the Upper City to Yeven to turn in the task "Not all that gold." In the game Dragon Age 2, the passage is quite profitable if you correctly complete the tasks.

Next, run to the church and take the task "Jumping for the Sketch" on the board. Well, you can do it. Run around the sewer at night until you are attacked. However, you won't get very far. Therefore, it is better to postpone the task until better times, you will certainly meet with the gangs you need. Mark the task "Explosive service" and move to the Port, to the Qunari camp. And Arishok will tell that someone stole the recipe for a gas that causes blind rage in the person who inhaled. Therefore, ask him in more detail and move forward to the Cloaca - this is where the "Explosive Service" task leads us. There you will have to talk with a barker from the Society, who will tell you and point out on the map where you can find Javaris, who is allegedly guilty of the theft. Well, head down to the Smuggler's Pit. And in the very first room, a horde of opponents awaits you, however, in the game Dragon Age 2, the passage constantly confronts us with enemies. Next, go to the northern branch of the tunnel, which will lead you to the spiders and the button on the floor that activates the trap. Stand there for a few seconds - why do you need extra opponents? Then climb back and follow the last path. In the large hall there will again be a crowd of opponents who have to be killed. Search their corpses and go further to the north - this is where we need to go if you want to complete the passage of Dragon Age 2.

At the next crossroads, you need to turn south, as there will be opponents, and, therefore, trophies. Now exit the cave as marked on the map. The door will lead you to the wilderness, where there will be more mercenaries and Javaris himself. That's how the bird sang! It turns out that a certain elf is using him as a cover. Hmm, gotta figure it out. Javaris will direct us to the Lower City. After collecting trophies, we go there. More precisely, at Night in the Lane, which is located near the Lower City. There you will be met by a brave knight who warns of the danger that could lie in wait, and even lie in wait, around the corner. Namely, a gas that poisons. The damned elf did it after all! Well, this will only make the passage of Dragon Age 2 more interesting.

First, pick up the steel lock, and then go over all the gas barrels. True, each barrel needs a new lock, but they drop out of mercenaries. And as soon as you finish off the last mercenary and close the last barrel, that same elf with a huge cut will appear. Chat with her and then kill this fanatic, as well as new mercenaries. Well, shall we inform the Arishok about what has happened? On this, in fact, the assignment of the governor is completed and it's time to go to visit him - the passage of Dragon Age 2 again leads us there. But first, go through the assignments of the satellites. There are three quests: the quest "A Ship for Isabella", the quest "The Long Way" and the quest "Dissent". Here, do them. The first task is just chatter. Third - there is a continuation that must be performed. But the second is better to do along with the delivery of the quest to the Viceroy. Right there, in the easternmost room, lies another evil book by Tarone.

After talking with the Viceroy, you will receive a reward of 3 gold and a new task "Find and Lose Again". To complete it, you need to talk to Seneschal Bran right there. He will send us to Hangman at night, but you approach Aveline to find out what she wanted. She will ask you to transfer the package to Donnik, and in such a way that he does not even understand who it is from. Well, let's fulfill the request, although it is strange for the captain of the guard in the passage of Dragon Age 2. True, he will take us for fools. But that's not the point. Run back to Aveline and take the schedule, which she will ask you to post on the board. Then back to Aveline, who will eventually ask us to invite Donnik to Hangman. Well, I think it can be arranged. After the invitation, go to Hangman at night. There, Aveline will again be disgraced and the task "Long Way" will not end. Now we need to arrange a quiet patrol on the Ragged Shore... Well, let's go there! After following the mark on the map and killing a bunch of dogs, you can give a signal fire. But they fail again! Let's move on to the next mark. There, having dealt with a crowd of pirates and giving a signal fire, you become a witness of another failure. Well, our path lies further, to the third mark. There, everything will go awry again, as our sweet clover will leave as soon as he hears from us that Aveline is in love with him. Run to the barracks! There, chat with Aveline, who rushes about like a hunted animal. In general, everything will be decided here. Actually, on this task "The Long Way" will end, you will gain experience, and Aveline - your beloved. It's great that at least one of the companions in the Dragon Age 2 walkthrough was attached.

Mark the task "Disagreement", which is a continuation of Anders' task. Actually, we go to the Cloaca. Come to the entrance and go down. In the cave, go first to the east, as there is a dead end, and the study will not be delayed. Then go back and go south. At the next fork, you willy-nilly take the western road, as there are enemies. But it's nothing. Going further you will see that the tunnels merge. True, there is a large hall there, and it is better to return along the second road to the crossroads, and then go further along the passage of Dragon Age 2.

So we have to go and go, there is only one way, the opponents are monotonous, therefore you will not go astray. And at the place of the mark on the map you will see how Sir Alric threatens the Mage with restraint. And then Justice in Anders will be furious. Wow, they will be fun to kill. I never liked bald idiots who try to prove to someone that they are the smartest. And after their death, Anders will run away. So the next step is to act together. Well, collect trophies and move on. You can turn into the gut in the west to collect trophies there as well. After that, exit to the Cloaca and go to the hospital to Anders. How is it that he left in the middle of the task "Disagreement"! Arbitrariness! In the game Dragon Age 2, the passage forces us to follow some rules in the squad, because this is doubly outrageous. Actually, the task will end there, but we will need to talk with Anders again on the "A Matter of Faith" task. Actually, there is only chatter, nothing more. Now, on an assignment with the same name, go to Fenirs, to his estate. There will also be only chatter, however, very entertaining. Now let's complete the task "reflection in the mirror" with Merrill. I think you already know where she lives. Actually, she will ask you to go with her to the Guardian on the split mountain. Well, take her to the squad and blow there - and the passage of Dragon Age 2 will not be stingy with rewards.

