Dragon Age: Origins - Anvil of the Void. Walkthrough of the DLC “Stone Prisoner Demon from the Ashes”

Sheila (English Shale) is a possible companion of the Gray Guardian if the Stone Prisoner DLC is available. It is located in the village of Honnlit. Sheila's character (and the quests associated with it) is the subject of much debate. At first she was going to be a joining NPC in the game, but then she was cut due to the developers who decided to concentrate on polishing the game as quickly as possible before release in 2008. When the game's release was pushed back to the last quarter of 2008, the developers again focused on Sheila and her return to the game. Although she was not included in the release version of the game, Sheila was available as free one-day DLC for all purchasers of the Standard or Collector's Edition of Dragon Age: Origins.

Surprisingly, for a golem, Sheila is extremely talkative and curious. She pokes her nose everywhere and asks her companions about their past, their religion and outlook on life. But, given that the Guardian’s companions do not mince words, she often deeply regrets that she asks too many questions.

Background

Quests

Present

Sheila prefers "gorgeous" gemstones. On Xbox 360 and PS3, there is a bug that does not give Sheila the standard 10 points for the first gift; instead you will get 5, which decreases as usual. And after four precious stones, Sheila will not be interested in the rest and will give for every 1 ( “Can I keep this? Great").

Leliana

Leliana can be found in a tavern in Lothering. She herself will ask you to take her into the group immediately after the battle, which will begin automatically after your meeting.

Special gifts for Leliana are the "Grace of Andraste" flowers, which grow in the Brecilian Forest, at the mill in Redcliffe and in the Elvenage in Denerim, and the naga, which the Idle Dwarf can catch for you in Dusty Town. (To do this, talk to the naga catcher Boernor in the Unknown Region with Leliana in the group, and then talk to her again - otherwise the option to ask the Idle Dwarf to catch a naga will not appear for you.) Of the rest, she will gladly accept religious symbols related to to Andraste, and beautiful shoes.

Leliana can teach you the Bard specialization.

Quest - Leliana's Past

If you've already talked to Leliana about her past, you know that she was a bard in Orlais and that her mother was from Ferelden. You must leave the camp and return to it again so that Leliana will tell you about Marjolein, her former friend and mentor. After this conversation, when you are traveling around the world map with Leliana in the group, you will be attacked by a squad of robbers. This will be a very narrow passage, and the group of attackers will include an elite archer and a mage (regular), so be careful. Of course, it all depends on the composition of your group, your level and your favorite tactics, but if you suddenly have problems with this encounter, I recommend taking out the mage first and at least immobilizing the archer leader while you deal with the rest. (As an option, immediately throw all your strength at the leader, since when you take away almost all his lives, the battle will end.) The bridge there, by the way, is protected by a fireball trap.

After you have dealt with the attackers and are almost done with the leader, Leliana will ask you not to kill him in order to interrogate him. From him you will learn that the robbers were hired specifically to kill Leliana, and you will receive an address where you can find the one who ordered the murder. After that, you can kill the mercenary or release him on all four sides - it’s up to you.

Leliana will suggest that Marjolein is behind all this and will offer to find her in Denerim. If you agree, you will earn Leliana's approval. In Denerim, the desired house will be marked on the map. It is located in the Shopping District. You'll have to fight two guards when you enter it, but they're unlikely to pose a problem to you. After the fight, go into the room - and Marjolein will meet you.

The conversation with Marjolein can end peacefully or not, depending on your desire. If you tell Leliana, "You know she'll haunt you as long as she lives," you'll have to fight her. Marjolein will summon two mages and two warriors to help her, but if you quickly retreat to the door to the street, she will follow you, and the rest may be left behind. Mages almost always remain in their rooms, but warriors can stay or follow Marjolein.

Marjolein is a very powerful bard. I recommend not crowding around her with the whole group - sometimes she uses a bard’s skill, which paralyzes everyone nearby (but also the bard himself), in this case she is quite easy to kill by that ally who did not fall into her sphere of influence.

Be careful - there is a trap in front of both rooms with magicians.

When you kill everyone (or let Marjolein go in peace), Leliana will state that she needs to think and that she will talk to you later. (Don't forget to check the chest in one of the rooms - there is one of the best bows in the game, which only Leliana can use. You will receive the bow regardless of whether Marjolein remains alive or not.)

Talk to Leliana at the camp. In this conversation, you will have a chance to “toughen up” her character. This will not have a special impact on the game - except that in the "Pearl" in Denerim you will have a chance to persuade her to "triangle" with you and Isabella and in very rare cases - to "quadrangle" with you

P After installing the DLC, you will have a new location called Sulker Pass on the world map. The merchant stuck there will offer you the golem control rod and say the activation words. You will get the rod absolutely free, because the golem itself is located in the village of Honnlit, through which a horde of the Spawn of Darkness is about to pass.

By After this, the village itself will appear on the map, in which the Spawn of Darkness actually settled. When you have dealt with the creatures, you can try to activate the golem found in the square. Quite expectedly, the password will not work and you will need to find one of the surviving residents of Honnlith to try to find out the real one.

Walkthrough of the DLC “Stone Prisoner”


Walkthrough of the DLC “Stone Prisoner”

ABOUT go to Wilhelm's basement. Having finished with the squad of the Spawn of Darkness, you will find local peasants behind a strange magical barrier, and among them is Matthias, son of Wilhelm. He will tell you in vivid colors how the golem crushed his father, and his mother sold the control rod in her hearts, deliberately telling him the wrong password. Matthias will agree to tell you the right words, but only if you return his daughter Amalia, who was frightened and fled to Wilhelm’s laboratory, which is equipped with all sorts of traps that did not allow other residents a chance to survive.

