Walkthrough Dragon Age: Origins. Walkthrough Dragon Age: Origins Dragon age gnomes whose side to choose

We have to go into the deep paths in search of the perfect Branca to convince her to vote in the council for Harrowmont (for Belen). 2 years ago, she took her entire clan and went in search of the legendary anvil of the void. According to legend, it was invented by another perfect blacksmith Karidin, and with its help it was possible to create golems. I'm going to search.
At the very entrance to the deep paths, Oghren, Branca's husband, will join us. And although he is a stupid drunk who constantly stares at the beautiful Morrigan, he can help in search of a wife, as he knows the deep paths well. To begin with, we have to find Ortan teig. There we will find Branca's diary (we will have to fight the queen of spiders for it), from which we learn that she has gone to the Dead Moats - the area that is the border between the kingdom of the dwarves and the shelters of the creatures of darkness. Only the most reckless dwarves of the dead legion fight in this area. By the end of the passage of this location, it turns out that many gnomes died and became creatures of darkness, and one of them became a uterus (a creature that produces all this abomination). We kill the uterus, after which we open the way to the last location of the deep paths - the Anvil of the Void. As soon as we get into it, Branca comes out to us. She is alive and well, but... completely crazy. blocking the entrance so that we do not run back, she wants to bypass the traps in the corridors leading to the anvil at the expense of us. There is no choice, so we agree. There will be three dangerous rooms in total. In the first one, it will be necessary to turn off the gas by pulling 4 levers on the walls, as well as to kill the golems gradually coming to life. In the second, you will need to disable 2 floor traps with blades (Leliana does an excellent job with this) and get rid of a few more golems. In the third room, the test will be more serious. A strange installation will spawn the souls of gnomes (very strong, by the way). This will go on forever unless you do the following. As soon as you kill one of the souls, immediately click on that anvil (there are only 4 of them), which starts to glow. Then a fireball will shoot out of it, causing damage to the installation itself. Pieces of 6-7 such shots and the battle will be won. Now we go to the hall of the anvil. there we will meet Karidin himself in the form of an iron golem. He will tell us about the other side of the medal of creating an army of golems on the anvil. It turns out that in order to breathe life into a stone, you need to take life from a living being. Many dwarves were slain in their time to fill up the golem army to defend Orzammar. Karidin will ask us to destroy the anvil and release him from the thousand-year burden of responsibility. At this moment, the sleazy Branca will come running, who will offer us not to destroy the anvil, they say this is the key to defeating the creatures of darkness. The choice is ours. Personally, I chose in the end the side of Karidin and killed Branca. After the battle, Karidin will forge a crown for the future king of Orzamar and commit suicide.
Note: if you choose the side of Branca, then the fight will be a little more difficult, because. Karidin is almost not susceptible to magic, and hits much more painfully than Branca. Also, in the final battle, golems will fight for you, and not ordinary gnomes.

Back in Orzammar, at the second meeting of the council, we ourselves will name the future king and give him the crown forged by the Perfect. If you select Lord Harrowmont, then Belen will arrange a fight right in the council chamber. We send him to a meeting with a stone, after which we speak with Harrowmont. He rewards you with a staff, fulfills his promise and begins to gather troops to fight the Pestilence.
Note: if you crown Belen, then the first thing he does is execute Harrowmont, then he will give you his brother's hammer and send troops to fight the Blight.
Either way, Orzammar's support will be won.

Before you begin to describe the passage of the storyline of the game, it is immediately worth noting that the introductory parts of the story will differ from each other depending on which character you choose to save the world. In order to avoid confusion from the very beginning of the story, your obedient servant considers it necessary to describe all the options for plotting. So, briefly and in order.

Dwarf - Crown Prince

After a little chat with the servant, immediately go to the celebration, where you will meet with your father. From him you will receive instructions to find your brother Belen, who is in the Arena of Trials. He will tell you that your other brother is plotting something evil. As soon as you have time to return together back to the banquet hall, you will immediately be kicked off to one godforsaken city. On the way to it, you will meet a small number of opponents that you should easily deal with, especially since a group of allies will join you on the way. When you reach the city, deal with a small detachment of mercenaries and get a trophy in the form of a signet from the finger of one of them. Entering the house, place your associates on the plates that stand out against the general background. After this simple procedure, you will become the proud owner of a shield from a sarcophagus. With this wealth, go outside and break the wall, after which you will have to fight a little. For committed fratricide you will be put in jail. Before you get used to the official situation, you will be sent into exile so that you can join the order of the Gray Wardens. Having scattered all the ill-wishers along the road, you will finally meet Duncan and go with him to Ostagar.

Dwarf - Untouchable

Here, first of all, go with your partner to the tavern, where you will need to knock out a batch of lyrium from the local merchant, allegedly stolen from the Charter. Having taken the goods from him, go to your owner Berat, who will not appreciate such official zeal and will accuse you of theft. To earn the forgiveness of the boss, you will have to go to a kind of gladiator fights, in which you need to poison one of the opponents of your group. True, you will also have to replace the fighter who dropped out due to drunkenness, putting on his armor. Then distract Mylarom with a conversation while your accomplice poisons his drink. After that, you will find several trifling battles in the arena, followed by an unpleasant exposure and imprisonment. After getting out of prison and freeing your friend, make your way along the corridors, at the end of which you will finish off your employer. Now, with a clear conscience, get out into the street and after an unpleasant meeting with the guards, meet Duncan, who will offer you to go with him to Ostagar.

Human - Mage

After a short briefing, you will immediately start right off the bat, as you will immediately have to engage in a small fight. Then you will meet one magician named Mouse, who will recommend to communicate with two spirits. The first of these will be the spirit of honor. From him you will receive a staff, but not before you defeat him in a duel. Then, going a little further and scattering another portion of evil spirits along the way, you will encounter a second spirit - the demon of idleness. You can fight him or try to solve 3 of his riddles. As a reward for this, he will teach the magician Mouse to turn into a bear. Go back, where with the help of the Mouse, deal with a pack of ghost wolves. A little further you will meet with the demon of anger, after a short skirmish with which you will need to defeat him. After these adventures, you will wake up in your bed and, after talking with Jovan, you will find out that you need to see the head magician Irving, whose chambers are located on the second floor. When you get to the place, you will come across a group of people in the corridor, including Duncan. After talking a little, ask him to leave and continue your conversation with Jovan. After you promise him your help, you will need to go to the center of the hall, where one of the pacified will ask you to bring him permission from his superiors in exchange for a fire rod. Direct your steps to the laboratory, where one of the sorceresses lives. During the conversation, you will find out that she is ready to provide you with paper in exchange for cleaning the warehouse from spiders (the warehouse is located here). Having coped with the task, take the document from her and exchange it for a fire wand. Now you, along with Jovan and your comrades, will have a walk into the dungeons of the tower. After pretty much wandering through the catacombs and requisitioning a number of guards, you will reach a room with a closet and a statue of a cat. After pushing the first one and using a fire strike on the second, move on, where a small skirmish and the desired amulet of Jovan await you. After getting to the surface and meeting with old acquaintances, from whom Duncan will reject you, go with him to Ostagar.

Man - Noble

After talking with your father and Duncan who came up, you will go to your brother's bedchamber. Having entered the kitchen on the way and having dealt with a whole battalion of rats with your faithful dog, meet with your brother and talk to him, after which you go to bed with peace of mind. After waking up and realizing that you have been attacked, bravely scatter the adversaries in the corners and talk to your mother, then go down to the main hall. Carry out a systematic cleaning of the premises there and go outside through one of the doors and make your way to the already familiar kitchen. After talking with the dying father there, agree to join Duncan and go to Ostagar.

Elf - Urban

After the unpleasantly interrupted wedding, talk to Duncan and Valendrian. After finding out from them the reason for what happened, go to administer justice to Denerim's castle. Entering through the door for the servants, having previously cut down all the guards, get hold of alcohol and poison (you will get fire water in the kitchen, and poison in the pantry). Poison three more soldiers with this potion and move on to meet the kidnapper Vaughan. After killing him, take the girls home and accept Duncan's invitation to join the Gray Wardens.

Elf - Dalish

Faced with a detachment of people, deal with them for a couple with your friend and go to the ruins. There, having reached the mirror room, you will meet an unfriendly creature, defeating which and going to the mirror, you will wake up in your camp. After chatting with Duncan, first go to the elder's apprentice, and then return to the ruins, destroying everyone in your path. In the mirror room, after talking with Duncan again, go back and tell everything to the elder. Now you can safely go to Ostagar.

Elf - Mage

This plot is fully consistent with the history of the Man - the Magician, so there is no point in repeating it again.

Ostagar

So, having reached Ostagar, the first thing I recommend is that you thoroughly look around and wander around the neighborhood. Having coped with this task, go in search of Alistair - a new companion in your difficult endeavors. After interrupting his intellectual dispute with the magician, escort your new acquaintance to Duncan, from whom you will receive the task to collect three flasks of demonic blood and get old scrolls from the archive of the guards. Now, together with Alistair and two other party members, go to the swamps, where your squad will first be attacked by wolves, and then by the very demonic creatures whose blood you need to get. Having coped with the first task, I recommend that you wander through the swamps in search of a red and white flower (if you are not playing as a noble person). When you find it, then give the plant to the owner of the kennel in Ostagar. The reward for this will be the Mabari fighting dog (it will become available at the end of this game segment). Having reached the ruins of an old tower, located somewhere in the center of the swamp, your squad will face fierce resistance from all evil spirits. It is not surprising, because the desired scrolls should be stored in the chest, which stands in the middle of the ruins. But they are not there, since they have already been privatized by the family contract of witches - Flemeth and Morrigan. After a tactful conversation, you will not only be handed the manuscripts, but also sent back to the city. After meeting with Duncan and having passed the rite of initiation, go to King Kailan from whom you will receive a new task. You will need to cross the bridge and light a signal fire on the tower, which has already been captured by enemies. Make your way upstairs, chopping enemies into small vinaigrette until you reach the fourth floor. Here I strongly recommend that you concentrate, because on the top floor of the tower you will find a hefty animal that responds to the nickname ogre. Tips for destroying it are pretty straightforward - have plenty of healing potions with you and in no case knock your squad into a heap. If you do this, then in one attack, the org will be able to deal massive damage to all your comrades. Having coped with the monster, set fire to the torch, thereby completing the mission. Waking up in Flemeth's house and learning bad news from her, you have no choice but to go to the village of Lothering together with Alistair and Morrigan, who agreed to help your squad. By the way, if you got a flower in the swamps and gave it to the owner of the kennel, then along the way you will meet the dog Mabari, fighting with several spawns of darkness. By helping the animal, you will find a true ally for the rest of the game.

Lothering

As soon as you enter the village, a bunch of extortionists will stand in the way of your detachment, demanding money for the passage. There is nothing to stand on ceremony with them - take and chop everyone into cabbage. In the village, a bunch of side quests await you, but if you want to immediately move further along the storyline, then head to the tavern. There you will have a small brawl with Loghain's soldiers. In the event that you show mercy to them, another character named Leliana will join your party. After heading towards the exit from Lothering, you will encounter a man named Stan locked in a cage. If you want to release him for good behavior, then you will have to go to the local church and ask the abbess for leniency towards the prisoner. This can be done in many ways - from bribery to threats, however, if Leliana joined you, then Stan will be released automatically. With the whole private company, go to the exit from the village, where your squad will have to provide all possible assistance to two sly gnomes, fighting off the attacks of evil spirits. In return, you will get the opportunity to sell junk accumulated during your adventures at a halt.

Then you are free to choose which region to go first. The sequence of missions does not play a fundamental role, but your obedient servant went through the storyline of the game in the following sequence.

Mage Circle Tower

Having reached the pier, persuade a man named Carroll to ferry you to the tower. When you get there, you will learn from Gregor that things are going badly in the towers and if your squad enters there, the doors behind it will immediately close until peace and quiet and God's grace come (keep this in mind in order to stock up on the necessary things in advance) . Immediately after entering the tower, you will be met by a detachment of surviving magicians led by a person named Wynn. Persuade her to join your ranks and with her systematically make your way to the fourth floor of the tower. The first floor is not particularly difficult to pass, but on the second, quite dangerous blood magicians roam. In addition to them, you can meet the pacified Owain there and get a black grimoire that Morrigan will like. On the third floor, among other things, beware of crazy templars and bear traps. But on the fourth, get ready for a meeting with the demon of Idleness, which will send your hero into the dusk, and one without the support of the team.

Dusk

Once alone, get ready to fight Duncan and your comrades. After defeating them, activate the pedestal of the twilight zone and talk to Niall. Now go through the shadow portal to meet with the demon of rage. As a reward for winning you will be given the ability to turn into a mouse. In this guise, we return back to Niall and click on the shadow pedestal. Five new destinations will become available to you. First, head to the burning tower. Here you will be met by a lot of fiery creatures, so the freezing spell will come in handy. Climb to the second floor, where, among other things, destroy the fiery demon and get the ability to turn into a burning person. Now you are not afraid of fire. Go to the location called the invasion of the creatures of darkness. Now that you can ignore the flames, you will easily reach the hall in which the brave templar fights with all sorts of abominations. Help him cope with them, and he will present you with a form of spirit as a sign of gratitude. Well, go to get the last form in a location called the Shattered Circle. Move forward and systematically take out all the enemies that come across to you feet first. Your goal is to go up to the second floor, where 2 golems are waiting for you, which, of course, you have to kill. Congratulations, you have obtained the final form of the golem!