You will receive the "Reflection in the Mirror" quest, which now requires you to kill Varterral. Well, the herbalist's quest will also advance. And good! We move according to the mark on the map and enter the cave. Go down the stairs, kill the spiders, pick up the amulet of the Family and move on. At the fork, go south first, pick up another amulet of the deceased, and then go north. In one of the turns to the west, you will meet a man who screams about Merrill's incomprehensible deed. Hmm, she didn’t tell us anything like that in the previous chapters of the passage of Dragon Age 2 ... Well, let's catch up with the runaway. True, a varterral is already waiting for you there... But these are the details. Killing him is long and difficult, so be careful. In addition, he has a tendency to call on spiders for help. Nevertheless, he managed to kill him without loss at all. Well, it's time to go back. True, there will be two ambushes along the way, but these are the details... Talk to the Keeper and return to Merrill's shack. I decided to give her the artifact, because I wonder what will come out of the mirror. But the repair is not over yet, so the chatter will lead nowhere. Recruit a squad and move on to turn in side quests, which are, as always, a shaft in the passage of Dragon Age 2. For example, complete the task "Fine Pants" and give them in the Upper City at the market square. Also in the Casemates do the task of the herbalist.

Now go home - maybe there will be a letter? Yes, there is a letter, but only it will not entail tasks. Therefore, mark the task "Find and lose again" and go to Hangman. There, talk to Orvald the braggart and listen to what he says. And then he will attack, and he will almost have to be killed. Then he will tell us about the fact that his employer was a templar. Well, let's take a walk to the church... There you will have to talk to the same woman we encountered earlier. Remember her from the last part of the passage of Dragon Age 2? In general, she will decide to give you one templar, a former bodyguard. Well, let's go to a meeting. There is also the third Wicked Book. Exit the church and go to Sir Varnel's hideout. There, at the end, a performance awaits you. Naturally, save the Qunari! Beat the enemies! After their death, several cutscenes await you, in which you will see both the governor and the collection of corpses ... After all this, search the box, pick up a gift for Aveline from there and go to visit her. Give up the shield and... Continue the game Dragon Age 2, the passage of which will entail a lot of interesting things.

It's time to come home! Activate the task "All That Remains" and move home. And there is already something strange going on. Mothers brought white lilies in the morning... However, the situation... Do you still remember that maniac, whose crimes are drawn from the first chapter? In general, go to the Lower City at night. There, ask the boy, offering him money, and follow the bloody trail of that mysterious man. He will lead you to the Foundry. There, too, you need to follow the bloody trail until you come to a secret hatch. If you get lost, it is located in the northeast corner of the map. In general, you should be able to use the map - then in the Dragon Age 2 game, the passage will become noticeably easier.

On the first platform you have to fight. And after the fight you will see a familiar woman. Move further along the corridors. You will have to fight only in the room where the maniac built a kind of altar to a woman. And in the picture - a person very similar to your mother. Let's move on faster! I won't tell you what happened to your mother. You will see everything for yourself ... You will have to fight notably, and this will all end. Just chat with everyone without spoiling the relationship. Well, let's move on with the passage of Dragon Age 2...

Mark the task "Captain's Sympathy" and go to Aveline for a conversation. Actually, there is only chatter, so immediately go home on the assignment "Following Kun." Actually, now back to the governor. He will ask you to return the son who decided to accept Kun. Well, let's go to the Qunari. Mercenaries attacked me along the way, and I removed the complete helmet from their leader. Great, he will help us a lot with our passage of Dragon Age 2. Move to the Arishok, who will tell you that Seimus, the son of the governor, was lured into the church. And we need to go there at night. Arriving there, you will find the murdered son of the governor and the mother of Patrice, who will accuse you of murder. And so that her involvement became clear. She will also set fanatics on you. Kill them and you will witness the death of Patrice's mother at the hands of the Qunari. That's right, I fully support it. In general, the task is completed and the governor was left without a son. Unfortunately, this cannot be fixed in the passage of Dragon Age 2...

You will have the task "Catch the thief". To do this, go to your home and chat with Isabella. There you will have a choice - to go help Isabella or go to the Arishok. I chose Isabella, especially since the Qunari might need the relic. We - at night in the Lower City. As soon as you approach the entrance to the Foundry, the Qunari will attack you demanding to give the relic. Well, I told you! Then listen to Isabella and go inside. There is already a slaughter between the Qunari and the Tevinterers. Complete the rout, collect trophies, search the building and go outside, for Isabella, who ran out at the beginning of the battle. And here in the game Dragon Age 2, the walkthrough is preparing a surprise for us.

Here you will find the corpses of the previous Qunari squad and the corpse of the man Isabella was chasing. It will have a note on it. That's the news! It turns out that Isabella decided to leave us... Do not despair, but leave the area and go to the Qunari camp in the port. But along the way, I was attacked for the umpteenth time by Dog People. And after their death, the location of their base was revealed. Let's visit there before going to the Qunari. You have a mark on the map, so go boldly into the alley and cut out everyone there. In the passage of Dragon Age 2, you can’t feel sorry for the bandits in any case!

Well, now just to the port in the afternoon on the assignment "Demands of Kuhn." There, in front of the entrance to the Qunari region, stands Aveline. And talk to her. Now break into the camp and talk to the Arishok. He will demand the relic, and Aveline, in turn, will demand the extradition of the elves who escaped by accepting Kun. And they do not intend to extradite criminals. You will be asked the question - what would you do in the place of the Elves? I wouldn't give them away. This is a very important decision in the passage of Dragon Age 2. But in any case, Arishok will kick you out by attacking. Well, so be it. Talk to Aveline, recruit a squad and advance to the Steward's fortress to warn him. On the way through the entire Lower City, you will be constantly attacked by the Qunari. They are strong opponents, do not underestimate them.