Walkthrough of the DLC “Stone Prisoner”


Walkthrough of the DLC “Stone Prisoner”

H To get there, go further along the corridor, fighting off the Shadows. Eventually you will see another barrier. He is not a hindrance to you, and behind him you will find Amalia in the company of a talking cat, captured by some kind of demon. During the conversation, you will learn that the Demon is locked in this room by Wilhelm, and the girl will refuse to leave the basement without a new girlfriend. The demonic animal will require you to remove the barrier and release it in Amalia's body, moving the slabs on the floor in a special way.

Walkthrough of the DLC “Stone Prisoner”


Walkthrough of the DLC “Stone Prisoner”

IN The following options are available to us:

Immediately attack the demon (as a result, she will possess Amalia, and the girl will have to be killed, but Stan will approve of your decision);

Promise to let the demon go if in return he promises not to touch Amalia (the demon will not keep his promise and will possess the girl as soon as you remove the barrier);

Agree to the deal;

Return and tell Matthias what happened, who, in order to save his daughter, will allow the demon to enter his own body (you will have to either let the demon go or kill Matthias);

Lie that you agree to the deal, and after removing the barrier, attack the demon (the most favorable option).

Walkthrough of the DLC “Stone Prisoner”


Walkthrough of the DLC “Stone Prisoner”

A Lister, Winn and Leliana will approve if you save the girl and her father, but Morrigan will be unhappy. If you agree to help the demon or allow Matthias to sacrifice himself, Approval will be distributed in the opposite way.

Walkthrough of the DLC “Stone Prisoner”


Walkthrough of the DLC “Stone Prisoner”

H To free the demon you will need to solve a simple puzzle - draw a line of fire through the stone slabs on the floor from corner to corner. The puzzle is somewhat similar to tag. Each plate has an arrow in the direction in which the fire will go. All you have to do is move the plates so that the arrows on them point in the right direction. There are many solutions here, and here is one of them:

Walkthrough of the DLC “Stone Prisoner”


Walkthrough of the DLC “Stone Prisoner”

E If you allow the demon to take over Amalia's body, he will give you a good belt, “Cord of Broken Dreams.” You can also demand an additional reward, and you will receive a mediocre magic staff. Or, after destroying the barrier, the demon will attack you along with four demons of rage, and from his body you will remove the best helmet in the game and the same belt. Also, if you allow a demon to take over someone's body, you will receive more money as a reward.

Walkthrough of the DLC “Stone Prisoner”


Walkthrough of the DLC “Stone Prisoner”

IN In any case, you will receive the correct password (either Matthias will say it, or the demon who has taken over his body), and after that return to the square. Having activated the golem, after a short conversation you can either take it into the group (Alistair will not like this, but with the help of Influence you can reduce the decrease in Approval to a minimum), or send it home, or kill it.

Walkthrough of the DLC “Stone Prisoner”


Walkthrough of the DLC “Stone Prisoner”

E If the golem Sheila remains in the group, you can receive an additional quest. You will have it after completing the “Perfect” story quest if you first talk to Sheila in the camp and then bring her to the Deep Roads. Sheila will report that she has begun to remember some things from her past and will ask you to go to the Kadash teig.

A child doesn't need a good father. He needs a good teacher. And a good friend to a person. And for a woman - a loved one. And in general, let’s talk better about track stitches.

Arkady and Boris Strugatsky, “Distant Rainbow”

It's not just the Blight that threatens the peace of Ferelden. Hundreds of scum of all stripes raised their heads, expecting the end of the world. We can either join them or punish the scoundrels. And so that you are sure not to miss a single opportunity, we have compiled a list of additional tasks that have not yet been discussed on our pages.

  • Ostagar and the Wild Lands - the beginning of the story
  • Lothering - the living dead city
  • Circle of Magicians - magical secrets
  • Redcliffe - universal appeal
  • Vault - Classic Easter Egg
  • Brecilian Forest - traces of corruption
  • Orzammar - Thieves and Their Prey
  • Denerim - quest series
  • Guilds - find everything
  • Sheila - rugged beauty

Let's start with the backstories of our heroes. In each case, we will be able to complete several additional tasks, but they are simple - training ones. You can even skip them and go straight to Ostagar. However, painstaking exploration of the initial territories will bring you not only money, experience and some equipment. At the very beginning, when the hero is very young and inexperienced, you can learn a lot of interesting things about the world that you won’t be able to find out later. So we advise you to look into all corners, at least at first.

Each background story will bring you something useful and make your path easier. A noble man will receive a dog, a Dalish man will receive a good bow... in a word, to each his own. But there is one hero who will have a much easier time at the start than the rest. This is the noble dwarf - he leaves with Duncan, jingling more than twenty gold pieces in his pocket! Well, let's go after them.

Ostagar and the Wild Lands

Sick dog

Dwarven politics

Talk to the huntsman in the camp, and he will tell you about a sick mabari who swallowed tainted blood. To cure him, you need a special flower that grows in the wild lands of Korcari. According to the plot, you will still have to visit there, so feel free to agree. Look in the ruins a couple of meters from the place where you will meet a wounded soldier. The cured dog will join you after the Battle of Ostagar, if you have not yet acquired a pet.

Hungry Prisoner

In the camp, an unfortunate soldier is hanging in a cage. Not only are they not letting him out, but they are also not feeding him. The poor guy will ask you to get him some food. Before giving consent and food, ask the prisoner why he was imprisoned. At the end of the story, you can demand the key to the magicians' chest from the prisoner. You can get food from the guard by convincing or bribing him. And the chest can be opened only after returning from the wild lands, when the pacified one leaves him.