Now you can safely go to clear the twilight zone, destroying all the older demons in turn. The first of them, Slaveren, is waiting for you at the same location where you acquired your last form, with which you can easily defeat him. The next candidate for the corpses - Utkiel the crusher, very reminiscent of an ogre, lives in the invasion of the creatures of darkness. Scattering his minions in the corners, you will defeat this bastard too. Returning to Niall, enter the ghost door and fight the lady named Yovena, as well as two of her cavaliers. Don't forget the burning tower zone! The demon Ragos is waiting for you there. In fact, this opponent is much inferior to your burning person form, so killing him will not take much strength. The last guard on the way to the demon of idleness will be a certain Vereville, who lives in the templar's nightmare. Now you can free your comrades-in-arms, scattered across locations called a nightmare. Just convince them that everything around is just an illusion, and they will be able to join you in order to help defeat the demon of idleness. This will not be easy at all, so get ready for a long and exhausting battle. In it, your opponent will repeatedly change his appearance, so that you do not yawn and transform into the necessary forms.

Mage Circle Tower

Having coped with the adversary, you will be transported back to the tower, where the first thing you will do is looting - remove an extremely useful little thing called Andralla's Litany from Niall's body. In front of the stairs upstairs you have to talk with the templar Cullen, who offers to finish off all the surviving magicians. Whether you agree to it or not is up to you, although you can refrain. Upstairs, another enemy Uldred is waiting for you. Apart from his ability to transform into a giant demon, he can also turn the remaining mages against you. To prevent this from happening, use the selected Litany of Andralla on them. After the victory, return to Gregor in the company of Cullen or Irving to enlist from him a promise of help in the final battle against evil. Having walked around the tower to your heart's content, direct your steps to the village of Redcliffe.

redcliffe

The first person you meet in this area will be a certain Thomas, who told you about all the horrors that take place in the village. Entering the main temple, you will see Ban Tegan and discuss with him the unhappy state of affairs. He will ask you to help the local mayor Murdoch and the knight of Perth to organize the defense. To get started, go to the mayor, who will direct you to the blacksmith Owen, so that he puts the worn out uniforms in order. After reaching his house and persuading the blacksmith to do the work in exchange for a promise to find the missing daughter, return to Murdoch. Now go to the mill for a rendezvous with Sir Perth. He will ask you to go to Mother Hana to bless the coming battle. There is nothing to do, satisfy his pious whim. Having done this, return to the knights and wait for darkness (for it to come, click on the corresponding inscription in the conversation). With the coming of night, the battle will begin. After you fight off a few attacks of the revived skeletons, you will be informed that things in the church area are going badly for you and you need help there. Go to a given position and continue to crush the revived bones in a new place. After the fight, talk to Bann Teagan and go to the castle in search of Eamon and Connor in the company of Eamon's wife Iseult. Get down into the dungeon through the entrance located in the mill and, after passing through a short corridor (on the way you can decide the fate of Jovan imprisoned in a cage), you will find yourself inside the castle. Here, in addition to the next portion of opponents, you will find the lost daughter of a blacksmith. Don't babysit her and send her on your own to daddy. After leaving the courtyard, immediately open the gate so that the allies come to the rescue to help you defeat another company of ghouls. Climbing upstairs, you will see the desired Connor and Ban Tegan. Both of these characters are clearly out of their minds, and Tegan will also throw himself at you with bad intentions. Having dealt with him, deal with the main problem in the face of Connor. The best option (although not the only one) to solve this problem is to ask for help from the circle of magicians. Since it has already been completed earlier, Irving will immediately agree to help. You are also required to enter the twilight and fight the demon that has inhabited Connor. After banishing him, you have to find a way to heal his father - Eamon. To complete this task, you will have to go to the city of Denerim.

Denerim

First, go to the house of brother Dzhenitevi, who, alas, will not be there. But on the threshold you will be met by his assistant Waylon, who will inform you that the person you are looking for has sailed to the area of ​​​​Calenhard Lake. If you try to talk this dubious person, or just go to the back door of the house, then the impostor will impersonate himself and attack your hero. In a popular form, explaining how he was wrong, you will find the body of Geniveti's real assistant in the back room, as well as information that you need to look for him in a village called a shelter. There is nothing to do, follow the given direction.

Village

It cannot be said that this outback is very happy about the appearance of your detachment, so do not waste time and immediately go to the chapel. There, after a short conversation with Father Eirik, send him to the next world, as well as the comrades who came to his aid. Take the medallion from the corpse of Eirik and in the next room behind the secret passage you will find brother Dzhenitevi, who will offer you to go to the ruined temple.

ruined temple

Once inside the temple with the help of the medallion, get ready for a warm meeting with a whole bunch of enemies. Robbers, cult magicians, and ash spirits in the company of archers live here. Your goal is to get to the cultists' rooms, in one of which you will get hold of the key to the previously locked door. Go back and go to the previously inaccessible area, where you will find another key. After opening another door for them and, after going forward a little, you will find yourself at a fork. Which path you choose does not matter. In any case, your squad is waiting for a meeting with a new batch of opponents, among which there will be large and small dragons. After dealing with these dinosaur relatives and collecting trophies, you will meet the leader of the cultists, Kolgrim. Here you can choose from two options - agree with his proposal or go for a banal murder. It is easier to choose the second option, besides, you will get hold of a signal horn. Now, with a clear conscience, get out to the surface. Ignore the flying dragon (although with the help of a trophy horn you can challenge it to fight) and go into the neighboring building. Here the guardian will meet you and enter into a lengthy discussion with you. Do not lose your temper, and you can easily go further into the testing room. Here you will be asked riddles. If you answer everything correctly, then you will pass on unhindered, if you make a mistake, you will have to wave your sword. In the next room, your evil counterparts are waiting for you, after the battle with which you will have to solve another puzzle. To solve it, simply arrange your comrades-in-arms, as indicated in the screenshots, gradually moving the main character forward along the bridge.

When one hero crosses the abyss, the rest will be able to do it. In the next room, you need to take off your equipment so that you can go further. Now we take the coveted sacred ashes and exit the caves. Enter the temple again and make Brother Genitivi happy, then return to Redcliffe Castle, where you heal Eamon and enlist his support in the final battle. It remains to agree with the dwarves, the road to which runs through the frosty mountains.

frosty mountains

On the way to the capital of the dwarves Orzamar, you will encounter another group of hunters for other people's good. I think that you yourself guessed what exactly needs to be done with them. Upon reaching the city gates, you will witness a verbal skirmish between Orzamar's guards and a group of Loghain's men. You can kill the detachment of homo sapiens, or persuade them to leave here.

Orzamar

Entering the city, first of all discuss current affairs with the head of the council, Bandelor, located in the diamond district. During the conversation, it turns out that your squad will have to take one of two sides in order to prevent unrest in the city. You can seat Harrumont or Prince Belen on the throne. Since your further actions will differ depending on the chosen side, I will describe both scenarios.

If you decide to support Lord Harrumont, then after talking with his representative, find out that two brave fighters do not want to side with Harrumont in the arena of trials. We'll have to have an educational conversation with them. The first of them, Gwiddon, will have enough of your eloquence, but Bayzil will balk and demand in return for his consent to bring him the letters stored in the indicated place. There is nothing difficult in this assignment, so when you bring the required to Baizil, he will agree to participate in fights. True, you will also have to wave your sword in the arena, and not just once, but as many as 5 times. Having emerged victorious from all the fights, go to the local tavern, after which you will be awarded an audience with Lord Harrumont.

If you choose the side of Belen, you will again have to talk with the candidate for the throne not directly, but through an intermediary. He will instruct you to play the role of a messenger and take incriminating correspondence to Lord Helmy and Lady Days. With the first, everything is simple - he is resting in a tavern and, after reading the letter, immediately agree to take the side of Belen. With the lady you find in the diamond district, things are a little more complicated. She will send you to her father. Follow the indicated area, completely teeming with various villains. Help Lord Days fight them off and give him a letter. After that, go back and get an invitation to Prince Belen.

Whichever side you take, the further instructions will be the same. Go to a dusty city and deal with a gang led by a certain Jarvia. On the main square of this seedy town, talk to Nadezhda, who is sitting by the fire. She will point you to the door, which the bandits regularly pass through, it remains only to get the key from it. It is located in a nearby shack, in which you will be met by a small enemy squad. After dealing with him and taking the key, unlock the closed door with them. Faced with the guard, naively demanding a password from your team, cut it and move on, exterminating everyone in your path. After reaching the prison, free the prisoners and go forward to meet with Jarvia. The battle with her will not be easy, because of her bullish health and a large number of minions who get confused under your feet. Finally, having defeated the beast, return to bow to the contender for the throne for a new task.

And it is not going to be easy. The essence of the order is as follows. You need to find a kind of super female blacksmith named Branca, since it is she who has a decisive vote in choosing a new king. To complete this mission, you will have to go to a location called the deep paths, where at the very beginning of your journey you will meet the husband of the desired heroine Oghren, who will join your group. Having reached the Karidina crossroads and finished with the opponents, go into the cave, after which you will find yourself in a large hall. The number of opponents in this zone just rolls over, besides, on the bridge, your invincible squad will be cordially greeted by an ogre who has come to the rescue. After passing the hall, go through the tunnel, chopping everyone in your path, you will finally get to Taiga Ortan.

By visiting this location, you will encounter extremely hard-hitting opponents in the form of giant spiders. The only good news is that the arachnids attack not only the brave heroes, but also the supporters of the dark forces, which you will witness when you reach the big hall. Clean up the remnants of the surviving adversaries and go through the corridor, after which you will fall into the next hall with a new batch of opponents. Also, here you will meet a half-crazy dwarf Rook, with whom you can talk. Come forward like a bulldozer and pretty soon you will meet the mother of all this spider brood. I advise you to use a variety of braking spells in this fight more often in order to reduce the indefatigable jumping ability of the boss. After the victory, read Branca's diary, from which it becomes clear that your further path lies in dead ditches.

When you reach the bridge, you will witness the brave resistance of the gnomes to the forces of darkness. Help them deal with the hordes of adversaries, and then cross the bridge liberated from enemies and run to the gate. Since they are closed, you will have to move around through the side tunnel. By the way, after rummaging around a bit, you will find a set of dead legion armor. After going a little further and ending up in another large hall, you will be subjected to targeted fire from the archers. In addition, their leader has a particularly powerful bow, which will make your next battles a little easier. Nearby in the tomb you will find another piece of armor, then boldly continue your way forward to the hall, which is inhabited by animated skeletons, and one more armor is waiting for you in one of the coffins. After wandering through the corridors, you will meet a crazy woman who will report that Branca has gone further. Blow into the temple of the dead legion, where you will find the last piece of armor and the key to the door leading out of the area of ​​the dead moats. Behind the door, find the medallion lying in the coffin, and destroy the ghosts that have flown in from nowhere. Well, now get ready to fight the new boss! Chop up this overgrown octopus is not easy and not quick. The main thing - do not attack him in the forehead, but rather start by destroying the tentacles. When a miracle-yudo loses limbs, it will be possible (and necessary) to move into close combat. After defeating the boss and going through the following tunnels, you will unexpectedly meet Branca. Now you need to escort her to an artifact called anvil of the wasteland. Your squad will overcome new corridors without any problems until they get into a room filled with gas and inhabited by four golems. First, turn off the gas by activating the valves on the sides, and then deal with the opponents one by one. After passing through the next room, in which golems are also waiting for you, you will find yourself in a hall where you will be attacked by the spirits of the dwarves, animated by a mask on a column. To cope with this sorcery, after each destruction of the spirit, you will have to thresh on the anvil standing right here. After seven or eight repetitions of this exercise, you will be able to proceed to the final (by God, I'm not lying!) fight in this location. Here the game again gives you the choice of which side to take. If you support Branca, then you will have to fight against Caridin and his four companions. Branca herself and 4 more golems will be on your side. In case of sympathy for Karidin, he will have to control his own forces with the support of three golems against Branca and her four stone assistants. Whoever you choose, in the end, you will be given the perfect crown and sent on your way. With the received trophy, you will have a direct path to Orzamar, to perform the coronation of your chosen heir. By the way, no one forbids you to change your previously made decision and put any of the two applicants on the throne. Having restored the monarchy and enlisting the support of the newly-made ruler, it's time to stomp into the Brecilian Forest to free the Dalish from the invasion of werewolves.

Brecilian forest

Upon entering the forest, you will immediately be stopped and escorted for a conversation to the elder Zathrian, who will tell you that werewolves are attacking his fellow tribesmen and therefore the elves are not up to helping you now. Another thing is if your squad, out of the kindness of their soul, will cope with the leader of the werewolves, who lives in the depths of the forest. By agreeing to complete this task, be prepared to exterminate not only werewolves, but also well-known spawn of darkness. True, a little later your squad will meet one of the leaders of the talking wolves, with whom, with a certain amount of eloquence, it will be possible to disperse in peace. Further, making your way to the edge, you will meet with extremely unfriendly Ents. When the enraged trees are turned into sawdust, your party will be able to get to their leader, who is set up quite peacefully. This huge oak tree will ask you to bring him an acorn stolen from him by some crazy person. On the way to the eastern part of the forest, you will meet a dying female werewolf who will ask you to hand over the scarf to her husband. Take it - it can help in passing. The aged kidnapper is located in the hermit's clearing in the northeastern part of the forest. You will have several ways to take the acorn from him. For example, exchange for some other item (a scarf received earlier will do). Although I personally liked the option of killing this forest pest more. We return with prey to the oak and give him the stolen acorn. In return, he will equip you with a magical staff that will allow you to enter a previously closed area of ​​the forest, where you will be attacked by the already familiar local werewolf leader. Having dealt with him, go to the ruins in search of the main ghoul.