You will come to the entrance to the Upper City. There will be a scene where the Qunari are dragging a woman, and we can help her. Of course, who will leave a helpless woman in trouble? So in the passage of Dragon Age 2 we will save the lady. Great, let's move on. Actually, after the second attack, you will meet Meredith for the first time. A wonderful woman, and an excellent fighter. Move on. And in the next square, you will see how the thugs are fighting with the Qunari. Well, help everyone die. So we will have to break through until we get to the governor's fortress. There, after killing another batch of opponents, talk to the elf - the First Enchanter Orsino, who... will revive your sister! Great, I'm glad she's alive... But then Meredith will come up and there will be a dispute over who will lead the resisters. I modestly offered my candidacy and it was accepted. And this is the best option, because after that you will have some advantages in passing Dragon Age 2.

And when you approach the tower, it will depend on you whether you will go on the attack or distract the Qunari to save the hostages. Procrastination is like death, and I decided to attack. We need to find a replacement soon! Going inside the building, you will immediately be attacked. Well, kill them, although the fight is not easy. Now search the building and go to the viceroy. Before the last door, save - it will be hot. It is there that you will see the head of the governor and the Arishok. First you will need to kill the Revered Guard, and then talk to the Arishok. Get ready - another difficult turn in the passage of Dragon Age 2.

He will say that until he has the relic, the way home is ordered for him. But... Then Isabella will appear and give him the Scripture of Koslun. True, he also wants to take Isabella in order to preserve traditions. Ha! So I gave it to him. And the Arishok will challenge you to a duel. I agreed, because honor is dearer than life. Keep in mind, the Arishok is the strongest opponent you've ever fought. In my case, as a rogue, I was only able to win by constantly running away until my skills recovered. Otherwise, the Arishok knocks down to the ground and finishes it off very quickly. Therefore, be careful - it is better to run once again than to die. And after his death, it is you who will be appointed the new Defender of the city. Honorary position in the passage of Dragon Age 2...

Third chapter

An excellent start to the last stage of the passage of Dragon Age 2. You will see the sermon of the First Enchanter, who preaches against Meredith. Also, the Mother Superior will have to. It is she who will disperse the entire assembly. Let's start our new journey by visiting our house and reading the letters. First, let's take care of the tasks of satellites. Mark the quest "Isabella's Repentance" and go to talk to her in Hangman. After the conversation, she will join your squad again. Great, I didn't want to lose such a strong fighter in the passage of Dragon Age 2. Now go to Varric on the quest "The Storm and what preceded it." There you will find another chatter. True, very interesting, but not fruitful. Next, mark the task "Conversation" and go to Merrill in Elfinage. Again, nothing specific. Okay, we are waiting for the task "Visit Anders". Again, you just need to talk. Now mark the task "Defenders and Captains" and move to Aveline. She has nothing special at all. True, when I entered the barracks, I received the task of the companions "Justice". But first do the quest "Talk to Fenris". This is where something interesting will appear in the passage of Dragon Age 2.

It turns out that Fenris secretly sent money to his sister so that she could come. And here she is, and Fenris himself is afraid that this is all a trap. That's why he asks to go with him. Well, why not? Especially since you have to go to the Hanged Man to see her. Don't delay, and move there during the day. the task "Alone" leads us to the tavern. Of course she led us into a trap. Well, that's the reason to kill Danarius! Or rather, first his henchmen, people, and then the summoned demons. There will be four waves in total, and on the last one you can already kill him. And what to do with your sister is up to you. I let her go - there is nothing to stain yourself with fratricide in vain. And besides, her death will not bring any benefit to the passage of Dragon Age 2.

Let's continue the tasks of the satellites - we note the task "Justice". Go to Anders' asylum and chat with him. He will ask you to help him prepare a potion to remove the demon of Justice from him. Actually, we need to find two ingredients for his potion, and that's it. Head down right there and go down into the underground passage to search for saltpeter. Now you have to search the entire dungeon in search of saltpeter deposits. There is nothing complicated - fight and seek, and that's it. There are five saltpeter deposits in total. And after finding the latter, you can leave the location. Go first to the Upper City to the market square. True, not far from her stands Taarbas - Qunari, who collects Qunari swords. You could take one such sword in a box in Anders' hospital. Well, give it back. If you don't take the money, you'll gain experience. Very useful, especially since merchants also have swords. And if you decide to take the money, you will not get significant benefits. Sometimes swords will have to be bought for 3 gold, and you will only be rewarded with 30 silver, so it is more profitable to gain experience to complete Dragon Age 2.

Now go to the lower right corner of the map - to the southeast - and talk to Nunzio. He's on the hunt for a killer - nothing special. Agree to find the killer. And move to the marketplace. Here, firstly, you can buy a Qunari sword, and secondly, talk to Hubert. He will give you a new task "Massacre in the Mine". Here we will immediately do both tasks in the Bone Pit. In general, we go there. You have two paths - east and south. Let's take a walk east first. It is there that we will continue the task "Justice". It's good that in the passage of Dragon Age 2 you can perform two tasks at the same time. Go inside and look for the Dragonstone deposits. As you might guess, spiders are waiting for you. At the first fork, go east - there are the second deposits. Now we move south to the next fork. It doesn't matter where we go there, because the roads will merge again, and we still have to make a ring. In the last hall there will be a giant spider, which, however, is easily killed. After you have the fifth Dragonstone, you can exit from there and continue the passage of Dragon Age 2.