Sword

You can trick the messenger Peak into getting a good sword. But first the boy must be caught - find him with the warriors of the ash, and then run after him.

Missionary Chest

Near the border of the wild lands you will find the body of the missionary Jogby. You can remove a letter from it with hints on where to find the treasure. Look for the chest in the south of the map.

Traces of chasing

In the west of the wild lands there is an abandoned parking lot and a chest containing a magazine. Read it and follow the mark that appears. A chain of such traces will lead you to the treasure.

Last will

The dog plays the role of a psychoanalyst

The professor is sleeping - the students are happy

In the center of the wasteland you will come across the corpse of Rigby. The will describes where his belongings are hidden: in an abandoned camp west of the body. Having dug up the casket, you can either open it or take it to the widow Jetta. She is waiting for you at Redcliffe Church.

Demon from the Ashes

On the corpse of a soldier, not far from the Garlock emissary, lies a bag of ash and a piece of paper with a local legend. The legend is true, and by pouring the ashes onto the pile of stones northwest of the bridge, you will summon Gazarath, the “orange” demon of wrath. Good trophies await the winners.

Lothering

Create three poultices/traps/bottles of poison

The tasks are of the same type, taken from Miriam, Allison and Barlin, respectively. There is nothing complicated, you just need the appropriate skills and components, which are bought from Barlin and collected on the map.

Dead Templar

At the entrance to the location after the battle with the bandits, you will find the corpse of a templar. The things from it must be taken to Ser Donall in the church.

On a note: in the same church, you should reveal to Sir Brian that you are a gray guard and ask for help. He will give you the key to the poultice cabinet.

Preacher board

If you complete all four tasks from the local preacher board, you will receive a nice sword as a reward.

Circle of Mages

Call

On the first floor of the tower, in the library, you can perform several summoning exercises. To do this, find two halves of the book: in the library and next to the stairs to the next floor. Complete all three rituals and the task will be completed. But that is not all. Repeat the steps of all three rituals in a row and activate the fourth summoning flame - it is located in the room where the second half of the book was. A creature will appear and quickly disappear. You can steal it by getting the note. But that's not all! On the preacher's board, you can later take on a quest that talks about disappearing travelers. It turns out that the demon we summoned decided to profit. We kill him, take the trophies, inform the preacher and go to pour out the pangs of conscience with ale.

The main character makes it clear with all her appearance how much she wants to be a gray guardian and save the world

Apparently, this is the only way Ogren sees us all...

Guardian of the Limit

What dwelling of magicians is complete without secrets? We definitely have it in our tower. To solve the puzzle, you need to find several student notes: a couple in the students’ rooms, another in the library, two lie next to Owain and the blood mages, and finally, one will be in the main hall. Now activate three statues in the large hall - a statue with a bowl, with a raised sword, a lowered sword - and a statue with a spear (it is in another room, in the center of the floor). Go down to the first floor, go to the place where you met Wynn, and try to go into the basement. Kill the guard and pick up a great sword that will help you, for example, defeat Flemeth.

Chest Jenny

In the office of the main sorcerer you will find not only Flemeth's grimoire, but also a small chest. It can be delivered to a house in the Denerim Market District near Curiosities of Thedas. If, of course, you picked up the note about Red Jenny after meeting Zevran. As a reward, you will receive money, but not a drop of information about this mysterious box.

Enchanted Templar

On the fourth floor you will meet a templar possessed by the demon of desire. If you attack them, you will get some good trophies, but if you let them go... you will most likely not see them again, but there is a small chance of meeting them on the map above the mountain of corpses: the demons will satisfy their insatiable hunger. They can’t avoid reprisals here!

Redcliffe

Gathering troops

Bann Tegan gives us a plot task (which has several additional ones): prepare the village for a siege. To do this you need to talk to Pert and Murdoch. The first one will ask you to bring him amulets. We will receive them from mother in the local church. In addition, in the shop you can find a bunch of barrels of oil. Perth needs to be told about them too.

Murdoch will ask you to bring more warriors and get weapons for them. The ranks of “volunteers” can be joined by the gnome Dwinn, if you persuade him well. The local tavern will bring us several recruits at once. First of all, there is a suspicious elf at the table. Your robbers will help you discover his spy essence. The innkeeper himself, Lloyd, will go after the elf, and he will have to be threatened. But it’s better to first ask the waitress Bella and the men in the tavern about their lives. You can promise to help the waitress, and for the defenders you can bargain for free ale from Lloyd. You can beg a weapon from a blacksmith, promising him to save your daughter.

Pestilence came to one noble noble family

Spectacular lighting makes Stan even more convincing

Blacksmith's Daughter

You will find it in the castle, in a small storage room on the first floor.

Hidden boy

Caitlin is standing in the church, asking to find her missing brother. He hid at home, in the closet. After questioning the boy, we learn about the family sword, which can be either appropriated or returned.

Daemon

If you play as a magician, you are able to independently enter the shadows to free the son of Eamon. The demon will offer a deal. You can get an extra spell point, a blood mage specialization, a “forbidden pleasure” with a demon... Please note that the choice will affect the ending of the story.

Asylum

In the village itself, as well as in the temple, there are no additional tasks (except perhaps the delivery of scrolls to the church of Denerim), but there is a very funny “Easter egg”, which can already be considered a classic of role-playing games. After finishing the story quest, return to the village and go to the local cemetery. You will probably like the epitaphs. Here are just a few of them:

    Cheryl isn't here. She was cremated.

    “I can do an ax too” - Jim, the sword swallower.