Ruin

Get down and systematically exterminate the evil spirits crawling under your feet until you reach the large hall. Here you will have to fight the first serious dragon in the game. Before proceeding with the attack of the fire-breathing lizard, I strongly recommend that you neutralize at least some of the traps, which are found in abundance here. The adversary himself is best harassed with ice spells, keeping mages and archers as far away as possible. In addition to a significant victory reward, your group will be able to go to the second level of the ruins. Here, skeletons also join the spiders, and when you reach the next room, you will encounter the ghost of a child, which, however, is not dangerous. Going out into the corridor and having reached the fork, it is more expedient to turn right. By the way, right there you can find a blue crystal, with which you can get the specialization of a combat Mage in the next room with an altar. Having overcome a couple more rooms stuffed with traps and enemies, your invincible armada will have to fight with a creature called witchcraft horror. He is absolutely nothing terrible, so when you cope with him, bravely dive into the lake and get ready to find yourself in a werewolf lair.

There will be a small battle with shaggy enemies, after which you will be able to achieve an audience with the leader of the werewolves. And again, the game gives you the freedom to choose the side for which you have to fight. Having decided to support the werewolves, you, in the company of a fanged company, will go to the elves' camp and arrange a mass genocide there. If you support the elves, your group will have to seriously reduce the number of shapeshifting wolves. Well, the most profitable solution would be the option of removing the spell from the long-suffering inhabitants of the forest. To do this, you will have to bring Zathrian to the lair and strongly persuade him to do a good deed. After that, return to the elf camp (if you did not cut it on the side of the werewolves) and get a promise from Zathrian's successor Lanae to help you in the final battle, which is already a stone's throw away.

But before you enter it, you have to go to Radcliffe Castle, where Earl Eamon decides to hold a general meeting to select the supreme ruler. However, all the main actions will take place in Denerim, where you will move after a conversation with Lord Radcliffe.

Denerim

In a conversation with Loghain, I strongly recommend choosing the most loyal and streamlined phrases, and most importantly, you should not mention Alistair in a conversation if you are eager to put him on the throne. Having finished the dialogue, you can safely go to the office of Earl Eamon in which the queen's maid will tell you that her mistress was kidnapped by Earl Howe and is being kept in the mansion against her will. Embark on a rescue expedition to rescue Her Majesty from Earl Denerim's mansion. On the way to the estate, local punks will attack you, so be prepared for such a turn of events. When you reach the house, you will realize that you will not be able to break in through the front doors, so, following the advice of the maid, go around to the back entrance, fighting a group of guards along the way. Further, you can wait until the queen's maid distracts the attention of the guards from the back entrance, or you can brazenly break in there and cut everyone. True, in the mansion, I highly recommend that you walk using disguise. Otherwise, the tour of the estate will be too bloody. Having reached the queen's room, it turns out that a magical seal has been placed on the door, preventing her from leaving. Now go to Howe's room, where you can get hold of interesting documents stored in the chest and try to break into the treasury located nearby. From the office, go down straight to the basement, where you will face the guard nose to nose. However, you do not have to engage in battle, as the agile prisoner will quickly strangle him and change into a trophy uniform. From this moment on, the disguise ceases to operate and you have no choice but to fight with each of the opponents you meet. Also, do not hesitate to release prisoners from captivity along the way. In a little while you will meet with Earl Howe. Howe himself does not pose a serious danger, but with two magicians you will have to tinker a bit. Having dealt with him, return to the queen's room and lead her out. However, Loghain's people will already be waiting for you there, who will offer you to surrender.

If you chose this option for yourself, be prepared for the forced release of the hero from the dungeon (on your own or with the help of loyal companions). In the company of comrades, you just have to break through the security of the fort and get to the cell in which the main character is imprisoned. The reverse is exactly the same. The self-release option is more elegant. First you need to lure the guard to your cell and take possession of the coveted keys there. Next, first get to the chest with your equipment, and then to the mannequin with the uniform of the guard. Now you need to get a password. This is not at all difficult to do if you have the skill of pickpocketing. Just steal the password sheet from the pocket of one of the guards. If you don’t have such talents, then after meeting with the colonel and talking with two recruits, go to the quartermaster and threaten him with problems with the colonel, after which he will give out blades. After talking with the colonel again and answering his question: "Without discipline", go to the exit, where you will find out the password from one of the guards - "Rabbit". Now head to Eamon's mansion.

If you do not want to surrender, you will have to fight Loghain's people, and then go to Eamon's mansion and talk with him and the queen, who will be able to enlist support in the upcoming council.

It's time to visit the Elifian District, but before that, visit the local tavern and talk with the previously released captives.

Elifian District

After learning that the elves are sick with the plague, go to the main square, where you will meet a character named Shianni. From her you will learn about the existence of a dubious hospital, behind the walls of which strange things happen. Having penetrated into this institution from the back door, having previously killed the guard, we examine the premises of the hospital and find a letter there. After that, we get out into the fresh air, scattering several opponents there, and again we speak with Shianni. Now she sends you to a house near the hospital. Make your way through this building, defeating a small group of soldiers, and then head to the storage areas. There you will meet another elf named Devera, who is better to convince that a fight with you is futile. Moving forward with it and killing a small riffraff along the way, you will reach the main villain of the local flood Caladrius. You don’t have to fight him at all, but you can simply agree on a deal in which he will provide you with dirt on Loghain, and you will let him leave. However, by choosing a forceful solution to the issue, you will get what you want anyway, especially since this mini-boss is not very difficult. After leaving the room and talking with Shianni, go to the meeting of the lands.

Assembly of the lands

During the debate, do not let Loghain down and fend off his attacks on you. Also, don't forget to mention the threat posed by the darkspawn. If you have secured the support of the right allies before the council in advance, then you should not have big problems. Realizing that he lost the election, your opponent will become furious and stage a coup attempt. Nip this undertaking in the bud, after which you will have to engage in a one-on-one fight with Loghain. The task is not easy, as your opponent is a skilled fighter with good armor. A magician is best suited for the role of a duelist with him, thanks to his ability to use paralyzing magic. The fighters will have a hard time, but a large number of healing potions will help them. Having requisitioned your opponent, you can choose one of three options - kill him, spare him, or spare him and turn him into the "Gray Guards". Depending on the decision made, the game will provide you with various options for the division of the throne, among which you can choose any you wish. So, the kingdom is united, it's time to enter the final battle!

final battle

To get started, head to the familiar Redcliffe, which has already been attacked by the minions of the Archdemon. All the survivors took refuge in the castle, where you actually need to go. The walk to the estate will be easy, because you will not meet any serious opponents along the way. Unless a lost ogre wanders into the castle courtyard by mistake and this will be his fatal mistake. Having broken into the castle, talk with Eamon and Riordan and learn from them that the Archdemon's army decided to strike the main blow at Denerim, so the whole honest company will have to return back. Riordan will also inform you that only the “Grey Guardian” can overcome the main adversary, and even then at the cost of his life. Do not rush to get upset! In a conversation with Morrigan, you will learn that you have a chance to survive the last battle if you "help" the charming witch get pregnant from you. If you are playing a female character, then Alistair or Loghain will need to be persuaded to this procedure. However, you can refuse this tempting offer. In this case, your hero will die at the end of the game, and the annoyed Morrigan will leave your squad immediately. Having gone to Denerim in the morning and having cut down all the goners in its vicinity, go to talk to Riordan. Here, in addition to the assignment to find and destroy two enemy generals in the company of 3 associates, you will also get access to the forces that you were promised as support in the final battle during the game. Which armies will be available depends on the decisions made earlier. You can use them one at a time per game location, so dispose of them economically and profitably.

To begin with, go in search of the first general to the elvenage, where you will meet with Shianna, who will report that the barricades are about to fail. Go to the aid of the defenders of the area and destroy all the small riff-raff from behind the barricades, but take care of the general left alone, surrounding him from all sides. For this task, some kind of army specializing in close combat is well suited (Radcliffe's army or werewolves will be just right). Now go to the market square, where, surrounded by devoted ogres, the second gallant general is waiting. The principle of its elimination is exactly the same, so you should not have any problems.

Having dealt with this sweet couple, advance to the palace quarter, where after watching the video it will become clear that your path lies in the Dragon Fort. On the way to it, it makes sense to send another army forward to help deal with detachments of various evil spirits. True, before storming the fort, you will have to repel the wave-like attacks of the enemy from the gates of Denerim. After that, you can safely break into the fort. On its first floor, only a small riffraff is waiting for you, which is easy to destroy from a distance, but on the second you will have to tinker a bit, as there are more serious rivals crowded there. Although, it doesn’t make sense to focus on them specifically - as the game progressed, you had to participate in more difficult battles. Finally, head up to the rooftop and take a deep breath as you face the final showdown with the main villain of the game, the dragon Archdemon.

Archdemon

When fighting him, feel free to use your best powers (mages, golems or elves). Watch his movements carefully. As soon as he decides to breathe fire or rises up - try to have time to take your people out of the affected area. When the level of his life drops below 50%, he will call on his minions to help in huge numbers, and with his last breath he will make walking bombs out of them, exploding the unfortunate people close to your allies. Sooner or later, he will still run out of strength, and he will fall dead to the ground.

So you have completed the game and I hope that this description helped you with this.

In order to call the dwarves to join the army, go to the frosty pass. As always, do not rush to follow the mark on the map, first inspect the surroundings and ask the price of goods. Personally, I found excellent armor there for 27 gold. When you're ready to move through the Dragon Age Origins walkthrough, move to the northern part of the location. There you will see the messengers of Loghain who want to do the same as you. But to add the dwarves to your army, not to ours. And they don’t want to let him in, citing the fact that only gnomes can enter during a crisis. Say what you need to the king, and you will find out that the dwarf king has died from a heart attack, and the council is now divided. The dwarves are on the brink of civil war. Then say that you are a gray guard, and you need to go through. Naturally, the messenger of Loghain will be indignant. Personally, I intimidated him and he ran away. But he promised that King Loghain (this creature has already appropriated the royal title!) will quarter us. Well, let him try, but for now we will be allowed into Orzammar, the kingdom of the dwarves.

Head forward, checking out the statues along the way. The passage of the dragon age beginning sometimes allows us to admire the beauties. You will not interfere with the addition to your code. Also, passing along the alley, Just before the transition to the community halls, an officer's report will be lying around. Raise it - another piece of your code. Now go to the Commons. Here you will see how one gnome kills the second ... for insulting the supposedly future king. As always, don't be in a hurry to take on assignments. First, run around the shops, look for something for yourself. When you're done looking at your purchases, start collecting tasks. Outside there are three tasks that we need to collect everything. I also suggest going to the tavern - very good ale and honey are sold there. Yes, and here you can get some information about the candidates for the throne of the gnomes.

Now let's go to Dust City. The passage of dragon age origins sometimes shows us the other side of life. There are also several tasks. And a merchant. And I also found the dwarf Nadezhda there. She spoke about the caste system of the gnomes. I don’t know about you, but I decided that if the choice is mine, then the one who leaves the caste system will not come to power. The dwarves need a change, that's for sure! The passage of dragon age origins draws an interesting analogy ... Although this is only my opinion. Okay, this will be after. Now go to the diamond quarter and go to the first estate if you want Lord Harrowmont to become king. But I decided that I would fight for Lord Belen! It is he who will lead Orzammar to change! Go now to the Keepers and talk to the Chronicler on assignment from the common quarter (building a church, remember?). I persuaded him for permission to hold prayer meetings, but he did not give permission to build a large church. Here you can take two more tasks. Go to the council chamber and talk to Vartag, who is standing right there. If you repeat my path, then agree to his task. He will give you papers that should reveal Lord Harrowmont's deceit. If you go further down the corridor, you will witness bickering in the council. Well, as small children, by God. They have a feud over the fact that some want to close trade with the outside world before the end of the elections. And why, you ask? Okay it does not matter. Get out of there and go back along the arc of the block. Here you will find Lady Days, the first person to be notified of the deception. Some during the passage of dragon age act dishonestly. Sometimes we do that too. She will believe you, but she will say that only her father, who is now at deep levels, can terminate the contract. We will be given a map and permission to visit the levels, which is what we need. Now let's go to the communal halls, to the tavern. Before entering there, we will hand over the task about the church. Then go to the tavern and talk first with Odral, who drove his daughter away (remember, the task in the dusty city) and convince her to take her daughter back. And then - go to the second lord, who will now vote for Belen. Fine. Now let's go to the dusty city and hand over the task. When it's handed over, let's go to the deep paths. Should we hunt the creatures a little too? But before leaving, talk to the bald gnome, who will say that he has already sold the book we need, and will immediately attack. Killing him is like soaking two fingers in water, and there is a note on the corpse that says that the tome was handed over to someone from the Arena for testing. Go there and you will see a mark on the map. There you will kill four people, one of whom will reveal the volume we need. Then hand over the book. Now - on the deep paths! The passage of dragon age enters a new round.