Now we are heading south from the fork on the "Massacre in the Mine" mission. As soon as you come to a large field, a dragon will appear in front of you. Hooray! We must kill him. Only the dragon will periodically fly up, and from there beat you with its breath. While he is shooting, small dragons crawl out of all the cracks, which must be quickly killed. And after killing the dragons, the highest dragon descends from the cliff ... And the beating continues. True, it is not entirely clear whether beating you or the dragon. This is perhaps the most difficult enemy of all in the passage of Dragon Age 2, who was up to this point. Even harder than the Arishok. But he fell, and a lot of trophies fell out of him. Including, and the armor of the defender in the kit to your gloves. Yes, you will definitely need a magician who can heal and a lot of bottles of health potion. But in any case, this will complete the Massacre in the Mine quest.

To be more precise - to Anders' hospital. And then he will ask you to distract the Mother Superior of the church with a conversation so that he can secretly slip into the church. Hmm, this sounds suspicious... But okay, let's go to the church in the afternoon - the passage of Dragon Age 2 throws us another interesting puzzle... And there talk with the Lady about magicians... Anders will come to you and you will find yourself near his clinic. Well, talk to him and complete the "Justice" quest. Now go to the Upper City to Hubert and talk to him about completing the "Massacre at the Mine" quest. Actually, tell him that you will take what is rightfully yours and he will give you the Bone Pit. Amazing! We'll need the mine.

Now let's complete the side quest "Who needs to be saved?" in the passage of Dragon Age 2. To do this, we are on our way to the Ragged Shore. Here you will be met by a certain Ivets, who wants to kill you. Well, I don't think he can get away with it. It will not be difficult to kill these idiots, after which you should start reconnaissance of the area. Go west first, remember. Skirmishes with the Tal-Vashoths are inevitable there, but they are no longer your opponents. The Avirgan Scroll lies right there - if you go not to the west, to the south from the beginning and turn into the first small dead end. the task "Who needs to be saved" will continue in the most southeastern point of the map. the task is very curious and not difficult, so see it yourself. Next, go to Shattered Mountain. There is another Avirgan Scroll (another quest for the passage of Dragon Age 2) - almost in front of the Dalish camp. It lies on the lower bend of the path in front of the place where the sentinel elves stand. Then go up the right path and kill the crowd of enemies in front of the cave. Arcane Horror will drop a great two-handed axe. And there lies the last Avirgan scroll. Then go up in the cave, kill all the enemies there and go to the cemetery. Don't forget to search the corpses! At the cemetery, we first need to search the graves, from which corpses will crawl out, and then climb up the path and kill the Signalman and two named enemies. Killing them is not difficult, but long. It is after this that the task "The Scrolls of Avirgan" will move to the next stage. Namely, we need to go to the Underbelly.

When you get there - go almost to Anders' hospital. There, to the left of the stairs, is the entrance to the Hidden Lair. And in the first hall you will have to fight with Hybris. This is a very strong demon, which, moreover, also summons smaller demons. And it will take a very long time to beat him. I had to use a lot of healing potions and a couple of stamina potions to kill him. But it's no harder than the dragon you killed earlier. So you can safely rush into battle, not the most difficult in the passage of Dragon Age 2. And after his death, the task "Avigar scrolls" will be completed.

Now mark the quest "Visit Hamelin" and move to the Lower City during the day. There you already know the habitat of Hamelin. In the house, read the note on the table and then talk to Gamelin. Your task will be updated and you will be able to go to the sewer on the task "Gamelin's Greatest Treasure". I wonder if we can get hold of this treasure in the passage of Dragon Age 2? There you have a mark on the map - that's where we move. True, the gem of Keroshek will not be found there among the people waiting for us. But they are very unfriendly. Then pick up some spanking mallet from the main robber and move towards Gamelin for a conversation. After a short conversation, look at the slap mallet on the wall of Hamelin and move to Elfinage to examine the venadal, the folk tree of the elves. Especially since it's close to running. Ha! This is where one elf will give you a note. Hmm, the note asks us to come to the port at Smetti's Fish Gutter at night. Anyway, let's go there and go, although the name is scary for the passage of Dragon Age 2.

Our target is the place where the smuggler stands during the day. By the way, there is another sword in the chest. Slave hunters will attack you, but that's not a problem. All are easily killed even without the participation of special abilities. After the death of all enemies, go inside. Your cargo is upstairs near the table. True, upon opening it will be revealed that this is a trap! What a shame, kill all opponents. After that, collect trophies like this - first collect all the boxes, and then pick up trophies from the dead - they will be useful to you in the passage of Dragon Age 2. And it is advisable to pick up the corpse of the commander last. Now we need to go to the Lake, not far from Kirkwall. Hm, let's go.

Leave the location outside the city and go to the Lake. There is a cave in front of you. Well, there is only one way. In the first hall there will be a crowd of enemies - a skeleton and spiders - who are killed surprisingly quickly. Again, there is no greenpeace on us - the whole passage of Dragon Age 2 we kill helpless animals ... Do you remember this cave device? Then at the fork, first we go along the western road, then we return and move along the eastern one to the large hall. Your... cousin is waiting for you there! News however. True, a certain Vekel will appear, who does not follow the language. In general, a fight will begin with him. Killing enemies is long, but easy. Then chat with your cousin. I sent her to speak with Gamelin. Although you can take the gem for yourself. The time has come to go to Gamelin's house and ask how their conversation went. Actually, this will end the task "Gamelin's Greatest Treasure" of the passage of Dragon Age 2.