    Multiplayer with love.

    Great-great-great-grandfather Gygax.

To play as Sheila, you need to download the separate Stone Guardian module. Let's get to know this dangerous girl better.

Gifts for Sheila
Present Where to look
Magnificent amethyst The dusty city of Orzammar, Alimara market
Magnificent Diamond Common Halls of Orzammar, Trader Garin
Magnificent emerald Orzammar Community Halls, Figor's Shop
Magnificent sapphire Common Halls of Orzammar, Trader Legnar
Magnificent malachite Circle Tower, Quartermaster
Magnificent Garnet Denerim Trade District, Wonders of Thedas Shop
Magnificent ruby Elfinage, Alarita shop
Magnificent Jade Cellar of a house in Honnlite
Magnificent Topaz Frost Mountains, Trader Farin

Sheila is a former dwarf who became a golem. She manages to combine femininity (for example, she wants to sew red shoes) and feigned rudeness (“Let's go crush a couple of heads”). In general, jokes on the topic of the golem’s “hermaphroditism” are perhaps the most interesting in the entire game. By the way, she hates all birds without exception, which she constantly reminds of (“I don’t believe in the Creator. After all, an intelligent being would never create birds! What was he thinking?!”).

In combat, Sheila is a true all-rounder. She can be a hitter, a shooter, a controller, and even a support. In the last incarnation (the branch of stances) it is most effective. It is almost impossible to destroy a group consisting of a standing golem, a healer, a mage and a warrior with a two-handed weapon. There is only one inconvenience: moving our talisman takes some time.

As you can see from the table, there are no special gifts for her, but you can easily make her happy by dressing her in crystals for the first time.

Personal quest is associated with memory restoration. Sheila is curious about who she was before she became a golem. The quest can be obtained after talking with Perfect Caridin, according to the plot. To complete it, go to the Kadash teig that appears on the map of deep paths. Go through the teig all the way to the heroine’s statue.

Brecilian Forest

Bitten wife

In the Dalish camp, talk to Atras. His wife was bitten by werewolves and everyone says she's dead, but he doesn't believe it. Danaila will be waiting for you near the northern entrance to the eastern forest. Unfortunately, it will not be possible to save her.

Iron bark

The gunsmith Varathorn will ask you to bring him rare ironwood bark, from which local craftsmen create magnificent equipment. The bark can be stripped from a fallen tree near the northern passage to the eastern forest. As a reward from the master, you can receive a bow, armor (or both, if you insist) or an amulet, if you refuse everything.

Elf in love

Last family photo. Very soon, most of them will not be alive - traitors are worse than evil...

Apparently, not only female characters are copied from popular people... And Eddie Murphy not only voiced the donkey from Shrek

Sick gall

In the camp, the caretaker of the Gauls, Elora, had a problem: one of her charges was sick. You can use survival to find out what the reason is, or you can convince the caretaker that the animal is incurably ill.

Bitten Elf

In the center of the western part of the forest, not far from the ogres, lies the wounded Deigan. He can be taken to the camp, healed, robbed, abandoned or killed. A wealth of choice - isn't that what we want from a good role-playing game?

On a note: if you first rob the elf and then send him to the camp, then he can return his things and restore relations.

Deadly dream

To the south of the Great Oak lies an abandoned but very cozy camp, in which you are tempted to relax... Having woken up, one or more members of your squad will begin a battle with the shadow that created the illusion. Defeat the demon and re-inspect the “cozy” rest stop.

This is interesting: After completing the story mission in the forests, go to the camp and talk to Leliana. She will play you a song from the main menu of the game.

Orzammar

Lost Son

The story is over. The hero stands on the road and thoughtfully looks at the sunset... But it’s too early for him to retire!

In the Common Halls we will come across Filda. Her son went to the deep paths and did not return. We will find the hand in the Ortan tag, it is connected with the plot - don’t miss it.

Church

Berkel wants to open a church in Orzammar. You can help him with this by convincing the chronicler (in the hall of guardians) to give permission. The reward you will receive is meager, but this church will have a decisive influence on the fate of the world. And not the most favorable...

Dwarven magician

Dagna really wants to get into the circle of magicians. You can stop her by telling her father Jannar about his daughter’s plans, or you can help by talking to the first sorcerer, if, of course, he is alive. As a reward we will receive a good rune or lyrium. In addition, Dagna will become an outstanding scientist.

Search for Nagas

All his pets fled from the beater Bemor. You need to look for Nagas in the Community Halls, there are five of them in total. For each animal we get 25 silver coins. And if you talk to Leliana after this, she will admit that she really wants such an animal. You can get it in Dusty Town from an idle gnome for a modest fee. Now this “hedgehog” will live with you in the camp.

Racket

After receiving the first task from any of the contenders for the throne and leaving the Diamond Halls, you will see local bandits threatening the merchant Figor. If you follow them to the shop, you can help the merchant. If you settle the matter peacefully, he will thank you and stay to trade, but if you kill the robbers, then... he will scold you and run away.

Fights without rules

In the west of the Test Halls, in a small room there is a gunsmith who will offer to take part in the battles. The reward for each battle is trivial, but the ring that you receive after four victories is good for blood mages.

Unwanted child

In the Dusty City you can find an unfortunate dwarf who was kicked out of her family because she gave birth to a son from an untouchable. You can force her to get rid of her son, as her relatives want, or you can convince the latter that they are wrong and restore the family.