Come there and give the pass documents to the patrol dwarf. Now the path is open to you. Come in and on the map of the deep paths, choose the only available location, except for Orzammar, location. When you enter - until a certain point you will have only one way. After one cave, you will have a branching into three tunnels. In the western tunnel you will find only a bag of bones, which you will need later. If you follow the middle tunnel, you will soon come to a chamber where Lord Days is being attacked by the Deep Hunters. Save him, although this is not so strong and necessary. They would have done it themselves. When you kill - in 30 seconds there will be a second wave. Kill them and now you can calmly talk to the lord. Show him the paper you were given. And, of course, he will agree to vote for Lord Belen. Fine. He invites you to go with him. Give up and keep going. Take the trophies from the chests and go forward, crossing the lava river. Very beautiful. Now keep moving forward. Watch out, deep hunters are coming out of the ground. When you explore all the other dungeons - go outside. For now, there is nothing more interesting for you there. Yes, and you should go there only for experience.
Now go to the Diamond Hall, to the council chambers. Sometimes the passage of the dragon age forces us to participate in politics, well, yes, this only makes the game more interesting. Turn in your quest there. You will be thanked and offered to go to Belen. Agree, you ran so much for this. Talk to him about everything you can. He will tell a lot of interesting things, but after his stories, I realized that I made the right choice. And he will also say that after the neutralization of the lord, there is another person who is an obstacle - a gang, almost entirely consisting of untouchables. Naturally, we agree to help with this problem. To do this, you need to destroy the leader of the criminal organization - Jarvia. Well, for us, as experienced adventurers, this is not difficult. We first go to the Chronicle department, where we hand over the task of finding a book. On the way, I was attacked twice by the fanatical followers of Harrowmont. Well, it doesn’t matter, they are mediocre fighters. After that, with a clear conscience, go to the dusty city. In total, the passage of dragon age develops the plot further and further.

When you enter the dusty city - talk to Nadezhda - she will tell an interesting tale that almost everyone with intact arms and legs serves Jarvia. Ask her where to find Jarvia, and they'll tell you she's hard to find. Yes, and the doors must have a special key. But even Nadezhda does not know where to find such a key. You may or may not pay her. Now go to the trading shop (she is alone in the dusty city) and ask the merchant about Jarvia. You should pay him these 30 silver coins, as the merchant may come in handy in the future. After he tells you everything - go to the "Poor Shack" house, where you will find adventures on your own head. The people of Jarvia are already waiting for you here. Gnomes, in the sense:. As soon as you almost kill their leader, he will immediately stop the fight. Apparently, even he valued his life. Intimidate him and find out that Jarvia's hideout is right below the city. He will give you the key. I let him go, because he was not at all interesting to me. And you? Anyway, time to get out of this house. Remember, there is another entrance on the map - a suspicious door. Here, insert that key from the phalanx of the finger into it, which the leader of the attackers gave you. The door will open and you can go in. Don't forget to save! Then go down the corridor and meet with the gatekeeper of the Charter. You don't even have to try to guess the password. There is no correct option. So just say the password is Death to Bastards. And kill them all without a twinge of conscience. Going further, you will see a crossroads. Go west first - there is only one room. When you put down all the enemies - collect trophies and return to the crossroads. Go east - also one room. But there will be a Qunari mercenary, which is rather strange for the dwarves. Cleaned up? Great, now go back to the crossroads. Walk a little forward - and again at the crossroads. Let's call it the second one. Let's do the same - first to the west, then go to the east. There will be Kanka's chest, from which take ONLY the silver ring. Don't touch the rest! Go back to the second intersection - and further down. To the T-junction. Go north first, then east - after the room, another corridor will stretch, in which there will be a trap near the barrels. Defuse it with your thief or blow it up with your strongest character. Then exit to the next T-junction, where you turn west. You will come to prison cells. Clean up everything hostile here. Then pick up the key from the body of the jailer, unlock the cell and release the prisoner. After that - go east from the T-junction. In the first room, assassins will be waiting for you, who will not come out of the shadows until you approach them. Move on, since there is only one way. And in the next room you will find Jammer's Chest. Take only an iron letter opener from it. Don't touch the rest! Move forward along one corridor. The path does not split yet, because the direction is one. In the next room there will be a Piqué chest, from which you need to take the Garnet Necklace. If you took what I wrote above, then you will have the key to Jammer's cache. Go further along the corridor to the crossroads. Go south first, where cute spiders will be waiting for you. From there you can go immediately to the north, where there will be a few more people and the cache we need, and after that - to the east, where the desired Jarvia is waiting for you. Kill them all, but keep in mind that Jarvia is a pretty strong opponent. When everyone is dead, take the key from Jarvia's body and go further along the only available corridor. The passage of the game dragon age sometimes makes you act out of honor. There will be an exit to the Charter shop. Naturally, go there. Wow, where are we! Exactly, in Janara's store. How interesting, however. However, he will claim that he has nothing to do with the Charter. Okay, let's take his word for it. Also talk to him about his daughter, who wants to become a magician. He will ask you to immediately drive her home, and there he will deal with her. The choice is yours. I still decided that in the Circle I would ask for her. Okay, it's not that important now. Go outside and go to the diamond quarter. There, go to the Royal Palace and head towards Belen.

Talk to him, and it turns out that this is still not enough to give us troops. And Belen will ask this time to find the Perfect Branca. Yes, yes, the one about which so much is heard. Great twist on the dragon age walkthrough, right? However, he will say that if Branca turns out to be insane, then it would be better for her not to return. An original approach to finding votes. Well, okay, since you have already taken up this, then agree. But first ask him about everything you can. Have you talked? That's good, now go to the deep paths. Before entering, you will meet Ogran, who is her husband. He will want to join you. Agree, of course. Let there be one more warrior in your squad. Now we have access to another location of the deep paths. I advise you to rest, talk to your allies, and so on before leaving for the deep paths. When you're done, go to Karridina's Crossing. We need to go to Ortan teig. Remember? This is what we will focus on.

After walking just a couple of meters ahead, you will stumble upon supporters of the second candidate who will want to show us who is the king here. Well, the flag is in their hands and the drum as an accompaniment to their last journey. Go further and you will have a fork - to the West and to the east. The passage of the game dragon age sometimes bifurcates in the same way as the corridors in the game. Let's go west first. There you will find a huge hall with a small number of opponents. Once they're all dead, head up the bridge. Watch out, there are traps! After the bridge - another huge hall, but there are already more enemies. And among them - ogre. When everyone is cleared - go through the only passage further. You again go to the track, near the western edge of which there will be a transition to the map of the area. But it's too early to get there. Head east along the highway, dealing with the creatures of darkness along the way. A little further ahead, you will come across three genlock messengers. Destroy one and run after the rest. They will lead you to a small crowd, which you cut out and find the hilt of one sword. It will help you in the future! Now go back and go forward along the track. At the first intersection, go north, find a branch and follow it. In the first branching room, go north and come to the original entrance. Great, that's what I wanted - to explore as much terrain as possible. Return and go west from the cave. But there is a dead end and we can return to the track with a clear conscience. When you return to the crossroads on the highway - now go east. If you go straight all the time - go to the Ortan teig. We need this! Go there, we'll explore the rest of the area a little later.
So, here you are in the teige. Talk to your gnome companion and move forward. I already have a pointer on the map where we need to go! Go ahead, since there is only one track. When you find a branch, turn there. It will lead to the west. Follow one path to the hall where the spiders are attacking the ogre. There, destroying everyone, you will again be at the fork. Let's head west first. There you will find a warrior's grave, which will be a plus for your codex. Well, now with a clear conscience on the only remaining path. After just a couple of steps north, you will again be at a T-junction. Let's head north first. Although there is not much difference - one way or another, you will come to a large hall with destroyed buildings. Go forward through this cave and stumble upon a living gnome. His name is Ruk, who has been living here for many years. The most merciful thing would be to kill him, even though we will not be given such an opportunity. He will run away to himself, and you will be attacked by spiders. Kill them and move to one of the signs in this room. There is a chest with the notes you need to find. Take them. Explore the hall completely and find two bridges leading to the west, and one passage that leads to the north (Rook escaped through it). Head over the bridges first. Beware of golems - they are VERY dangerous opponents. Go further - there is only one passage. Apparently, there will be a very interesting battle soon. Therefore, save, heal injuries, in short, prepare for battle. Move forward little by little, and better - along the bottom edge. When you go around the central rock, you will attack the queen of spiders. The enemy is difficult, but quite killable. She loves to en masse confuse everyone nearby in a web and run away, so keep that in mind. The passage of the game dragon age origins sometimes slips us such terrible-looking opponents. After her death, go to Branca's diary, which lies right next to it. According to this diary, it follows that the anvil is not in the teig of Ortan, but in the Dead Ditches, or rather, somewhere behind them. It's a shame, of course. But there's nothing you can do, you have to go. But first, let's go back and explore what remains unexplored in this location - the passage where that crazy dwarf fled. Going a little further you will find the same Rook. Personally, I gave him death. And how will you do it? Yes, and in the vase he has the pommel of the sword. It will be useful to you too. Now with a pure heart you can go into the dead ditches. But first, I preferred to go to the Carridina Crossing and scout everything there. You can choose not to do this.

So, we are in the Dead Moats. What will be next? Will we find Branca? Or will we only find her remains in the stomach of some monster? So, you will see a video in which you look from a cliff and ... you will see a dragon. Most likely, this was the same Archdemon that would have to be killed. But not now, not yet. Walking just a little forward, you will stumble upon fighting dwarf legionnaires and creatures of darkness. Naturally, help the legionnaires! Then there is only one way - through the bridge. There are really VERY many darkspawn here, and it will take a lot of effort to kill them. But soon they will be dead. Cross the bridge and destroy the next batch of creatures of darkness. Go south to the chest, and from there - north. Only there is a passage further. Follow it to the big hall. When you deal with the first enemies - go to the north of this hall and examine the room with sarcophagi. From there - to the south, exploring the rooms there. There is also the only passage further south. Move on it. Here you will often come across creatures of darkness - and one boss. An ancient creature of darkness, it is quite difficult to kill him, especially when every little thing flickers under your feet. But the passage of the game dragon age origins provides for the possibility of killing him, do not hesitate! He also has the third part of the sword - the blade. The task will be updated, according to which it will be clear that the sword should be taken to the corpse east of the Ortan teig. So you will move until you reach the next large hall. Apparently - there will be some kind of scary moment, as autosave will occur. Head down, where another boss will be waiting for you. This is an archer, so it's better to immediately throw one character at his distraction while the rest deal with the little things. I managed to kill him so that not a single character died. After the owner of the anvil (it's just a name!) Is dead, go north, looking into the room to the east along the way. On the bridge, screamers will attack you from two sides - it is not difficult to fight back. Go forward and in the next large hall, clean everything alive. There is only one path, so follow it. So you go, go and come to a fork. One way north, one way east. First, north. When you clear the cave from spiders and creatures - collect trophies and move east from the crossroads. Going forward, you will stumble upon a dwarf who does not understand who you are. She is constantly tormented by the creatures of darkness... They make a uterus out of her. She will give new information about Branca, who has done something. Something terrible. Branca has become...

But let's not get ahead of ourselves. Gespit, the same dwarf, runs away. Do not rush to run after her. Slowly look around the room, and then move along one available path. Before entering the large hall, save, go immediately to the north, and then go south. There will be an ogre, who is already killed quickly as usual. From this hall there are two passages to the east. Let's first go to the south passage to the east. There you will find the altar of the Legion of the Dead, which will start a new task. Okay, now let's take the more northern passage to the east. It is here that you will find the sarcophagus, which will continue the task from the southern tunnel. Take everything from there and move on. And then ... Next, the uterus is waiting for you. She is quite a fearsome opponent, especially her tentacles. But it's easy to kill her - run away from her, kill the tentacles and the running enemies, then run up to her and remove a certain part of her health. Then she will reject you - and all over again. In short, everything is simple. When she is dead, you will watch the video again with the participation of Gespit, who will tell you that she was a victim of betrayal. I suspect Branca's betrayals. Take all the trophies from the Womb and exit the location to the Deep Roads. Another new location will become available to you - the Anvil of the Void. Let's go there.

And here we are in the very west of the Deep Roads. Come in and go down the corridor to the stop. And then you will meet Branca, finally. Talk to her. It seems she is in her mind, although not a fact. But Branca will say that she will only agree to support the king if you bring her an anvil. And there is an anvil at the end of the labyrinth ... Well, yes, everyone who wants to send us. Well, let's try to get her an anvil. Well, okay, move along one path, there is nowhere to turn. Here you already have to cut through the crowds of enemies, Really a huge number and in narrow passages. Taki will continue until a certain point, or rather, until the start of civil buildings. This is where the maze starts. There are 4 golems that come to life one at a time. Lure them outside and kill them there. You can simply run through the gas chamber. This is not a problem at all. The next hall is much more difficult - the golems come to life in twos. But here you can do smarter. Lure them so that they can only go through the entrance one at a time. Yes, and there are traps, so be careful. Go further down the corridor to a large cave. Go forward and you will see that the stone pedestal has come to life, which you will have to kill. This pedestal has four faces. Each face summons 4 forgotten spirits. So kill just those who appear. It's not that difficult. Along the way, break the four anvils that are behind the spirits. Thus, after going through a couple of circles of the new call of spirits, you will destroy that stone nonsense in the middle. The passage of the game dragon age origins makes you think about how to kill certain opponents. When you destroy it, a door will open to pass further. Then you will enter a large hall with several golems. And there you will talk to Karridin. He was the Perfect among the dwarves. Now he is in the form of a golem. Talk to him, otherwise it will be bad. He will tell you that in order to create a golem, you need to take the life of someone. And immediately Branca will come running, who will say that the anvil is hers. Karridin will ask us to help him destroy the anvil. Either the magic of Karridin, which is eerily similar to blood magic, will go to the crazy Branca, or you will destroy her. I chose to destroy the anvil. And then there is a battle with Branca and her golems, whom she managed to subdue herself. You will have one last request. I asked for the support of the Perfect One and a crown was forged for me. After that, he destroyed the anvil, listened to good wishes from Karridin and saw how he committed suicide. Immediately take a paper copy of the notes about the Golems, they will be useful to you. Head to the exit and before leaving the room, your dwarf companion will speak to you, and we will not have to make our way to the exit ourselves - the map of the area will immediately open. If you have all three pieces of the landman's sword, go to Ortan teig to turn in the quest.