Go to the Blooming Rose Brothel at night. In case you forgot - it is located in the Upper City. As soon as you approach the back room - Isabella will offer you to scream and scold her. And there is no doubt, because Velasco may suspect something. Wow, it would be a shame if the plan didn't work out. But anyway, come inside. There, hand over Isabella and then follow her trail into the passage of Dragon Age 2, it is marked quite clearly .. From the exit from the brothel, the trail is very clear and easily noticeable. So you will reach the exit from the location and go to the Lower City. True, the trail will pass through the entire lower city and the task "No rest for sinners" will lead us to the port. There, following the next trail, you will reach the door, behind which is the entrance to the landing site of Castillon. Rush in and cut out the enemies. After the death of all enemies, re-recruit a detachment and search the house. There are 13 gold coins - they will not be superfluous to you, like any money in the passage of Dragon Age 2. As soon as you pick up the documents from the box marked on the map, you will need to leave. And it is then that you will have a choice - to release Castillon with documents and get a ship for Isabella, or kill him. I decided that let Isabella get the ship of her dreams. Well, the quest "No rest for sinners" has been completed. But something else has been updated - "Questions of Faith". Here we go to the Hanged Man for him. the task is not conceptual, but interesting. Therefore, we will not develop spoilers - the passage of Dragon Age 2 will be more interesting if you do not know the results...

It's time for the main task "On the loose". To complete it, go to the Casemates during the day and go to the Hall of the Templars. There, go to Meredith according to the mark on the map. She will send you in search of three escaped mages. Rather, there were more magicians, but the rest have already been found. But with these three things are a little more complicated. Accept this assignment. Now talk to Elsa, Meredith's assistant. She needs to learn all the data about the fate of the three refugees and then go in search of them. I propose to start with going to the Cloaca - the collection of slops in the passage of Dragon Age 2.

It is here that the task "On the Loose" will continue - we need to find Evelina here, one of the escaped magicians. When you come to the Underbelly - according to the mark on the map, you have to talk with Walter. How interesting... It turns out that Evelina got angry at the Templars and changed. And now her wards are afraid of her wrath. Well, let's go into the sewers - this is where this heroine of the passage of Dragon Age 2 is hiding. The entrance there is already marked on your map. And in the first hall you will be met by ghosts and a demon of anger. Well, one wave is not even worth mentioning. Therefore, we move north, along the only available passage. In the second hall - about the same picture, only with traps in front of the entrance. After the death of all enemies, we move on to the third and largest hall. And there you will see how Evelina appears and two guys, her wards. They wanted to warn Evelina. But she says something in a sepulchral voice about broken rules... Hmm, we need to stop her, otherwise in the passage of Dragon Age 2 we will stain ourselves with the murder of children. And it will turn, you guessed it, into a terrible, terrible demon. Killing him is quite simple - I took exactly one best hit. Give the kids some money - let them find something to do. Yes, 5 gold is a big amount, but children need it more. This will complete the part of the "On the Loose" quest about Evelyn.

We move on - to the elfinage. To shorten the travel time - go to Merrill's shack, and then go outside from there and select the Lower City. Learn to use the map also as a way to quickly move through the passage of Dragon Age 2. You will find yourself in the Elvenage, where you will need to immediately talk to Nissa. It turns out that Khion came to her immediately after the Templars. But she did not recognize her Khion and drove him away. Now we have to get back here at night. Well, Merrill's shack is nearby. You will be late and Khion will kill Nissa. Sorry, but there's nothing you can do. He is also not a strong enemy, he is killed elementarily. And he will drop Protector boots - the best boots in the game. This stage of the "On the Loose" quest has been completed, so it's time to move on to the passage of Dragon Age 2.

And now we go to the Upper City at night to complete the part of the task "On the loose" about Emile de Spears. Actually, the count's mansion is located in the lower left corner of the map, but it is marked, so you can easily find it. Ha, how amazing. The mother covers her son, and even gives him money. True, what else did you expect from a loving mother? As in life, the passage of Dragon Age 2 shows us many cases in which moral choices are to be made. As it becomes known, you can find it in Hangman. Well then, let's go there. Just search the house first - for example, in the northeast room is another Qunari sword. In general, when you finish the search, move to Hangman. In general, it turns out that Emil escaped from the circle just to kiss the girl. Well... to become a man. For this he gave his family ring. What are you going to do with him? Maybe let go? Or take me to Meredith? The second is better - why do we need extra blood in the passage of Dragon Age 2? But only by letting go to start somersaulting with the one to whom he had already paid. Actually, after that it will be possible to go and take the task "On the loose" to Meredith, since it has already been done.

Go to the Casemates and report to Meredith on the completion. Actually, here you have to decide whether to live Emil or not. Let him live, damn. Talk to Meredith and either support your mage or shut him up. I decided to support, because he spoke the pure truth. But in any case, you now have a new task and a new round of passing Dragon Age 2.

Go to Hangman on the quest "A Little Problem". There we have to talk with Varrik. It turns out that Varric sold his brother's house to some aristocrat and now there is a problem - ghosts. Well, we need to deal with the problem. the task "Haunted House" provides for Varrik in our group. Well, so be it. Travel at night to the Upper City. There you have to go into Bartrand's house and start exploring it. We have only one way - to the west. You will reach the last room without problems - however, what problems can we have in the passage of Dragon Age 2? Then go further - there is only one way. In the northeast room you will hear a touching story about a plate... But it is not conceptual. In any case, let's go to the central hall. Climb the stairs from it, examine the left and right rooms, and then - to the center. There you will talk to the girl who will run away... right into the clutches of the intangible golem! Kill him. Periodically, the golem breaks up into ghosts, which also need to be killed. After the death of the golem, you will find a piece of the idol in it. By any means force Varrik to give it to you, otherwise the same thing will happen to him as to Bartrand. Now enter and go home, where you need to talk with Sandal. Actually, he will change a piece of the idol into an excellent rune for weapons - it will come in handy in the passage of Dragon Age 2. Do not forget to read the letters, and then go to Hangman to Varrik.