Dragon in the throne room

This is how you need to place two characters in the throne room to summon a dragon

If you run out of preparations and need to say something, it turns out like this

Dwarven architecture sometimes brings surprises. After studying the inscriptions on the throne, we will receive a note in the codex. Now you need to correctly position the squad members: one in the “dressing room” on a square in the center of the hall, and the other two in the throne room itself, in its southwestern part, on buttons that look like the end of an arrow. As the last character, we click on the throne again and get acquainted with the local prisoner.

The thieves

While running past the king's treasury, you will come across a group of thieves who were trying to dig a tunnel. Deal with them and receive a well-deserved reward from the guard who came running in response to the noise.

Poison

In one of the chambers for the nobility, you will meet the herbalist Vidron, standing by the bed of a dying lady. He will tell you that she was poisoned and ask her to make an antidote. After which he will give you a recipe, which will be the main reward.

Stolen book

The assistant chronicler in the Keeper's Halls wants us to find a valuable book that was recently stolen. The Dodger lives in Dusty City. Negotiations with the thief will reach a dead end... But a note picked up from the corpse will lead us to the bandits who are just carrying the tome to the buyer in the Trial Halls. After the battle, the book can either be sold to the same buyer or returned to the custodians.

The Missing Bloodline

The dwarf Orta believes that she comes from the noble house of Ortan, but bad luck: the records of her family tree disappeared in the teig of the same name. At least she didn’t find them in the Guardian Halls, which means nowhere else. The records really lie in the center of the teig, not far from the Ruka cave.

List of golems

In the room with the Void Anvil, there is a table that lists everyone who has become a golem. The names can be copied and taken to the chronicler.

Wanderers' treasure

Find four piles of stones in Caridin's Crossing:

    At the western exit to the map.

    Southwest of the bridge.

    Near the intersection of three roads.

    East of the Deep Hunter's Cave.

Our pet nag named Shmoples. They seemed to get along with the dog

After this, a mark with the tramp’s hiding place will appear on the map.

Legion's Honor

As soon as we collect all the pieces of the Dead Legion armor, we will be given the quest “Dead Castle”. Now we can get the emblem of the caste of the dead from the sarcophagus (in the legion room in the dead ditches) and take it to the chronicler. But before you leave the temple, dress someone in full armor and activate the Legion's Relic.

Overlander's Sword

In the deep paths you can get hold of one of the best one-handed swords - By the honor of the overlander. First, find a tomb in the Ortan taiga (southeast corner). Now we are looking for pieces:

    The pommel lies in the Ortan teig in a vase in the Ruka cave.

    The hilt can be removed from the corpse of the Genlock Emissary at the Caridina Crossroads (Genlock is waiting for you in the tunnel that goes from west to south).

    The blade is removed from the corpse of an ancient creature of darkness in the Dead Moats (on the bridge in the center of the map).

Once you find everything, return to the tomb.

Cache

In the charter's hideout we will acquire Jammer's diary, which talks about the treasure. We need to find three chests: Jammer himself, Kanka and Pique. From them we take out a silver ring for a dress, an iron letter opener and a garnet decoration. You can't take anything else! All that remains is to find the cache near the tamed brontos and open it.

Life of the Guardian

To receive the task, touch the wall of memories in the Halls of the Guardians. Now find three rune stones:

    Near the chief of miners in the Common Halls.

    In the southeastern caves of Caridina Crossroads.

    In the western of the central rooms in the Dead Moats.

We return to the wall of memories for the reward.

Torn Demon

Dwarves are thorough guys: if they destroy a demon, then they spread the pieces throughout all the lands: what if they grow together? You can collect these pieces on deep paths.

    Limbs in the north-west of the Educanov taiga.

    The body and head are at the Caridin Crossroads, in the southeast and northeast, respectively.

We take this to the altar in the Ortan taiga and revive the demon. We are faced with another choice - let him go for money or finish him off. This time it's final. What will you choose?

Denerim

Help the law

Sergeant Kilown stands next to Blacksmith Wade's house. He will complain to his superiors and ask for help in dealing with crime. You can act either by force of persuasion or simply by force. If you want a high reward, listen to what the customer prefers.

Dark Deeds

We are trying to explain the idiot-
to the gnome that it is impossible to “fall into the sky.” Winn and I are still trying to get through, and Sheila offers... basically the same thing, but in a much faster way

Eamon has a great sense of beauty. In all his mansions you can find
real works of art

On the other side of the house, the forge is worth the sneaky Couldry. Only robbers will be able to meet him. He has two lines of tasks: for thieves and for burglars. Stealth will come in handy in both lines.

It is important: Do not forget to leave too visible companions in the camp for the duration of the mission.

Before the land meeting, we will be able to complete three thefts and two break-ins. Another theft and two break-ins followed. If your stealth is not at a master level, then money, persuasion and fists will help you in some tasks.

Sect

In one of the alleys (you will visit there when you exterminate bandits ordered by the church) you will find the corpse of Ser Frieden, who died trying to destroy the sect of blood mages. You can finish this noble deed - go to the abandoned house (a new location on the Denerim map) and slaughter the villains.

Evil

Evil has settled in the shelter in the Elfinage, as the templar Otto will tell you about. Collect some clues, including asking the elven girl sitting on the doorstep. After clearing the shelter, do not forget to return her amulet to the elf.

Prisoners of Howe

In the cellars of Earl Howe's estate you can find several prisoners at once.

    In the torture chamber, the son of Bann Sieghard is hanging on a rack, and as a reward he will stand up for you at the meeting.

    In prison, the templar Irminrik went crazy. Take his ring to Ban Alfstanna.

    Veteran Rexel also could not stand his captivity. You need to tell the preacher Rosamund about him.