With First, you will have to go to the Frost Mountains, where the entrance to Orzammar is located. The first surprise will be a small detachment of mercenaries (including a magician), whose task is to kill your character. Orzammar in general is a difficult complex of locations to complete, so if you have a level below the fifteenth, it will be tight.

Walkthrough: Orzammar

Walkthrough: Orzammar

At At the gate to the city, you will see that an emissary of Loghain named Imrek with a couple of associates is trying unsuccessfully to enter. As soon as you announce your desire to enter the city, Imrek will start to object. You can simply drive him away, or kill him - after that, the Gatekeeper will let you in anyway, informing you that the king of Orzammar has recently died, and you will not receive help until his successor is chosen.

Walkthrough: Orzammar


Walkthrough: Orzammar

M after entering the Hall of Heroes and entering the Commons of the city, you will immediately see a small scene with a showdown between the two most likely candidates for the throne - Prince Belen and Lord Harrowmont. If you're playing a Noble Dwarf, both will be familiar to you. After that, you will have the opportunity to talk with the head of the Guard or a dwarf named Neravi, who will tell you a little about the situation in the city and send you to Chief Brandelor in the Council Hall (through the Diamond Halls) for details.

Walkthrough: Orzammar


Walkthrough: Orzammar

O the general meaning of the words of the latter will be as follows - without the king, the Council will not dare to send an army of gnomes to the surface, since a real civil war is brewing here, and one should not dissipate one’s forces - they would deal with their own problems. You will need to support one of the candidates in order to receive the help promised under the Treaties of the Gray Wardens. Who exactly it will be does not matter, although the gnome hero, both noble and commoner, may have personal likes and dislikes, and the consequences of rule for Orzammar himself will vary. The foreman will tell you the names of the main close associates of Prince Belen and Harrowmont and tell you where you can look for them.

Walkthrough: Orzammar


Walkthrough: Orzammar

M You can talk to representatives of both candidates and start completing tasks along two lines, but in the end you still have to decide which of them should be placed on the throne. In order not to be accused of working for the enemy faction, you will need a pumped Persuasion and the completion of an additional quest - in this case, you will be able to maneuver long enough, and none of the factions will stop communicating.

D To begin with, you will be asked to prove loyalty to the selected applicant (or both), and complete a small task.

Lord's trust

Walkthrough: Orzammar


Walkthrough: Orzammar

H To get this quest, you will need to talk to his confidant Doolin, who will show up in Harrowmont's house in the Diamond Halls or in the tavern "At the taverns". If you go to the Council first, Doolin will meet you at the exit and offer to play for Harrowmont in the Arena of Trials, finding out along the way why several of his fighters refused to participate.

Walkthrough: Orzammar


Walkthrough: Orzammar

AT the passage to the Arena is located directly opposite the main entrance to the city (this location will definitely be familiar to a commoner dwarf). The first fighter of Harrowmont, Basil, with a developed Persuasion, will tell you that he has a relationship with a married dwarf, and his compromising letters somehow ended up in the hands of Belen's henchmen, who promise to make them public. In order for Basil to still speak, you will need to remove them from the chest of Miaji - Belen's fighter, either by opening the chest using the skills of the Rogue, or simply by stealing the key from Miaji herself. For letters, you can charge an additional fee of 15 gold.

AT The second fighter of Harrowmont named Gwyddon withdrew due to the fact that he was told that Harrowmont had already renounced the throne, and the Competition was only for show. You can convince Gwiddon that this is a lie, and he will still fight.

Walkthrough: Orzammar


Walkthrough: Orzammar

D Next, you need to inform the Arena Manager that you are ready to fight. You can talk to all your future opponents before the fight, but this will not affect anything.

AT the first three battles your Guardian will fight alone, in the fourth - with one of his associates or associates of Harumont against two dwarves, and in the fifth - against three opponents with his group or with Basil and Gwiddon.

Walkthrough: Orzammar


Walkthrough: Orzammar

P Once you are declared champion of the Contest, you can dedicate the victory to Belen (Doulin will be unhappy), Harumont or the Guardians, and finally meet Harumont in person.

Prince's Favor

Walkthrough: Orzammar


Walkthrough: Orzammar

D Prince Belen's trustee named Vartag will be in the Council Chamber or in the Palace. He will give you the next task - to deliver a couple of letters to the followers of Harrowmont with evidence that the lord promised the same reward for supporting two noble houses. The first destination, Lord Helmi, will be in the tavern "At the pubs", and the second will have to be looked for in the Deep Roads. Lady Days, daughter of Lord Days, will declare that she has no right to control her father's voice and will direct you to Aedukan Thai, giving you a map and a signet ring so that you will be allowed into the Deep Roads (the Noble Dwarf will visit here in the prologue).

Walkthrough: Orzammar


Walkthrough: Orzammar

L Deyce's horde can be found in the southwest of the thaig, and to get to him, you will need to fight through several units of Darkspawn and Deephunters. As soon as you hand him the letter, Lord Days will immediately change camp, and upon your return you will be able to report to Vartag and meet with Belen in person.

P Note: If you complete the tasks at the same time, then it is better to give the documents to Henley and Days first, and then go to the Arena, otherwise you will not be able to visit the Deep Roads and the quest will fail.

Walkthrough: Orzammar


Walkthrough: Orzammar

AT no matter which side you take, the following tasks will be identical. Both Belen and Harrowmont will ask you to kill the local head of the mafia named Jarvia, a kind of godmother of the gnome spill, reigning in Dust Town. This person will already be familiar to the gnome-commoner.

E If you are in Dusty City for the first time, then not far from the entrance you will stumble upon a group of bandits. A dwarf commoner will meet his friend Leske a little further, who, however, will not say anything particularly useful. To find out the necessary information, talk to the beggar Nadezhda, the merchant Alimar or the dwarf Radek. Nadezhda will tell you everything just like that, and Alimar and Radek will have to be bribed.

Walkthrough: Orzammar


Walkthrough: Orzammar

AT you will eventually learn that Jarvia's lair can only be entered using a special key, and that it can be obtained from members of the Charter, who often go to one of the houses of Dust Town (the Dwarf commoner recognizes his own former dwelling). Previously, there was nothing interesting there, but after this conversation, a small detachment of bandits will meet you there. When you almost finish off the leader, he will ask for mercy. It doesn't matter if you save his life - you will receive the key from the turned phalanx of the finger in any case.

Walkthrough: Orzammar


Walkthrough: Orzammar

D Then your path lies in the Suspicious House nearby. After examining the door, you will find a keyhole hole, but all the breaking skills will not lead to anything - only a turned knuckle taken from the bandits will fit here.

P falling inside, you will find yourself in the Charter's Lair (also partially familiar to the dwarf-commoner), filled with bandits-warriors and robbers, occasionally with mages-mercenaries, and spiders. There are also a lot of traps here, so the robber will be very useful. Moreover, the battle will begin almost from the very beginning - with the Gatekeeper, who cannot be deceived even by Stealth. Some fights can be avoided if you don't look into the side rooms, and it's worth bearing in mind that the charter is full of crafters using Stealth and appearing out of nowhere.

Walkthrough: Orzammar


Walkthrough: Orzammar

D jarvia will be waiting for you in the east hall filled with traps. If your character is a commoner gnome, Leske will help her, otherwise he will be in the prison cell a little earlier, and it will be possible to free him. Jarvia is an orange boss, a rogue assassin who is also excellent with a bow. At the lower levels, this is a very dangerous opponent. Periodically, she will go into Invisibility and attack your most vulnerable teammates or go under the protection of tripwire traps, most of which can be seen only by climbing the stairs. By the way, she herself will be immune to knocking down, but the magic controller will come in handy.

Walkthrough: Orzammar


Walkthrough: Orzammar

R having dealt with Jarvia and collected everything worthy of attention from the bodies and chests, you can get out to the surface through the corridor in the northeast, which will lead you to the Commons through the trading shop.

W Here you can complete two additional quests that appear only in the case of parallel execution of the tasks of Belen and Harrowmont.

Betrayal from within

Awarded if you convinced Vartag of your loyalty to Belen without losing Harrowmont's trust when leaving the Arena of Trials. It is necessary to plant compromising letters in Jarvia's personal belongings - this can only be done after defeating her.

Crossing to the other side

You will receive it only if you report to Vartag before Doolin. A Harrowmont confidant will ask you to find evidence that Belen hired Charter to kill Trian. You will also find them in the last room of the dungeons of the Charter.

To Once you report to Belen/Harrowmont about the destruction of Jarvia, you will be assigned the next task - to find the Perfect Branca in the Deep Roads and convince her to support your employer, or, if she died, bring her remains to the city.

Walkthrough: Orzammar


Walkthrough: Orzammar

H and this time, before leaving the city, a certain Ogren will meet you and ask you to join the group on the grounds that Branca is his wife. It is not necessary to take a gnome, he will still definitely join you a little later in the story. Oghren is a two-handed berserk warrior and will actively comment on the route while hiking in the Deep Roads.

DEEP ROADS

Walkthrough: Orzammar


Walkthrough: Orzammar

H To find Branca, you will have to pass several teigs. If you haven't gone to the Deep Roads for Lord Days, the first location will be Aedukan thaig. If you've been here before, you'll be directed straight to Karridina's Crossing. You will need to cross it from north to south, but the direct path is blocked and you will have to go through the western or eastern cave corridors. To the west, you'll mostly encounter the Darkspawn, and to the east, the Deep Hunters. A couple of times you will come across caves in which the Creatures of Darkness will sort things out with giant arachnids. You can wait until one of the parties finish off the rivals and deal with the rest, or immediately get involved in the battle as a peacekeeper and gain more experience. The intersection itself is a high ground fortified with traps and ballistas. By getting on one side and repelling it, you will be able to stab the rest of the groups in the back.

Walkthrough: Orzammar


Walkthrough: Orzammar

With Next you will visit Ortan teig. It is inhabited mainly by Darkspawn, spiders, spirits and golems. You need to get to the northeast of the teig, where you will find Branka's diary. This place is guarded by the Spider Queen, an orange boss. She periodically summons new spiders, so it's better to run back a little so as not to be distracted by the retinue, which will appear 4-5 times. When you remove a certain amount of health from the boss, it will disappear, but will soon appear again.

Walkthrough: Orzammar


Walkthrough: Orzammar

P after reading Branca's diary, you will learn about the location of a new location - the Dead Moats. Visiting this wonderful place, you will see huge armies of the creatures of darkness and will soon meet with the Dead Legion, fighting with a significant detachment of these creatures. You still need to cross the bridge, so you can support Cardol and his fighters or run ahead, taking the entire Spawn squad on yourself. The bridge will rest against a giant gate, in front of which there will be several ogres and a significant group of Darkspawn. You can lure them one at a time onto the bridge using bows.

Walkthrough: Orzammar


Walkthrough: Orzammar

To When you clear the bridge and the area behind it, the Dead Legion will change its location, but will not go further. You can talk to Kardol, the head of the legion, about how his fighters could help you in the fight against Blight, but Kardol will answer evasively.

Walkthrough: Orzammar


Walkthrough: Orzammar

L The location is filled with only Spawns of Darkness and traps. When crossing a narrow bridge, you will be ambushed by Screamers, and in the south-central part you will meet the Master of the Forge, an orange boss, with his retinue. A good hammer is removed from it, but you can bypass this place.

Walkthrough: Orzammar


Walkthrough: Orzammar

D You will then enter a large hall filled with skeleton-devourers. Shortly thereafter, you will first hear and then see Gespit, Branca's captain and mistress. From a short conversation, you will understand that Gespit herself is infected with Fel, and Branca is alive, although the rest of the gnomes for the most part died, and a terrible fate befell the women.

Walkthrough: Orzammar


Walkthrough: Orzammar

AT In the next hall, you will encounter a group of ogres, and the nearest door will be locked. The key to it can be found in the southern room with spirits. After you take the key, they will attack you. After going through the previously locked door, you will stumble upon the Darkspawn Womb, the main boss of the level.

Walkthrough: Orzammar


Walkthrough: Orzammar

O the creature itself cannot move, but its “elite” tentacles can reach almost any place in the cave and change location very quickly, and the creature itself spits poison quite accurately, so Natural Balms will come in handy. Also, the Queen will from time to time call on small units of the Creatures of Darkness. A possible tactic is to shoot the Queen from a hallway where she can't reach with either tentacles or poison, but you'll see a more spectacular massacre performed by a Guardian with a melee weapon, although there will be a danger that the Queen will capture your character with tentacles and begin to pinch off pieces directly in the air. Losing a party member in close combat is very easy. To recapture it when captured, freeze the Uterus.

Walkthrough: Orzammar


Walkthrough: Orzammar

P after finishing with the Matka and taking off her good gear, go to the eastern corridor. It makes sense to return to Orzammar when leaving the location to sell unnecessary things and empty the backpack - then you will not have the opportunity to do this. When you exit the Moats, you will open a new location - the Anvil of the Void. When you enter it, Oghren will automatically join you and you can change the rest of the group if you wish.