There, two of his tasks are already waiting for you - "Closing" and "Anniversary". Both tasks are nothing more than ranting. After talking, the tasks will be completed and you can move on. Next, complete the task "A New Path", which will have to chat with Merrill. She will ask you for help in fixing the mirror, namely, to meet the demon she saw at the very beginning. Well, why not - as a last resort, we will kill him, which will be useful in our passage of Dragon Age 2. Just read carefully what she tells you. Our path lies in a split mountain. Pass through the elf camp, go up the right path, go through the cave and exit to the cemetery. There, use the Shrine - the altar - on which Merrill will pray. Now let's move on to where you once killed the dragon. In the clearing, after the death of a crowd of enemies, you need to go into the cave "The End of Pride". Pick up the weed inside and use the Strange Idol. However, here in Dragon Age 2 the passage gives us a surprise. The demon's container is empty and has been released by the Guardian. True, she released a demon into herself and we will have to kill him ... There is nothing difficult in this - just maximum damage and you will be the winners. But the Keeper will also die... Well, get out of there after picking up the trophies. And at the exit, a kind meeting from the elves is already waiting for you. Tell them you won't let any more bloodshed or you'll have to massacre the entire camp! And this is in the passage of Dragon Age 2 we do not need. So keep in mind. Yes, and one more note. Merrill will no longer be removed after completing the quest in the squad selection window. But don't despair! although the task "New Way" presents us with such a surprise, it is easy to solve it - just go to your house, where, as you know, there are no satellites. Actually, you can move on in any company. This glitch can be fixed with a patch, but in general it does not interfere with the passage of Dragon Age 2.

Now let's complete one more task of the satellite "Favor and error" to Aveline, in the Barracks. There you will find the task "King Alistair". However, you will finish it as soon as you enter - chatter will begin. It will not bear any fruit, so you can ignore it. Just a great plot twist. After it, you can already go to Aveline. There you will see how the commander of the Templars is trying to take command of her. And of course she refuses. A logical decision in the passage of Dragon Age 2. Well, talk to her and go to the night watch to check on Donnik. To do this, we go to the port at night. Only you should be on the team with Aveline. And you don't have to take anyone else. Scatter all the attacking brethren there. Actually, after the conversation, you need to go to the Casemates to talk with Cullen on the same task "Favor and error". True, and the conversation will not solve the issue either. Now we have to move on... Downtown at night to talk to Brennan about unfounded complaints. It turns out that the former captain, who was replaced by Aveline, stirs up the waters. Well, let's go to the meeting in the Underbelly. Hmm, and why are they all so attracted to this place in the passage of Dragon Age 2. Actually, the place is marked on the map, so you can't go wrong. There you will have to kill the captain himself with his supporters. After that, you will need to move to the barracks and talk to Aveline already there.

It's time for the "Serve Cold" quest, which takes us through the main storyline. To do this, go to the Casemates and go to the Hall of the Templars. Here you have to talk with the main Enchanter Orsino. He will ask you to go to a secret meeting of magicians in the Upper City at night. Well, let's go, of course. Actually, when you arrive at the place, you will be attacked by mages and templars mixed. Kill everyone - it's not the first time you've done a purge in the passage of Dragon Age 2. There will be a note on the lieutenant's body that will update your task. Now we need to go to the port at night and enter the warehouse according to the mark. How far the quest "Serve Cold" takes us! Here you will again have to kill everyone, having heard that the Templar cannot do something there. It turns out that this is the same guy you saved a long time ago. And after the death of all opponents, he will tell you that the conspirators wanted to kidnap your friend. Namely, my sister. Great twist! Okay, end the conversation, let the boy go and start collecting trophies. It is here that the sword of mercy lies, which will interest Fenris. Well, that's great. True, the sword itself is weaker than what I already had, since the passage of Dragon Age 2 made me buy a good weapon.

Go outside and go to the Ragged Shore, because that's where the "Serve Cold" quest leads us. Here we need to go to the very south. I think the mark on the map will come in handy. True, you will be attacked as soon as you turn onto the southern path. After the death of the enemies, move down, where Trask is already waiting for you. Talk to him. I decided that I needed to let my sister go and dance from this - my own blood in the passage of Dragon Age 2 is very important. Grace will go crazy and attack you - you'll have to kill them all. From her corpse, you can pick up the defender's helmet - the best helmet in the game. And as always, the police in the form of templars will arrive after the battle is over. Talk to them and pick up trophies. Now our path lies in the Hall of the Templars to Orsino. He will reward you, and this will end the "Serve Cold" quest.

Well, are you ready to start the last mission in the passage of Dragon Age 2? This task is called "The Last Drop". Actually, when you start to implement it, you will not be able to go anywhere. Therefore, search everything you can, buy everything you need and improve all your companions as much as possible. And after that, you can already take on the task "The Last Drop". And for this, our road lies in the Casemates. The mage will meet you there and tell you that the conflict between Orsino and Meredith is in full swing! Orsino went to the abbess, and you will find yourself in place at the moment of the heat of passion in the dispute. Well, talk to them, ask them about everything - the passage of Dragon Age 2 requires this. And it’s still worth finding out what Anders did then in the church. And he did something truly terrible - he completely eliminated the possibility of a compromise between magicians and templars, killing the mother superior and destroying the church. You will have to choose which side you are on. Before that, I supported magicians. But then ... my confidence was shaken and the passage of Dragon Age 2 hung in the balance.