Guild Quests

The tasks of most guilds (preacher boards, blackstone volunteers, assassins and “interested”) are mostly completed without problems: fortunately, the targets are marked on the map, or at least their approximate location is described. But there are a few exceptions.

If in the final task volunteers you choose the father's side, then in order to get to the son, you must not go to Lothering, which will be destroyed by this moment, but simply pass by the town. Taoran will come across you in a “random” encounter.

Love notes requested by one of interested(tasks are given by the innkeeper in “The Bitten Nobleman” of Denerim), scattered literally all over the world. Finding them is not easy. Here are all the places:

    In the Dalish camp, behind the merchant.

    Near the entrance to the ruins in the Brecilian Forest is a secret door on the left.

    In the royal palace of Orzammar, in an inconspicuous room in the east of the palace.

    In the Orzammar Charter Hideout, in the room to the right of the hall where Jarvia fell.

    In another hideout, this time in a village, next to the entrance to a house with a bloody altar.

    In the "Spoiled Princess" tavern near the magicians' tower.

    In the tower itself, on the second floor, in the eastern room.

    In the Redcliffe windmill (where the secret passage to the castle is).

    In the basement of Redcliffe Castle, just before the exit to the courtyard.

    At Wade's forge in Denerim.

    In the brothel "Pearl" (location in Denerim) in the southeastern room.

    In Eamon's estate in Denerim in the northwestern room.

In addition to these very persons, they will force you to run and mages from the community.

Bloody marks

We need to mark four doors in Denerim with blood: two in the Trade Quarter and one each in Gryazny and Dark Lanes.

Places of power

We need to activate four places of power.

    Grave in western Brecilian.

    Altar in the Ortan taiga.

    Tree in the Elvenage of Denerim.

    Stairs to the second floor of the magician's tower.

Scrolls of Banastor

You need to find five scrolls at the following addresses.

    The southeastern destroyed room on the second floor of the mage tower.

    The northwest room on the third floor of the Mage Tower.

    The southeastern library in the abandoned temple with Andraste's ashes.

    Western barracks (entrance from the center) in an abandoned temple with the ashes of Andraste.

    The southeastern room in the werewolf lair.

The remaining tasks should not cause difficulties.

Dragon Age: Origins - FAQ: Companions


The game Dragon Age: Origins is party role-playing game. This means that other characters and companions will travel with you past your hero. These characters will be located in the Hero's camp and you can always take them with you. Often they are not inferior in strength to the Hero, and some are even superior. The game has such an indicator as the reputation of a companion. What does it mean? If your reputation is high, your companion character will receive a bonus to any attribute. Opportunities for receiving quests from companions and romantic relationships will also open up. If your reputation with your companion is low, then he will treat you with contempt, and if the reputation indicator reaches a critical point, the companion may leave the Hero.
So how can we prevent this from happening? Very simple. Give your companions due attention. Complete their quests, give gifts. Each companion requires a “special” approach. In addition, your codex will often contain useful information that will help you win the gratitude of your companion.
There are a total of 10 different companions in Dragon Age: Origins that you can enlist to help you. Brief information on each of them will be published in this topic.

1. Alistair

Class: Warrior
Specialization: Templar
Location: After arriving at the Ostagar fortress, Duncan will personally advise you to find Alistair. It is located near the magicians' tent. We find him and talk. After this, Alistair is your companion.
Note: Alistair cannot be kicked out before the quest "Gathering of the Lands". Moreover, he will not leave your Hero even if his attitude towards you drops to -100.
Personal quest: Alistair's personal quest is related to his sister Goldanna. To take on the quest, you need to ask Alistair when he turns to the Hero, saying that he has something to tell. Goldanna is located in Denerim, in a house near Master Wade's forge. In order to enter her house you will need Alistair himself. We go into the house and listen to the dialogue between Alistair and Goldanna.


Important: During this easy quest you will have the opportunity toughen up Alistair. This moment can seriously affect his future behavior. To toughen up Alistair, after a conversation takes place between him and Goldanna, tell him that “Everyone cares only about himself.”
If you toughen up Alistair and leave Loghain alive at the meeting of the lands, Alistair will leave the Hero's party and express a desire to marry Anora and become the heir to the throne. The toughening also affects the ending of the Hero-girl, who had an affair with Alistair. If Alistair did not give the throne to Anora, but himself expressed a desire to become king, then only a Hero-girl of noble birth (backstory for the Couslands) could persuade him to marry, thus becoming a queen. If you toughen up Alistair, he will marry your heroine of any origin.
Romantic relationship: A romantic relationship with Alistair is only possible for a female Hero. To start a romantic relationship, simply ask Alistair about his life as a templar. Express your admiration for him. If his gratitude level increases, then when meeting in the camp, Alistair will give your Heroine a flower. This will be a sign of the beginning of a romantic relationship.
Present: Special gifts for Alistair are his mother's amulet and Duncan's shield. Amulin is in Earl Redcliffe's desk. The shield can be obtained from the Gray Wardens' secret warehouse. Riordan will tell you about him if you bring him his documents. Also, Alistair will not be averse to receiving rune stones and various figurines from you.
Moment of crisis: Alistair will leave the Hero only if you spare Loghain at the Land Meeting.

2. Morrigan

Class: Mage
Specialization: Werewolf
Location: The first time you meet a young sorceress is in the Korcari Wilds. After completing the story quest "Tower of Isshala", the Hero will be able to enlist her support.
Personal quest: As soon as you get to the tower of magicians, Morrigan will ask the Hero to find a dark grimoire in this tower. After you give her the book, talk to her again. She will ask you to kill her mother Flemeth and bring back the old witch's book.
Romantic relationship: A romance with Morrigan is only available to a male Hero. To start a romance, just raise her attitude towards you high enough.
Present: A special gift for dear Morrigan could be a mirror similar to the one her mother broke when Morrigan was still very young. The mirror can be purchased from a merchant in the Orzamar Fortress. Morrigan also loves jewelry.
Moment of crisis: Morrigan will not leave you without your team, no matter how angry she is with you. However, she can still be kicked out.