Walkthrough: Orzammar


Walkthrough: Orzammar

AT soon after that you will meet Branca and learn about what happened to her squad. Then you have to fend off three waves of Darkspawn, and cross the corridor, where they crowd denser than rich girls in a fashion boutique with a new arrival of goods. Area spells will be more than useful. Walkthrough: Orzammar

D Then you will come across a strange device in the form of four heads joined at the back of the head, and four altars opposite the faces. By the will of the localizers, this sculpture is called the Moonshine still, but it only drives away ghosts and spiritual damage. Next to each of the altars is a spirit. You need to destroy each of the spirits and activate its altar, after which you should attack the spirit directly opposite. After you get rid of these spirits, four more, a little stronger, will appear, which you need to get rid of in the same way. Then the strange device will finally break, the locked door nearby will open and you will be able to move on.

Walkthrough: Orzammar


Walkthrough: Orzammar

AT In the last cave, you will find Karidin himself, who will reveal to you the secret of creating golems and ask you to destroy the Anvil of the Void in order to atone for his guilt. At this point, Branca will intervene in the conversation, and you will have to choose which side you will take. If you oppose Karridin and Sheila is present in your group, then she will join him and you will lose her. By the way, when you remove 50% of the health from the Iron Golem, it will turn on the Electric Field - an analogue of the Storm, so Grounding Elixirs will come in handy. If you go up against Branka, then you will be seriously removed by the influence of Oghren (with high Influence and Persuasion, losses can be minimized, but he still will not leave you in this battle). Branca, when life decreases, activates a rockfall and also makes ghostly doubles for herself - in this case, it is better to freeze or paralyze them, and beat Branca herself.

Walkthrough: Orzammar


Walkthrough: Orzammar

AT district of the battlefield are located veins of lyrium. They are able to restore health and mana to both you and your opponents, so it is better to get ahead of them. It makes sense to immobilize the main boss in some way (for example, with a Force field), and

it should be borne in mind that golems are quite sensitive to magic.

Walkthrough: Orzammar


Walkthrough: Orzammar

P After the fight, Caridin/Branka forge a crown for the new king of Orzammar, saying they don't care who gets it. Karidin will ask you to destroy the Anvil of the Void, and as soon as you fulfill his request, he will jump into the lava. If Branca is still alive, you can convince her that she is doing the wrong thing, in which case she herself will destroy the Anvil and also jump into the lava.

T You can now return to Orzammar (you will be taken directly to the Council Chamber) and choose a new king. If you crown Belen, he will immediately order the execution of Harrowmont. If you hand over the crown to Harrowmont, Belen will stage a fight with the support of his minions in the Council in a desperate coup attempt, and you will have to help kill him. There is no need to hand over the crown to the one you supported initially - you will be free to choose until the last moment.

Walkthrough: Orzammar


Walkthrough: Orzammar

P After that, the new king will give you the Hammer of Trian and promise to send troops to fight the Pestilence at the right time, which will complete the quest. From now on, an emissary of dwarves is available to you in the camp, who will ask for precious and semi-precious stones such as topaz for the needs of the army.

This Dragon Age: Origins walkthrough does not contain information about backstories, as there are a lot of them, but at the same time they are not very difficult, and therefore you can easily go through them without our help. Our article begins after the arrival of the main character with Duncan in Ostagar.

Ostagar

You arrive at Ostagar with Duncan and greet the king. After that, Duncan leaves you so that you can get comfortable in the camp, we get an updated codex and the quest “Initiation into the Gray Wardens”. So, at the other end of the bridge, you can find out something from the first soldier you come across. Go west and talk to the kennel. The fact is that the dog must be cured, for which it is necessary to bring a flower that grows in the Wildlands. This is the quest “Mabari Wolfhound”.

The dog is your first ally. I recommend talking to your dog from time to time. Ask him if he sees anything interesting in the area and he will not return with empty pockets. Sometimes very interesting specimens come across. In battle, he will be useful only at the beginning, over time, replace him with more promising members of the squad.

Now it's time to meet Alistair.

Oh Alistair. One of the youngest Gray Wardens. A former templar, with all the consequences... The guy is not so simple as it might seem at first glance. It is especially interesting to watch their confrontation with the Morrigan. In battle, he behaves with dignity. Good with a sword and hit with a shield.

Then go south and talk to Duncan. We are entrusted with 2 tasks: to collect 3 bottles with the blood of the creatures of darkness and to find a cache with important ancient contracts. In addition, two new members of the squad are joining us - Daveth and Jory. Well, let's go to the Korcari Wildlands.

Wildlands of Korcari

For starters, a pack of wolves. And here are the creatures of darkness - these are the Harlocks, and Genlocks (archers) are standing on the hill, so rationally regroup the squad. After killing, do not forget to search their corpses (I remind you that to complete the task you need vials with their blood). We go south, along the way do not forget to pick a wild flower (the one that is needed to treat the dog if you took such a quest). We continue to move and move north, to the ruins of the tower. Approaching the hiding place, we will have a conversation with Morrigan and her ... sorry ... mother. Upon completion of the assignment, we return to the camp, talk with Duncan and participate in the ritual of initiation into the Gray Wardens. Do not forget about the dog (take the flower, come back after a while). Then go to the general meeting.

Tower of Ishal

A well-thought-out strategy for the upcoming battle is the key to victory. At the meeting, King Cailan will ask you and Alistair to light a signal fire and thus let them know that the darkspawn horde has moved into battle. After that, Teirn Loghain's detachment will strike the horde from the flank. We head to the eastern part of Ostagar, towards the Tower of Ishal. Watch the video about the beginning of the battle. We continue our way to the tower, but on the way we are informed that the creatures of darkness have already made their way into the tower and killed all of our people there. We go inside the tower and clear floor by floor. And at the very top, between the signal fire and us, there is an Ogre, with whom we will have to fight.

After the battle, we light a signal fire. We watch a video in which both the king and Duncan die heroically, and Tair Loghain betrays the order and orders his squad to retreat. And we got in trouble...

Woke up in Morrigan's hut. As it turns out, Flemeth, Morrigan's mother, saved us. Further nice conversation and in a way. Morrigan is coming with us, and Alistair, as a former templar, does not like it.

Morrigan. “Forest witch? Lies and delusion. Are you not used to thinking with your mind?” Morrigan doesn't talk much about himself. She does not deny that she is a witch from the Wild Lands, but all other facts of her biography are shrouded in a veil of secrecy.

Lothering

After watching the video with Tair Loghain, we meet the same dog (who was treated under Ostagar) and a small detachment of dark creatures. On the way to the city, on the bridge we will meet local “tax collectors”, robbers who, as you understand, rip off the already unfortunate refugees like sticky. Morrigan offers to teach them a lesson. But if you are too lazy, you can pay them 10 silver coins. Personally, I dealt with them, and at the same time I learned that a reward was announced for our heads. Next to the robbers lies the corpse of a templar, something that is useful to one of the inhabitants of Lothering with him.

Life in Lothering follows the principle of those in power. The city is full of refugees, but some are trying to cash in on it. I'm talking about the scene of the priestess arguing with the merchant who jacked up the price of his goods.

Near the entrance to the church, you can break the announcement with the task “Robbers are everywhere”. Purpose of the task: to destroy 3 gangs of robbers that live in the northern outskirts of Lothering. Upon completion, go to Preacher Devons for a reward. After that, 2 more tasks will appear on the bulletin board, they are quite simple: “When the bears attack” and “The last gift”. Look inside the church and talk to Sir Donall. From the conversation it will become clear that Earl Eamon, on whose help Alistair so hopes, is mortally ill and the Knights of Redcliffe are looking for the Urn of the Sacred Ashes of Andraste. Also give him the medallion and the note that you picked up from the corpse of a soldier (well, remember, at the entrance to Lothering).

We go to the local tavern. There, one of Loghain's henchmen, Dane, is waiting for us and be prepared for a small conflict. Leliana will join us. Attention! If you kill Dane, you will forever lose the opportunity to take Leliana into your squad.

Leliana, a novice of the church, capable of knocking the spirit out of trained mercenaries, is worthy of attention in herself, and if she also claims that the Creator himself sent her to the battle with the creatures of darkness, this is ... to put it mildly, unusual.

Hey, there's some guy in a cage!

This guy's name is Stan, and the church put him in a cage for... a crime. We get the quest “Prisoner of the Qunari”. How to perform? It is necessary to talk with the Reverend Mother (negotiations with Leliana will be more successful). You will find the Reverend Mother in the church, in the room on the right. But I didn’t really care, and in the shoes of Leliana stupidly broke the lock of the cage.

Stan. A caged, masculine giant, no doubt the people of Lothering had seen nothing more terrifying until the Pestilence fell upon them.

This concludes our stay in Lothering, and the passage of Dragon Age: Origins is just beginning. At the exit from the city, we help the dwarf merchants from the occupation of the harlocks. From now on, they will always be located near your camp, so you will be provided with the necessary equipment and rune casting. Where to go next? Earl Eamon won't help us, so it's pointless to go to Radcliffe for now. It remains to enlist the support of the gnomes, elves and magicians.

Dwarf City

At the pass in the Frosty Mountains, a gang of thugs led by a magician is already waiting for us. Upon entering Orzammar, we see a scene where Thur Loghain's envoy Imrek is trying to enter the city of the dwarves, but the entrance to the kingdom is closed to everyone. But the treaties of the Gray Wardens turned out to be a more compelling reason, and they let us in anyway.

political affairs

The dwarves are ready to answer the call of the Gray Wardens without any problems and recognize the force of the agreement, but that's bad luck, in the dwarf kingdom there is a complete mess with the authorities.

If you are in need of funds, you can take a few side quests in the Commons of Orzammar. For example, Filda will ask you to look for her son in the Deep Roads. Brother Berkel wants you to help him open a church in Orzammar. And Dagna wants to learn magic. Why does a goat need a button accordion, and a dwarf needs magic? Well, come on, we'll talk to the First Mage when we're in the Circle Tower. Well, a couple of tasks can be taken from the keepers in the Diamond Hall.

We go to the Council Hall. All the venerable minds of Orzammar decide far more important matters for the dwarves, one of which is who will take the place on the throne. The throne cannot be divided in any way by 2 applicants: Belen and Harrowmont. Your task is to support one of the contenders, so that the newly elected king orders the army to be released to fight Mor. I supported the latter, as Harrowmont seemed to me more noble. True, the first task for Harrowmont is more difficult, it is necessary to win the trials, and at the same time find out the reason for Baizil and Gwiddon's refusal to represent Harrowmont.

Trials of Valor

We go to the location behind the Common Halls. You can order duels from the Challenge Gunsmith. For each victory you will receive some money, and if you go through all the fights, you will receive a ring of blood as a reward (requirement of a blood mage).

It is not easy to persuade Bayzil and Gwiddon to participate in the trials. I didn't manage to do that. Whatever it was, we are going to sign up for participation in the tests. And here we are in the arena. Our first opponent is Severin. Easily! Our next opponent is… erm… the opponents are the warrior-caste twins Lucian and Myaja. It's like two Severins, don't worry too much! The next enemy is already more serious - this is the Silent Sister Hanashan. Next is a pair test, you can take someone from the squad. I took Alistair. Be careful, our enemies Vodzhek and Velance are well protected by armor. And the last test... Piotin will come out to fight. God, this was a mess! The enemy is unrealistically strong and tenacious. This is a very difficult fight, I ran from corner to corner, drank everything for courage, and still won, even if not the first time. After the battle, we receive congratulations and go to Dulin's in the tavern "At the Kabatchikov".

Halfway to the throne!

We helped Harrowmont by participating in trials. However, this is not enough. The next thing to do is deal with the local villainess Jarvia. We're heading to Dusty City. Dust City doesn't welcome us with open arms. Well, come on, after what I went through fighting Piotin, all these thugs are flowers. You can talk to Rogek. This I mean that you can earn extra money by smuggling lyrium, but you need to deposit 50 gold coins. I just killed Rogek and extracted 20 gold, that was enough for me. After talking with Hope, we learn that members of the Jarvia Charter carry special keys with them, in the form of a knuckle. Next, talk about it with Alimar in his shop, and then go to the abandoned shack at the end of the city. Take the key from the dead thugs. Then open the “suspicious” door and you are there. Hmm… the Charter's hideout looks like a labyrinth and there is a lot of swag here. Along the way, you can open the cages with prisoners. And here she is, Jarvia! Oh, the fight with Jarvia and her minions will not be easy, but she is susceptible to magic, go for it! That's all, we search locations and corpses. And the key that we found from Jarvia leads us to a secret exit through Janara's shop.

True perfection

Lord Harrowmont asks us to go to the Deep Roads, in search of a certain Perfect Branca. The word of the Perfect at the Council is worth its weight in gold! We leave for the Deep Roads, and on the way we talk with Oghren.

Oghren. “I can’t say that I would be a good match for a dance at the coronation ball, but in the Deep Roads I am exactly what you need.” The Oghren of House Kondrad was a promising member of the warrior caste. His house did not hold a particularly high position, but many of his representatives, including Oghren himself, won outstanding victories in the Trials and thus increased their position. Oghren likes to drink well, so give him appropriate gifts.