What will you choose? If you choose the templars, then this is how events will unfold... First, you, along with Meredith, will have to kill the magicians who came to the meeting with Orsino. Killing them isn't hard, so don't even talk about it. Meredith will ask you to come to the Casemates as soon as possible, and you will have a conversation with Anders. After the conversation, you will have a choice - kill Anders, leave him on the team, or drive him away. Well, since this situation has already happened, it's stupid to lose an assistant, so I decided to leave him on the team. True, he still does not want to, so you have to let him go. This is how the passage of Dragon Age 2 for the templars will turn. We are in casemates, and this is movement through the whole city. At the first crossroads you will have a massacre. Just don't forget to search all the chests and barrels along the way - there are first-aid kits and potions, which is very useful in the upcoming battle.

You will have to fight at every turn, magicians often call on the possessed, so just go, killing all the enemies in your path and picking up trophies. Although, in the passage of Dragon Age 2 you will no longer need them. Your path will come to the port, where you will have to fight again. And right in front of you there will be a magician who will summon a lot of ghosts. And... the demon of pride! It takes a long time to kill him, but it's also not difficult. I advise you to first kill all the little things, and only then kill the demon of Pride. That's the easiest way. The road will lead you to the pier, from which you will sail to the Casemates. There will already be a massacre, and you have to intervene in the conversation. Then ... Then you need to talk to all the companions and cheer them up. However, this is not required. So you can let Meredith know you're ready to finish Dragon Age 2.

Choose your squad and move on the attack. And here you are in the chambers of the Templars. Remember another map? However, it is available to you at any time. When you kill the first wave, Anders will come down... And you will have to kill him. Then Meredith will come up with a detachment, and will order the execution of two magicians asking for pardon. Guard Captain Cullen is against it, but Meredith doesn't listen to him. I decided to keep them alive, because we are not executioners, but defenders of balance in the passage of Dragon Age 2. Well, collect trophies and move on. Go first to the west, because there is a dead end, and you need to explore it. Beware, there are many traps. However, extra experience does not hurt. At the end, two demons of pride await you. But you have already learned how to kill them, so there will be no problems.

After that, exit to the central hall and go east. In the first hall, another crowd of enemies who are killed in thirty seconds. From there, go north, and immediately east, into another room with Templars enslaved by the demon of desire. However, in the passage of Dragon Age 2, you have already encountered this. Then - to the room to the north, where fire traps and the demon of anger await. Go back a little and head north again. There will be a mountain of corpses and Sandal, who is ready to trade with you. Sell ​​everything you don't need, you won't need it anymore... But carefully equip your squad. Have you traded? Then move to the last room west of Sandal. A crowd of ghosts, three demons of anger and an exit to the Hall of the Templars.

I'll have to talk to Orsino again. It turns out that he knew about the experiments of our mother's killer! This is what will make the sister turn her back on him and we won't have to kill her. Well, in the passage of Dragon Age 2, we will be able to give everyone what they deserve. But Orsino himself will have to. Moreover, with the help of blood magic, he will turn into a monster. It takes a long time to kill him, but there is nothing special about it. You have to kill him three times. The first time - this is a big monster, then - a small part of it, which constantly calls for corpses, then - again a big monster, which is also easily killed by common efforts. After his death, you have to talk to Bethany. And you will have a choice - to kill your sister or try to protect her. Of course, protect, it's a sister! She will be able to join you in the final battle, which will come at this point in the passage of Dragon Age 2.

Now you will be able to change the squad and you can take your sister. I went outside in this lineup - me, the robber, Bethany, Isabella and Fenris. When you get dressed, equipped, saved - go outside. There you will hear that Meredith hasn't finished curing the city yet. And you are the last tumor on Kirkwall's body. According to Meredith, of course. And her sword is interesting... the same idol formed its basis. It's a pity we couldn't destroy it. Well, we'll fix that now. Meredith beat for a long time. Yes, and you should not tell, because it is much more interesting to understand everything yourself. I can only say that it is absolutely not difficult and you will guess for yourself. Yes, and beware of the statues. After winning, the game will end. It remains only to listen to your further story ... This concludes the passage of Dragon Age 2, the plot of which you now know.

  • Video
  • I present to your attention the passage of the main quests of the 2nd act. As always, do not forget about the numerous spoilers.

    Kuhn requirements
    When issued:

    Key quest of the 2nd chapter.

    • The long stay of the Qunari in the city causes tension. The irritation of the Arishok grows, and the anxiety of the viceroy also grows. We need to find the source of this problem.
    • After the quest Find and lose again The animosity between the Qunari and the townsfolk of Kirkwall continues to grow and is fueled by zealots from the Church. The viceroy hoped that everything was settled, but the cause for concern has not gone away.
    • The next stage of the quest starts after completing the quest All that remains. Now that the "Kirkwall Assassin" is no longer rampant on the streets, all attention has turned to the growing friction with the Qunari. The viceroy will send a letter with a notice of new problems.
    • After completing the task Catch the thief we go to the Qunari camp. No matter what we say, the Arishok will declare war.
    • We leave for the governor's fortress to warn the city guards about the Qunari attack. On the way we meet Bethany / Carver (if he / she is a gray guard).
    • In the Upper City we meet with Knight Commander Meredith, as well as with Bethany / Carver (if he is a templar / she is a mage of the Circle). It turns out that the Qunari are gathering the inhabitants in the governor's fortress. We keep going there.
    • When you reach the fortress, find Viceroy Dumar and take care of his safety.
    • Arishok is waiting for us in the main hall. The viceroy, however, is no longer alive. After a small fight, the Arishok will speak to us. If you have a friendly relationship with Isabella, then she returns with the relic. It's up to you to decide whether to extradite Isabella or not. In the first case, the matter will be decided by peace, but you will forever lose Isabella from the party. In the second, there will be either a one-on-one duel with the Arishok, or a battle against all the Qunari.
    • Meredith eventually shows up and proclaims you Protector of Kirkwall. This concludes Act 2.