3. Leliana

Class: Robber
Specialization: Bard
Location: You will meet Leliana in a tavern in Lothering. After Loghain's soldiers begin to pester the hero in the tavern, Leliana will intercede on your behalf. After that, she will become your companion.
Personal quest: The personal quest will be related to Leliana Marjoline's boss. First, ask Leliana about the reason for her appearance in Lothering. During questioning, she admits that she used to be a bard and worked for bandits. After this, when traveling quickly between locations with Leliana, the Hero will be attacked by a squad of assassins. Having defeated their commander-in-chief, he will tell you that he was hired by Marjoline to kill Leliana.
Romantic relationship: A romantic relationship with Leliana is available to both the male and female Hero. To start the novel as a Female Hero, you need to raise Leliana's approval level to +50. The male hero will have a slightly more difficult time. There are only two moments available here when you can start a romance.

  • Talk to Leliana about her life in the monastery and express your admiration for her beauty. Say that all the novices in the monastery pale in comparison with her
  • After completing the quest with Marjolaine, talk to Leliana at the camp. Ask her how she feels after what happened. Next, say that you understand what she is talking about. And then say that people change over time. If at the end of the dialogue Leliana noticed that you look like Marjoline, then this will be the beginning of your romantic relationship.
Important: During Leliana's personal quest, you will have the opportunity toughen up Leliana. This will not particularly affect the game, but will only give you the opportunity to persuade Leliana into a love triangle with Isabella, who is located in the Pearl (Denerim) brothel. A quadrangle is also possible if you persuade Zevran. Also, if the ashes of Andraste are desecrated, Leliana will not leave the Hero if you toughened her up.
If you decide to toughen up Leliana, then after completing her personal quest, talk to her in the camp and tell her that Marjolaine is right in many ways. Killing others is part of Leliana's character.
Present: Special gifts for Leliana are “Andraste flowers”. Also, when talking with the naga catcher in Orzamar, Leliana will ask the Hero to buy her a naga. Leliana will be grateful to you if you give her various symbols/amulets of Andraste and other church items.
Moment of crisis: Leliana will leave the Hero's group if during the quest "Urn of Sacred Ashes" the Hero desecrated Andraste's ashes. If at the time of desecration the urn with Leliana’s ashes was not nearby, then she will still find out about it in the hero’s camp. But with the proper skill and a high level of gratitude, she can be persuaded to stay. If you toughened up Leliana during her personal quest, then she will not abandon the Hero even if he desecrates the urn in front of her eyes.

4. Stan

Class: Warrior
Specialization: No
Location: Stan is locked in a cage in the city of Lothering. Talk to him and offer to free him. Next, head to the church and persuade/force the Reverend Mother to let him go.
Note: If you leave Lothering, the village will soon be destroyed by the Darkness. Thus, you will lose the opportunity to get Stan as a companion.
Personal quest: Stan's personal Qunari quest is related to his sword, called the Sword of Beresaad. To receive the quest, ask the silent Qunari about his life. Raise his attitude high enough and he will tell you about his sword and ask you to return it.
Romantic relationship: Impossible
Present: Stan won't mind if you give him various totems. Stan also knows a lot about painting. That's why give him paintings more often.
Moment of crisis: Stan will try to seize leadership of the Hero's squad if you take him to the village of "Refuge" during the quest "Urn of Sacred Ashes". Just defeat him alone, suppressing his rebellion. If Stan treats you warmly enough, you can persuade him not to attack.

5. Zevran

Class: Robber
Specialization: Murderer
Location: There is no need to look for Zevran, he will find you himself.) As you progress through the story, Loghain will hire him to kill you. At a random meeting on the world map, Zevran will ambush the Hero. After defeating the elf, decide what to do with him. Kill, or take as companions.
Personal quest: Zevran does not have a personal quest. But if you have enlisted his support, then after receiving the quest “Save the Queen”, in Denerim, while quickly traveling around the city, his friend Talsen will attack you. Defeat him and decide what to do next for Zevran.
Romantic relationship: To start a romantic relationship, simply chat with the elf. If you raise his gratitude level a little, he himself will invite the Hero... to go into the tent with him.) If you want romance, then refuse him. At the same time, Zevran will report that he will now be even more persistent. And when the mark of his gratitude reaches 75, Zevran confesses his love to you.


Present: Special gifts for Zevran are Dalish gloves, which can be found in a chest in the Bressilian forest, as well as Antian boots. The boots can be found in the village of Vault.
Moment of crisis: When you are attacked by Taliesen in the Denerim quarters, Zevran may leave the Hero and join the assassin if his attitude towards you is very negative. If Zevran treats you warmly, he will help you deal with Taliesen. After this, you will have to decide what to do with the elf, drive him away, or continue traveling with him.