First, I went to the Aedukan thaig to hunt some darkspawn. Wandering through the labyrinths, I did not find anything interesting, except for the bags with the remains. Then I went to Caridina Crossing. So, you can go different ways, there is a passage on the left and on the right. Go into the passage on the left, stumble upon the Screamers, in the passage on the right - a squad of genlocks is waiting for you. At the end of the path, another portion of enemies, but with a manual bronto. And here he is, Taig Ortan. We go along the corridor and turn into the passage on the right, along the way we knead spiders and genlocks. We meet the gnome - Hand, the very one that Filda asked to find. And here are our new enemies - forgotten spirits, and with them a stone golem. In the same place there is a chest containing Ortan's notes (for the Lost Records quest). Next, we are waiting for another detachment of enemies and two golems (each “controls” the bridge). We go straight into the passage, we have to fight the queen of spiders, who constantly calls her own kind, and when she is in immediate danger, she dumps. After cleaning the location, we read Branca's diary. Now it becomes clear that Branca went to the Dead Moats. So what are we waiting for?

Dead Moats

To begin with, we will be shown a video with a dragon and an impressive number of creatures of darkness. Next, we help Cardol and his legionnaires. On the other side of the bridge, a detachment of archers and Ogre were waiting for us. We move to the left, deal with a bunch of hurlocks and bronto, open the door and again the enemies. In the large hall on the left, a horde of enemies awaits you, led by the genlock master of the anvil. On the opposite side, cross the bridge and into exactly the same room, but with skeleton-devourers. Next, a meeting with Gespit. Be ready. I have never seen a more terrible creature. It is this creature that turns gnomes into genlocks. The uterus is relatively harmless due to its immobility. First, cut off her tentacles. That's better. Oh-she-she, the tentacles of the industry again, and even genlocks with screamers appeared. But I know you can handle it. Next, another scripted replica of Hespit.

Anvil of the Nether

We are given the right to change the members of the squad. Don't remove Oghren. I took with me the Morrigan and Leliana. And here is Branca. We are locked! Congratulations! Branka is so obsessed with this anvil that she asks us to go through the numerous corridors and find this very place with the anvil. One good turn deserves another. We follow the marker for a long time and stubbornly, along the way we clean the area from the creatures of darkness. In a room with 4 golems, you need to fill up ... that's right, the golems (they will come to life one at a time). We go further, we pass into the corridor, where the golems will attack in pairs. We reach the place with the Apparatus of Spirits (this is such a mechanism in the form of four stone heads that calls on spirits). We kill the spirits and activate the highlighted anvil. And so on until ready. Everything is simple! We go into the passage on the left, we watch the splash screen. Now you have to choose who to help: Branca or Caridin. The motivation here is this: Branca wants to use the power of the anvil (an army of golems would be useful to us in the war against Blight), and Caridin is tormented by remorse, because he created such a dangerous tool. Any of them can forge a crown, since both of them are Perfect. I helped Branca, I was of the opinion that in war all means are good. In any case, you will have to fight with a crowd of golems and one of the leaders. After a difficult battle, we speak with Branka. That's it, we have the crown. And, by the way, here you can remove the list of gnomes who have turned into golems (take it to the keepers). If you did the same as I did, then do not forget to steal the armor from the dead Karidin. And then the coronation of the elected king and ... all ... it's time for us to move on.

elf forest

At the entrance to the elven lands, we are met by a Dalish patrol. What, but how?.. After us, they still lead to the main thing. After a conversation with Elder Zathrian, it becomes clear that most of the elves have fallen from the curse of the Raging Fang and are about to turn into werewolves. And as you already understood, they are clearly not in a position to fight with Mor. To remove the curse and their speedy recovery, it is necessary to kill the source of this infection.

In the Dalish camp, you can take side quests, since they are not so difficult and there are not many of them. Elora, the chief cattle breeder, sits near the gall (such a horned animal) will ask you to examine the animal (use the survival skill). The young hunter Kammen cannot arrange his personal life in any way (persuade his chosen one Geina to score on the test and accept, even if not yet an experienced hunter). Atras wants to find out what happened to his wife Daniela. And the local craftsman Varathorn will make you a breastplate if you get an iron bark.

Ents, elves... Gandalf?

We are heading to the Brecilian Forest. It seems to me that there are a lot of wolves here (both ordinary and werewolves). Going deeper into the forest, we will meet the Runner. The conversation with him was not so long, and soon after the fight he ran away. We continue to explore the forest. Near a fallen tree (where you can get iron bark for a craftsman) I met a new enemy - Sylvan (analogue of the Ents from the Lord of the Rings), but don't worry too much, any piece of wood burns well. In the south side of western Brecilian, talk to the Great Oak, from which someone brazenly stole his charm ... sorry, acorn.

Then I went to the eastern part of the forest. Here he met a hermit who stole an acorn from an oak tree. He has a counter offer, which is to kill the oak tree. But no, I promised to help the oak, so I traded the acorn from the hermit for some book from the inventory, and returned the loss to the oak. And the oak, in gratitude, gave us a staff that will help us overcome the magical barrier and move on. At the fork to the left of the entrance to East Brecilian you will find the werewolf Daniela (wife of Atras if you took the quest in the camp). She will give you a message for your husband and a handkerchief. Daniela can't be saved anyway. Even if you refuse to kill her, she will take the "Ozverin" and attack you. Also, if you go north, you can take the quest “Mage's Treasure”. The purpose of the task is to find 3 gravestones, kill the dead and collect a set of Juggernaut armor (a very useful little thing, I put it on Alistair, and he is an enviable knight).

lair of the beast

After passing the magical barrier, we meet the Runner again, and then we pass to the ruins. In the ruins we go straight, and at the end of the corridor we turn left. We kill the dragon and into the passage to the lower level. In the first zone you will meet the ghost of a boy and there you can also find a description of a certain ritual. In the second zone there is a place for the ritual. Here's what you need to do: fill the jug with water -> move away from the source -> look at the altar -> put the jug there -> pray -> inspect the jug -> take a sip of water -> take the jug -> go to the source -> pour water into it. After that, the door will open, and after a showdown with the dead, you can pick up the juggernaut armor. In the next zone, you can learn the specialization of a combat mage, for this, put a gem on the altar (lying on the floor). The fourth zone is simply littered with traps. Watch where you're stepping! Leliana was with me, it was she who turned them off. Then a few more skirmishes with enemies and that's all, we are in place.

The mistress of the forest is White Fang?

And here is our third meeting with Begun, but this time he was more inclined to negotiate. After talking with the Lady of the Forest, it will become clear that Zathrian himself is to blame for the curse, and it was he who gave birth to the White Fang. Let's ask him, he will be very close. We take him to the Mistress of the Forest and have a nice conversation. However, a nice conversation did not work out, Zathrian, because of his hatred, flatly refused to remove the curse. We had to use force... The fight will not be easy, but we are used to it. The first thing Zathrian did was paralyze the werewolves and summon allied sylvans. But we won, and Zathrian at the cost of his life dispelled the curse. All werewolves took on their true human form, and the wounded in the camp began to recover. We speak with the new elder of the Dalish. The deed is done, the elves will come to battle with the Blight.

On the way, Teirn Loghain's hired assassins, led by Zevran, were already waiting for us. However, he could not defeat us, and he had no choice but to join us. Zevran was a Raven that Loghain contracted to kill the surviving Gray Wardens. However, after an unsuccessful attempt, he ended up in the hands of his failed victims.

Circle Tower

We go to the pier of Calenhad Lake. In the Tower of the Circle we speak with Gregor. As it turns out, the Tower of the Circle is just teeming with possessed and demons of all stripes. You see, the most "intelligent" magicians of freedom wanted to, and they decided to resort to blood magic, and the most gifted ones, like Uldred, decided to release the inhabitants of the Shadow. Who got to fix the situation? Guess! But first, buy everything you need from the quartermaster, because as soon as we get inside, there will be no turning back until the very end. Note that the passage of Dragon Age: Origins in this location will require some ingenuity from you.

We meet the magician - Winn, who guarded one of the few surviving students with the help of a magical barrier. She brought us up to date and agreed to help clear the Tower.

Wynn. “I will not lie still in bed, pulling the covers up to my chin and waiting for the hour of death to strike.” Wynn has a particularly strong aptitude for healing magic. In the Circle Tower, she is one of the most respected.

So, let's start clearing our way, floor by floor. On the second floor in Irving's room, take the Black Grimoire book. Great gift for the Morrigan. On the fourth floor we meet the demon of desire and the templar bewitched by him, and in the central hall we will be met by the demon of Idleness, which enslaves our mind.

Shadow

Waking up in a place called Weishaunt, we get a new quest “Lost in Dreams”. Duncan is standing in front, by the way, what the hell, he died? Where are the rest of the team? An interesting situation. Don't believe me, these are dreams. “Duncan” is actually one of the demons, but the squad members are wandering somewhere in the Shadow, we need to find them!

Activate the shadow pedestal. Destination - "Primal Shadow". We speak with Niall, learn more about this place and how he tried to use the Litany, but did not have time, and also how we ended up here. Nearby we get the ability to turn into a mouse and go into machine holes, as well as be unnoticed by enemies. This is just one of four images to be used. As soon as you get all the images, go around the circle again, study everything you can, because in some locations you can increase one of the basic parameters. Next is the Burning Tower. Here you will get a form - a flaming man, which will make you completely immune to fire. In the "Scattered Wizards" location, you will get the ability to transform into a golem, which has deadly physical attacks and the ability to kick down locked doors. In the place “Invasion of the creatures of darkness”, you will take on the form of a spirit, so it will become easier to go into inaccessible areas. After the massacre of all the main demons, we go to help out friends (elements along the edges). And when you're ready, head to the central element, to fight with the one who dragged us here, with the demon of Idleness. The demon will be in the guise of an Ogre, then what the hell, and so on until the bitter end. Combat tactics to your taste. The main thing is to use Wynn's mass healing. That's all.

From the body of the deceased Niall we extract the Litany of Andralla. We go around this floor and near the stairs to the upper tier of the Tower, we also speak to those imprisoned in the magic field - Cullen. And then according to the scenario... After not a long verbal battle, the battle with Uldred will begin. In places where magicians begin to turn into demons, use the Litany. After defeating the main crook, we speak with Irving. And everyone is fine... Don't forget to talk to him about Dagna (dwarf from Orzammar) if you took this quest. And our journey is not over, new achievements are ahead.

redcliffe

We get to a small village. On the bridge we meet a sentry who will take us to Bann Tegan, brother of Earl Eamon. The fact is that every night all dead things come out of the castle. Once recaptured, twice, ... but this time we will not recapture. This is how the locals feel. Well, can we help?

Right there in the temple you can take the quest “The Lost Child” (oddly enough, the child is sitting in the closet, in the house).

Survive this night

Talk to village chief Murdoch. So, it will soon get dark, there are practically no soldiers in the village (except for us and the knights of Sir Perth), so the peasants will have to fight mainly. The weapons and armor are in a terrible state, and the only blacksmith in the village refuses to help. The gift of persuasion by this point was already well pumped, so I simply promised to help him, to find his daughter Valena. Forcing Ohen by force will only go to the minus. A certain gnome merchant Dvin refuses to help the village. To raise the morale of the militias, you just need to call on such a warrior. A suspicious elf, a certain Berwick, sat in a local tavern, who, after questioning, confessed that he was spying for Teirn Loghain. He can also be persuaded to perform that night. Near the mill we speak with gray Perth. Ser Perth, in general, does not need anything, except for a divine blessing and some amulets. No problem.

It got dark ... So, the carrion will go down from the ominous fog. Once you've killed everyone, go straight ahead. We meet a knight who reports that the monsters are already in the village. Let's hurry! Near the fire will be the final battle. How to exterminate all the undead, victorious URAAAAA! After such a long standing ovation, we go to the castle.

Lock

We immediately speak with the blood magician Jovan imprisoned in the cell. It was he who poisoned the earl and taught his son magic, but he did not cause demons and other dead things. I did not draw hasty conclusions, so Jovan remained in the cage. So, let's get used to the castle a bit. In the northeastern part, on the first floor, Valena, the daughter of a blacksmith, hid. In the courtyard, activate the lever to open the gate and let Ser Perth and his knights in. After you scatter all the undead, talk to Perth and forward to the castle.

We see a strange picture: Bann Tegan dances like a jester, and Connor is possessed by a demon. A fight will begin, in which all the Possessed in this room will take part, led by Bann Tegan. But everyone got what they deserved. It became known that Connor wanted to save his father and began to study magic. Earl Eamon is still in our world, but Connor's mind is possessed by a demon.

Jovan suggests using blood magic, but this ritual will require someone's life. Volunteers were found, but I decided to go the other way and turned to the Circle Tower for help. Irving kindly agreed to help us and sent his magicians to Radcliffe, and then according to the script.

Shadow

So, we are in the Shadow. We go into the portal, we speak / fight with Connor, or rather with a demon. And so several times. On the fourth such call, a serious battle with the demon is ahead. That's all.

I advise you to wander around the castle a little more, gifts for your wards will not be superfluous. I had Leliana well pumped, so picking locks on doors and chests was fun. On the lower floor, in the earl's office, in the table is the amulet of Alistair's mother, a wonderful gift.

Looking for a relic

Earl Eamon is mortally ill. One legendary relic can help him - the urn of sacred ashes of Andraste. Of course, this may just be a legend, but it's still the only hope. We are staying in Denerim, to talk with a certain Genitivi, he may have useful information on this matter.