    Walkthrough: Act 2, main quests


    Walkthrough: Act 2, main quests
    explosive service
    When issued: viceroy at the beginning of the 2nd act.
    • We talk with Arishok in the Qunari camp.
    • We go to the Underbelly to the barker of the Society and find out where Javaris has gone (the one that wanted to get the Qunari explosives).
    • Javaris fled the city. We follow him through the tunnels leading from the Cloaca to the Smuggler's Pit.
    • It turns out that Javaris was set up. We go to the lane leading from the Lower City.
    • Poisonous gas has already been released in the alley. We close the barrels of gas with the help of locks lying on the floor. Along the way, we fight off the bandits. After that, we fight with a crazy elf.
    • Report fanatics to the Arishok.
    • We return to the fortress and hand over the quest to the governor.
    Finding a home
    When issued: Bodan at the beginning of the 2nd act after leaving the governor's fortress.
    • The Amell mansion in the Upper City has been restored. Bodan offered to return there as soon as possible.
    • Aveline will issue a quest Prime suspect.
    Prime suspect
    When issued: Aveline at the start of Act 2 at Hawk Manor.
    • We leave for the Casemates and talk with Emerik.
    • We make our way to the estate of Gascar Dupuy after dark.
    • Gascar claims that the killer is not him. It's up to you whether to kill him or let him live.
    • We return to the Casemates to report on what happened.
    • Emeric has disappeared. We go to look for him in the alley next to the Sewers (this is the Dead End at night on the map of Kirkwall).
    • In the alley, the demon of desire and many ghosts are waiting for us, which, alas, have already killed Emeric. We fight with them, then we talk with the templars. This completes the quest.

    Walkthrough: Act 2, main quests


    Walkthrough: Act 2, main quests
    Find and lose again
    When issued: viceroy after the quest explosive service.
    • We talk with Seneschal Bran in the governor's fortress and learn about the missing Qunari retinue.
    • We set off at night to Hangman and look for the guard who allowed the Qunari to pick up. He does not want to speak in a good way, so there will be a small scuffle. After talking with the guard, it turns out that the Church is involved in the case.
    • We go to the church to find out if the Lady of the Church is involved in the disappearance of the Qunari.
    • There we meet an old acquaintance - Petris, who managed to become a reverend mother. It turned out that she knows who kidnapped the Qunari - this is the templar Sir Varnell, her former bodyguard. We leave for his shelter (on the map next to the Cloaca).
    • At the hideout, we encounter Sir Varnell, some bound Qunari, and a mob of zealots. No matter what you say to Varnell, he will still kill all the Qunari and then attack. To help him will be several groups of fanatics, one after another attacking you. After the victory, we talk with the governor and complete the quest.
    All that remains
    When issued: after quests Prime suspect And Find and lose again.
    • There is a little commotion at the Hawke estate. Let's go find out what caused it.
    • It turns out that Hawke's mother, Leandra, is missing. Before that, they sent her white lilies (remember the quest Prime suspect). There are two search options: find Gascar Dupuis in the Cloaca (if he is alive) or help Gamelin in the search at night in the Lower City. If we choose the first option, then we will immediately find ourselves on the spot, if the second one, we will follow the bloody trail in the Lower City.
    • In the killer's lair, a bunch of ghosts and demons are waiting for us. At the end of the location we meet with the blood magician, but, alas, Liandra can no longer be saved. In battle, the killer will be assisted by several demons of desire.
    • Having dealt with them, we talk with Gamelin. Quest completed.

    Walkthrough: Act 2, main quests


    Walkthrough: Act 2, main quests
    Following Kun
    When issued: after the quest All that remains.
    • I recently received a letter from the governor. It must be about the safety of all of Kirkwall. After reading the letter, we go to the governor's fortress and talk with him about an important personal matter.
    • As it turned out, the son of the governor, Seimus, again left for the Qunari camp. We go to their camp to find out if Seamus left voluntarily.
    • On the way to the port, we will be met by people who are interested in preventing us from reaching the Qunari camp. We fight them off and continue on our way.
    • From the words of the Arishok, we learn that Seimus was lured into the Church. We go there at night.
    • In the church we find that the son of the governor was killed. The culprit was none other than Petris's mother. We fight off her fanatics and talk with the Lady of the Church.
    • After a while, the governor arrives. After talking to him, the quest ends.
    Catch the thief
    When issued: after the quest Following Kun.
    • Isabella wants to talk to you face to face. We return to the estate of Hawks.
    • We talk with Aveline and Isabella. Isabella asks you to help her intercept the relic. If you refuse, the quest ends and Isabella leaves the group.
    • We go with Isabella to the foundry in the backyard.
    • In front of the foundry, there is a squad of Qunari who are attacking us. It turns out Isabella's relic is very valuable to the Qunari. We decide what we are going to do with the relic: give it to Isabella or keep it for ourselves.
    • In the foundry, the owner of the relic escapes from the Qunari and Tevinter pursuing him. Isabella followed him. We kill the Tevinter and Qunari in the foundry, and then we go to look for Isabella.
    • At the exit, on one of the corpses, we find Isabella's farewell letter. Quest completed.

    Walkthrough: Act 2, main quests


    Walkthrough: Act 2, main quests
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