6. Wynn

Class: Mage
Specialization: Spiritual healer
Location: Wynn can be found in the Mage Circle Tower. Agree to help her deal with Uldred and go to the end of the tower. After this, Winn will become your full-fledged companion.
Personal quest: Wynn's personal quest is related to her student. First, ask Wynn about her past. As soon as her approval rating exceeds 24, when quickly traveling around the map, you will be attacked twice by the creatures of darkness. The first time, Winn will lose consciousness, but will quickly come to his senses. After this event, ask her at the camp. She will tell you about a certain spirit and her former teaching, whom she offended. She will ask you to find her student and offer him condolences. Aneirin, that is the name of Wynn's student, is located in the eastern part of the Bressilian forest, not far from the mad hermit.
Note: With the second attack of the Spawn of Darkness, Wynn will unlock a new ability, Spirit Vessel.
Romantic relationship: Impossible
Present: Winn loves wine, various scrolls and magical books.
Moment of crisis: Wynn will attack you if you agree with the templar Kalen in the circle tower and decide to exterminate all the magicians. Wynn will also betray you if during the quest “Urn of Sacred Ashes” the hero desecrates the urn. If you became a blood mage and admitted this to Wynn, then she will leave you (if Wynn took the blood mage specialization, she will not leave the Hero).

7. Oghren

Class: Warrior
Specialization: Berserker
Location: During the story quest "Perfect" you will be sent to explore the deep paths in search of the perfect Branka. When you enter the trails, Ogren will greet you and offer his help.
Note: You won't be able to talk to Oghren until you complete the quest "Perfect".
Personal quest: As soon as Ogren begins to trust you, he will ask you to find his former girlfriend Felsi, who lives in the Spoiled Princess tavern on Lake Calenhad. When talking to Felsi, Ogren will ask you to help him gain the favor of the gnome. And here you can either help Ogren by telling him that he is a great and strong warrior, or make fun of him. Ultimately, Felsi and Ogren will either make up or vice versa. Ogren’s further disposition towards you will depend on this.
Romantic relationship: Impossible.
Present: What do gnomes love most? That's right, el. So if you treat him with a glass of ale/beer, he will be only too happy.
Moment of crisis: If your relationship with Ogren drops to -100, the dwarf will decide to leave you. In this case, you can either persuade him to stay, or defeat him in a fair fight, or let him go.

8. Dog

Class: Warrior
Specialization: No
Location: There are two ways to enlist the support of a quadruple dog. When playing as a noble person, you will have a dog initially. If you choose a different story, you will have to complete the quest of the huntsman from the Ostagar fortress. Bring him a special flower from the wilds of Korkari. After this, when moving from Flemeth's hut to Lothering, the dog will come running to you.
Personal quest: Dig a hole in China) Just kidding. Bobik has no personal quest.
Romantic relationship: Impossible. Your relationship with Bobby is always +100.
Present: The dog can be given a special bone that increases its abilities.
Moment of crisis: Man's best friend does not know what betrayal is.) The dog's attitude towards you will always be +100.

9. Loghain mac Tir

Class: Warrior
Specialization: Knight
Location: Loghain will join you during the quest "Gathering of the Lands". During this quest you can either kill him or pardon him.
Note: Having pardoned Loghain, Alistair will leave you.
Personal quest: No.
Romantic relationship: Impossible.
Present: Loghain will be grateful if you give him various topographic maps. You can also give Loghain gold/silver bars.
Moment of crisis: Loghain can be killed at a land meeting. He himself will never leave the company of the hero, no matter how angry he is with you.

10. Sheila

Notes: Companion Sheila is available only after installing the DLC - "Stone Prisoner". Sheila also has various unique abilities that are unavailable to anyone else. Sheila has no equipment. The only thing that can be done is to insert special crystals into the golem. The first type of crystals affects the damage dealt, the second type affects armor.

Class: Warrior
Specialization: No
Location: Go to merchant Felix. His convoy will be marked on the map of the empire. Next, buy a golem control rod from him. After this, go to the village of Khonlit marked on the map. There you will have to kill the hordes of the Spawn of Darkness. Sheila will stand in the center of the village. But she will be motionless. To bring her to her senses, explore the basements of the village. There you will meet the same Spawn of Darkness, as well as a resident who will agree to help you revive the golem (by telling the right words for revival) if you save his daughter.


Personal quest: Sheila's personal quest "Memory of the Stone". It becomes available during the quest "Perfect". At the end of this quest you will meet Karidin. Mighty golem. If Sheila is in your company, she herself will ask him about the place of her birth/creation. He will tell her about the ruins of Kadash, located on the deep paths.
If you didn’t take the golem with you, then just talk to her in the camp after completing the quest “Perfect”. Agree to help her find the place where she was created. Go to Orzamar and go down to the deep paths in any of the Thags. After Sheila appears, she will speak to the Hero and the mark of Teiga Kadash will appear on the map. Go there and explore the ruins. there you will meet the Spawn of Darkness. At the end you will have a fight with the mighty Ogre. Deal with him. Next, Sheila will begin to read the notes on the stone saw. That's it, the quest is over.
Romantic relationship: Impossible.
Present: Sheila loves gems.
Moment of crisis: If you took Branca's side and went against Karidian during the quest "Perfect", Sheila will try to stop you.

Latest materials in the section:

Diversity in the world of GTA V after completing story missions Walkthrough of GTA 5 on PS
Diversity in the world of GTA V after completing story missions Walkthrough of GTA 5 on PS

At the very beginning, the player finds himself in a small snowy town. In the prologue you need to control Michael, who will go through the first task together with...

Walkthrough of the game Grand Theft Auto V What is needed for the 100th passage of GTA 5
Walkthrough of the game Grand Theft Auto V What is needed for the 100th passage of GTA 5

100%? For true fans of the GTA series, no game will be completed until their stats reach 100%. If you are that person then you...

"GTA San Andreas": list of missions, plot, main and secondary characters, passage of missions and quests

Description of all missions required for 100% completion of the game. Any true fan of the GTA series should complete the game 100%. This is an honor and very...