Denerim

And here we are in Denerim's shopping district. So, let's start with side quests, since there are a lot of them here. Sergeant Keelone will ask you to deal with the rowdy mercenaries in the "Pearl", and then with the same success to calm down the "noisy" visitors of the tavern. At the market, a certain Master Ignacio introduces the Antivan Ravens. Talk to him and after a while the messenger boy will hand you a letter. Head to the Bitten Nobleman tavern and find Ignacio in one of the rooms. Would you like to work as a hired killer? Our first victim is Pedan, a man who sets traps for everyone who is somehow connected with the Gray Wardens. I think killing this reptile is a matter of honor! Pedan is located in the brothel "Pearl", and you will find the secret password in the poster that hangs at the entrance to the elfinage. In the Pearl, you can persuade the local robber to teach us the Duelist specialization (useful if you or someone from the squad is a robber, Leliana, for example). To do this, you need to beat Isabella in a card game (Leliana should help). So, after the “accident” with Pedan, we will inform Ignacio about this. Next to him, in the chest, you can take a couple more orders - “Hunt for mercenaries” and “Audience with the ambassador”. You can take three tasks from the innkeeper in the “Bitten Nobleman” tavern and several tasks traditionally hang on the preacher’s board near the temple.

Members of your party may have business in Denerim. Leliana has a conversation with her longtime "friend" who is trying to take her out. And Alistair has a meeting with his sister.

In search of a relic (continued)

In Genitivi's house, we do not find the one we need. Instead, we speak with his assistant Waylon. But he doesn’t finish something, so we decided to press him against the wall. Rummaging in the chest of one of the rooms, we were interested in the records of Genitivi's research. We leave for the village of the Refuge in the Frost Mountains.

Strange place, I tell you. It was not possible to talk properly in the temple, the sectarians, led by Eirik, took up arms. Search the bodies of the dead, and on the right side, behind the brick door, talk to Genitivi.

And here we are in the church. Genitivi has decided to stay in the great hall, while we need to keep looking for the urn. Everything is very clear here: we clean the locations from obsessed sectarians and simply obsessed, select the keys, open the doors. Next, caves and ... cave dragons will begin. As soon as you get to the appointed place, a conversation will begin with the leader of the sectarians Kolgrim. The guys, apparently, were completely mad ... Andraste was reborn, her ashes need to be defiled, and so on. But I did not agree and a fight ensued ... in general, we beat everyone. And they removed the horn, boots and a good hatchet from Kolgrim's body. By the way, if you use Kolgrim's horn on the top of the mountain, then you will meet with the highest dragon.

Trial

To get to the urn, you need to pass the test, which consists of several parts. We learn about this from the Guardian, who has been guarding the urn for many centuries.

First you need to solve eight riddles. But just in case, I’ll tell you the answers: Elisha is a melody, Brona is dreams, Lady Vasily is revenge, Thane Shartan is a house, a student of Havard is a home, General Maferat is jealousy, a student of Katair is hunger, Archon Hessarian is compassion.

Next, we talk with the ghost of the past (everyone probably has his own, but I spoke with Jovan), and then there will be a fight with ... our clones. The third stage of the test is a puzzle. You need to stand on the tiles in such a way as to recreate the bridge.

Well, the last condition is to take off your clothes and go through the fire. After the Guardian's remark, we are approaching the ashes of Andraste herself.

As expected, the ashes healed Earl Eamon, which means that the matter has taken a serious turn. And now, when the treaties are confirmed and the armies of dwarves, elves, magicians are ready to help in the war with Mor, and Earl Eamon has recovered, the time has come for the Assembly of the Lands. We again arrive in Denerim and settle down at the estate of Earl Eamon. But, before we had time to properly relax in luxurious apartments, as the maid of Queen Anora asks us for help. The fact is that Lord Howe keeps the queen a prisoner in his estate.

queen in captivity

On the way to Lord Howe, we met the Antivan Crows, led by Talesen. Taliesen tells Zevran that everything is in order, that everyone understands why he did this and offers to return to his duties as a hired killer. If you are at odds with Zevran, then he will accept the proposal of the Ravens, and so we calmly killed everyone.

So, you can't get through the front door, there's a crowd of some people. Erlina offers to enter from the back door, but there are 2 guards standing there. Wait for the maid to distract them or kill them and go inside.

To make the passage of the estate safer, change into guards. Bypassing the extra attention of the officers, we get to the place of imprisonment of Anora, but the door is blocked by a magical barrier. So you have to kill the one who created this barrier. The location has a treasure chest (coins and some inventory items), so have a good burglar with you (you can return here later with the keys). In the room, in one of the chests are documents that once belonged to the Gray Wardens.

And in one of the cells you will find Riordan, another surviving Gray Warden. But we have no time to linger, we go down into the dungeon.

Be careful, because in almost every room a dozen soldiers and fighting dogs are waiting for us. In the torture room, free Oswin, thereby unlocking the quest "The Nobleman Under Torture", then don't forget to talk to his father Bann Sieghard in the "Bitten Nobleman". This act will give you a voice in the Assembly of the Lands. In the place, free Rexel for the quest “Missing in action”, having previously taken the key from the dead guard.

And here is Earl Howe, who, in spite of everything, insisted on being right. And next to him was a battle mage, who created a magical barrier. Kill the bastards! After all the brawls, I found Vaughan, who provoked the elven uprising, and in the next cage sat the templar Irminrink drugged by lyrium (give the ring to his sister Bann Alfstanna, who is still sitting in the same tavern). That, perhaps, is all, we free the princess.

And here's a little annoyance. We are met by Catherine and her guards. We have 3 options left: kill everyone (it is incredibly difficult to fight experienced and well-armed soldiers), try to explain or surrender. In the last two cases, you will end up in Fort Drakkon.

Fort Drakkon

We are in prison. We have 2 ways to get out: wait for the help of friends or get out ourselves. There are many options for both methods. I chose the first option and waited for help from Leliana and Morrigan, who introduced themselves as ministers of the church. Morrigan in church attire, can you imagine? I thought the guards would look at the Morrigan and say, are you in the church? But Leliana's eloquence saved us here, too. Just do not communicate with the Monk Augustine, otherwise it will turn out that the church did not send anyone and you will be exposed. In the hall with ballistas, Sergeant Tanna blocks the way. You can try to convince her to leave the post or use ballistas. If you aim the very first right (from the entrance) ballista and shoot, then you can cause serious damage to Tanna, and then kill the rest. You may have a reasonable question: why did I take the girls, and not powerful warriors like Oghren and Stan? Leliana was cunning, had abilities like stealth and the ability to make traps. Well, Morrigan had the ability to "blizzard", using which, the soldier took off as if by magic. And here are our prisoners. After killing 2 guards, we get the keys to the cell, everything is simple! There are four of us again, so dealing with the remaining guards will be easier.

Place on the throne

Upon returning, you will have a conversation with Eamon. Who will take the throne? There are several options: Alistair, Anora, Alistair + Anora, GG + Anora (if you play as a human noble, you can try your luck). I managed to convince Alistair and Anora that marriage is the best thing for both parties.

There are a couple of days left before the Assembly of the Lands and some problems in the alienage need to be resolved.

Elfinage

And these problems were as follows: a crowd of elves argued with healers from Tevinter. The fact is that quarantine has been declared for the elfinage, and these “doctors” collect both healthy and sick elves in a shelter and ... nothing more is known about them. Having discussed this matter with Shianni, we decide to look inside the hospital. On the gates, kill the only guard and go inside. No sooner had we entered than we were attacked, which we later regretted. Take the note from the table, and then go outside and fight again. Talk to Shianni again. We go to another building on the gates. Inside we ask the elf who washed the floor. He told us where and how the elves are taken out and we went further. We leave through another door and “speak” with the Tevinterers. In the warehouse, you will learn that all this “treatment” comes down to a banal slave trade, and the main one here is Caladrius. An excellent opportunity to get dirt on Loghain, the council will be interested to know that the regent is not opposed to selling his people into slavery.

Caladrius was disposed towards a peaceful outcome. He offers us a letter with Loghain's seal. However, what prevents us from taking the letter from the dead slavers and putting an end to their activities forever? After Caladrius's health has come to naught, he offers us an even more generous offer, namely to raise my health level at the expense of slaves. Tempting, of course, but I politely refused ...

Ser Otto is a blind templar who senses evil. We get the quest "Evil", for which you need to look for unusual things in the elfinage. For example, tell Otto about a crazy girl, a pool of blood, and a rabid and dead dog. Next, you have to clean the shelter from evil spirits.

Assembly of the lands

After you do all your business, talk to Earl Eamon, and then we head to the palace to the Gathering of Lands. And again we communicate with an old friend of Catherine, but this time she is without her militia.

So, in order for the council to take our side, it is necessary: ​​complete the quests with the prisoners in the Howe estate (Oswin and Irminrink). Don't tell Anora that you're going to kill her father Loghain, otherwise she might do something against you. Do not rush to talk about Alistair and the murdered king Caelan. Start the conversation by saying that your main goal is the war with the Blight. And then you can point out Loghain's crimes, like the alienage's slave trade. This will be enough.

At the meeting, we were unanimously supported, but the only thing left was a duel with Loghain. You can participate directly yourself, or you can send someone from your squad, Alistair, for example. After the duel, Riordan intervened, who made an unusual offer, namely, he offered Loghain to atone for his guilt by joining the Gray Wardens. It seems reasonable, and you know how such an initiation ends in most cases. If he is worthy, then he will pass, if not, then death still awaits him. Loghain will be initiated and take Alistair's place after he goes berserk and leaves the squad. But Alistair and I have known each other longer and are on friendly terms with him, so I gave him the opportunity to avenge Duncan and the others. After seeing her father's head being cut off, Anora terminated our marriage agreement with Alistair. Alistair ordered to lock her in the tower, and began to slowly master the role of the ruler.

Last Stand

The history of Dragon Age is coming to its logical conclusion. The traitors of Ferelden have been punished, the treaties of the Gray Wardens have been confirmed by the allies, and all that remains is to defeat Pestilence and the Archdemon.

Earl Eamon went to Radcliffe to raise an army, and we followed him. And so we retreat to the allotted chambers, where we have to find out the most important secret of the Gray Wardens. Riordan explains to Alistair and me why only the Gray Warden can defeat the Archdemon. It turns out that after the death of the Archdemon, his soul moves to the nearest creature of darkness. Thus, immortality is achieved. Do you remember what the Gray Wardens are made of, what we drank at the initiation? Yes, there is filth in our blood, so the soul of Achidaemon will inhabit us. But the Gray Warden has his own soul, so at the moment of the last blow to the Archdemon, the Gray Warden dies. On another it is impossible. Riordan, as the oldest of us, decides that he will kill the Archdemon himself, but if he falls? We'll have to finish this business to our GG. However, Morrigan has an obscene offer, for which there is an opportunity to escape. What I took advantage of ... It's time to speak.

So, the battle will begin in a gloomy atmosphere at the city gates. Everyone dances! Sorry, all members of your squad participate in the battle, but you can only control the GG. You have to fight with hurlocks and genlocks, but they are easily taken out. After that, talk to Riordan. You have to deal with two enemy commanders, in the trading quarter and the elfinage. From now on, you can call on one of the allied armies, just keep in mind that for the last battle, and with the Archdemon, it is better to keep one of the armies intact. You know what a dragon is. Defeating him in close combat is almost impossible, so save the elven archers or magicians for last. Although you can try your luck with gnomes or golems. It is also important to have a robber next to you, I have the best Leliana, she shoots a bow with good dexterity, which will help to defeat the dragon. The last parting words to the members of the detachment and ... forward!

The fight in the shopping district should not cause difficulties, I called on the magicians, which allowed me to bring down the ogres at a distance, they did not even have time to reach us. In the alienage, such a trick will not work, too small nooks and crannies in this area. I decided to do without support at all, since the enemy did not advance until they broke the gates and barricades. Well, while the gates were intact, a real riot of elements was going on behind them, since Morrigan and I are enviable magicians.

Next, you have to play for the remaining members of the squad and defend the city gates. I appointed Oghren as commander there. Well, the fight is not easy. I sent Oghren to the “yellow” enemies. While Stan and the dog dealt with simpler, but superior in number, opponents. And Wynn, traditionally used magic to heal the squad.

We switch to our main squad. The next scene of action is Fort Drakkon. Before that, we watch a video in which Riordan crashes without having time to finish the job. We'll have to deal with the archdemon. At the entrance to Fort Drakkon, many enemies will be waiting for us. The place is good for shelling, for example, it would be logical to call on elven archers. But archers will come in handy for the last battle, but for now you can call on Redcliffe soldiers, gnomes or golems.

We will be alone inside the fort. We clean the area, and at the entrance to the second floor, buy from Sandal. This is our last chance. Make the best use of your finances. Sell ​​all that is superfluous and buy various lubricants (or extracts and what you need to make yourself). Make your way to the roof.

And here is the final battle. Archdemon in all its glory. The dragon spits the energy of the spirit, waves its tail, and when it is in immediate danger, changes its position. How to be? First, call on an allied unit. I chose the elves, as the archers seemed to me the only right decision. Leliana (with a bow), Morrigan and my GG took up the Archdemon directly. Alistair, in close combat, would not be effective, so he aimed the ballistae and fired at the dragon. As soon as genlocks and harlocks appeared, I switched it to them + one of the magicians. This is a great opportunity to replenish the supply of healing poultices. As soon as the ballistas broke down, in the shoes of Leliana we try to fix them. This is the most effective tactic in my opinion. Of course, you could call gnomes or golems, because these guys eat darkspawn for breakfast in their Orzammar. That's all!

The dragon is defeated, and we are watching the final video. The end will be different for everyone. It depends on who becomes the ruler of Ferelden, whether you agreed with the Morrigan and how you acted in a particular area (for example, when I helped Harrowmont in Orzammar, the dwarven kingdom became more and more distant from the outside world, etc.). That's all, the passage of Dragon Age: Origins is completed. Congratulations!

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